Beginner human tactics 6.8 2020/04/17

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JackyLin
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Posts: 79
Joined: Mon Dec 10, 2018 2:55 am

Beginner human tactics 6.8 2020/04/17

Post by JackyLin »

Beginner is compatible with both WK and DE. Not compatible with HD!
It mainly runs on DE. I don't know why there is a bug in this ai running on WK, I haven't fixed it yet.
It can only play 50% of the original strength of DE in WK.

Tournaments version is without any cc commands.




https://www.ageofempires.com/mods/details/2972

This is a non-cheating AI. This AI will imitate human tactics, such as Dark rush turn Feudal, Feudal rush, etc. In addition, it can also order it to go straight castle and boom the economy. Please read the description below for details.
It can beat Extreme AI, winning rate is 50%, and the level of not cheating is about 1,000 elo. If you think it is too simple, there are cheating versions to play.
The ones with numbers, D, Super, and 1vN are cheated versions, so that players of all levels can find their own suitable strength.
With the word "OS" is an abnormal version suitable for playing on closed maps such as oasis, hessen, michi and other maps.

Note: This ai will get angry when attacked by tower, castle, TC, please don't do this to it ...
Suitable maps: waterless maps, only pure land, the best in Arabia
Suitable Mode: Force Conquest
Suitable for population: At least 500





Recommended game settings

Information piece: Any
Game: Any
Map type: Custom
Location: Arabia
Map size: Large size (8 players or less)
Difficulty: Extreme
Gamer: 2~8
Resources: low
Population: At least 500
Game speed: any
Show map: any
The beginning era: the dark age
The end era: the era of emperors
Victory: Conquering by force

Team community: open
Lock the team: open
Complete technology: any
Locking speed: any
Allow the use of secret technology: any
Recording game: Any

Beginner Gamer Civilization: Arbitrary
Beginner player team: Any

Human ally Taunts to AI:
31=Attack now
45=Retreat now
36=Ban attack now
23=Cancel ban attack now

Host Taunts to AI (remember to turn on full frequency):
104=Don't surrender
105=Surrender allowed
111=Rush mode
112=Not straight castle
113=Straight castle
114=Boom mode
200=Start metamorphosis mode
201=Cancel metamorphosis mode
202=Increase 100 tricolor
203=Increase 300 tricolor
204=Increase 500 tricolor
205=Increase 1000 tricolor
206=Increase 2000 tricolor
222=Attack now
223=Retreat now
224=Ban attack now
225=Cancel ban attack now




This is a statement:
If you want to copy or modify the code in my ai, please contact me and obtain my consent before making it public. (Added on 2020/04/11)
Attachments
AI Custom - Beginner 6.8.rar
(121.13 KiB) Downloaded 22 times
AI Custom - Beginner 6.8 Tournaments.rar
(113.91 KiB) Downloaded 26 times
Last edited by JackyLin on Fri Apr 17, 2020 9:42 am, edited 45 times in total.

JackyLin
Forumer
Posts: 79
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 4.1 2020/01/17

Post by JackyLin »

Beginner 2020/01/17 update 4.1
1. In the castle era and the middle and early period of the emperor, the maximum number of active soldiers is increased from 60 to 80.
2. The attack conditions were reduced from 50% more than the enemy to 33.33%.
3. At the moment of tower attack, fortress, TC explosion, if there is no collision vehicle, it will try to produce armored infantry for forced dismantling.
4. Now when the tower attack, fortress, and TC explosion, the melee unit will demolish the building instead of turning a blind eye to it or rubbing it on the wall.
5. Now when the tower attack, fortress, and TC explosion occur, the soldiers will give priority to sweeping the enemy units and buildings in the house, instead of turning a blind eye to the threat in the house.
Six. Wall + Tower will be cracked now!
7. The late stage of weakening the 1vN model.
8. No more missionaries in Spain.
Nine. Now, in the era of Az, Japan, South Korea, Viking, and Byzantine emperors, there will be strong crossbows.
X. Now the Gothic Emperor era will make a bow.
XI. Corrected the error that no crossbowmen would be sent in the era of the Persian and Saracen emperors.
Twelve. Now guns will be fired during the Teutonic Empire.

Note: Re-ordering is required to update.

paper
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Posts: 4
Joined: Thu Dec 19, 2019 8:17 am

Re: Beginner human tactics 4.1 2020/01/17

Post by paper »

I did 3 tiny 1v1 arabia games with your AI against the DE AI, modified barbarian AI and antitribal AI to support extreme difficulty.
This time with aztec mirror.
It won all three games, but maybe it could have defeated "barbarian" much earlier if the eagles didnt "patrol" near the enemy villagers building a castle close to the enemy TC(17:00-19-00).
Another interesting thing in that game is that "barbarian" responded to beginner's taunt 42 by telling beginner that "barbarian" was fast imping(8:00-9:00).

Notify me if the AIs that I edited are weaker than the originals

EDIT : thanks for the feedback in the chat, looks like I edited the wrong version of Barbarian, so I edited the one from aiscripters instead. Beginner won again, so I'll do a round 3 with the unedited Barbarian2.18 on hard difficulty soon.

EDIT2: Round 3 uploaded, Beginner defeated the original Barbarian2.18 in a tiny 1v1 arabia rm, aztec mirror, hard difficulty.
Barbarian2.18 resigned while having town centers and villagers, he had only 25% of the world population, and barbarian's score was 7476, beginner's score was 11939
I edited the Barbarian AI and the antitribal AI because Beginner's recommended difficulty was extreme. It turns out hard difficulty works fine, so these edits were unnecessary.

EDIT3: Added a round 4, Beginner won again against barbarian, but with mayans... however barbarian failed to build a castle multiple times
Attachments
BeginnerVsBarbarianRound2+3+4.zip
(2.37 MiB) Downloaded 6 times
aipack.zip
barbarian and anti tribal AI
(600.91 KiB) Downloaded 8 times
beginnerarabia.zip
Savegames
(2.96 MiB) Downloaded 8 times

JackyLin
Forumer
Posts: 79
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 4.2 2020/01/19

Post by JackyLin »

Beginner 2020/01/19 update 4.2
I. Gothic Emperor no longer had a bow, but a musket.
2. When the OS version population is higher than 200, the total attack must be 35 points before the total attack is launched.
3. In the face of TCs and towers without garrison, the action will be more bold.
4. When the key technology of City Express has not yet been developed, the maximum production queue for each building is reduced from 2 to 1.
5. Corrected the error that the counter-arms were not spearmen but spearmen when facing camels.
6. Fixed the problem of always giving up because of not knowing the camp!
7. Bulgaria will now build camps.
8. Fixed a bug where javelin cavalry would not be produced.
IX. Civilizations with bloodlines When the Berber Alliance now exists, the emperor era will produce javelin cavalry instead of spearmen.

Note: Re-ordering is required to update.

JackyLin
Forumer
Posts: 79
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 4.31 2020/01/19

Post by JackyLin »

Beginner 2020/01/19 Update 4.31 This version has a 50% win rate against DE Extreme AI!
1. Fix the bug that the castle era will not control food for step two defense and riding second defense.
2. Fixed the bug that the number of villagers lined up in the castle era exceeded expectations.
3. Now the first house will be built next to the villagers!

Note: You need to subscribe again to update.
This version has a 50% win rate against DE Extreme AI!

charis2324
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Posts: 2
Joined: Wed May 01, 2019 2:14 am

Re: Beginner human tactics 4.31 2020/01/19

Post by charis2324 »

Thanks for the rapid updates for this amazing AI! Tested it against the DE Extreme AI, it scored a few wins :)
But in a game, I saw Beginner lure the boar when there is no other villagers under TC helping to kill it(00:11:20). The boar managed to escape :D
When Beginner started to flush, DE Extreme AI placed down a Tower on Beginner's route to attack(00:14:20). Beginner's archers kept walking in and out in front of the Watch Tower and cannot make further progress in harassing DE Extreme AI. After Extreme AI hit castle age, its knights came in and killed all the archers(00:21:30). Beginner was not able to hold the attack and soon defeated :devil
Attachments
SP Replay v101.101.34223.0 @2020.01.19 223648.aoe2record.zip
(1.23 MiB) Downloaded 4 times

paper
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Posts: 4
Joined: Thu Dec 19, 2019 8:17 am

Re: Beginner human tactics 4.31 2020/01/19

Post by paper »

I'll review team games with this AI:

Beginner ai sometimes resigns too early in team games if it is under attack, it has at least one strong teammate,and it has at least one town center or one villager.

Beginner ai can win against the extreme ai only if the enemy team has 1 or 2 players, or else one of the enemies will successfully sling one of its teammates, that teammate will boom and destroy the beginner ais

Beginner Ai is a bad sling target(unless maybe if you taunt it), if you team up with Beginner ai, you train only villagers and you sling it, it will make soldiers but it won't attack the enemy bases(this was tested with 200 pop and 3v3).

JackyLin
Forumer
Posts: 79
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 4.4 2020/01/23

Post by JackyLin »

Beginner 2020/01/23 update version 4.4 Now the fight Extreme AI has a 99% win rate!
I. Now when I encounter a TC explosion, I will immediately send troops to fight back.
2. Now, when Zhicheng encounters a tower attack, he will immediately send troops to fight back.
3. When the enemy villagers invade, the attacking troops will immediately return to defense.
4. At present, when the number of villagers is less than 80, they are invaded by enemy forces, and the attacking troops will immediately return to defense.
V. Now, even if weaving has not been developed yet, food with less than 50 will take the initiative to collect meat.
6. The minimum amount of meat collected will be adjusted dynamically according to the current amount of food, not just fixed at 4.
7. The construction time of the first barracks was reduced from 17p to 15p. (If the wood is sufficient.)
8. If the black fast has not been initiated after tapping, it will not be initiated again.
Nine. The harassment under the black fast militia TC will be more bold.
X. The conditions of the offense have been reduced from 33.33% more than the enemy to an offensive as long as it is more than the opponent.
11. Now, even if there are more soldiers than ours, we will force the soldiers to upgrade their technology.
Twelve. Fixed a bug in the feudal era that would try to cover the knights when facing archers.
13. Now villagers start (before 18p) will be more focused on the work at hand, rather than always exchange jobs.
14. Now that the villagers have been sealed, the conversion of meat from logging to logging will be completed in a short time (within 20 seconds), instead of lasting more than a minute or even after the closure.
15. Improving the ability of exploration, now it will start to quickly find Qimumu, Jinshilu, Qiqi, and quickly find the enemy when attacking.
16. The first house will now be positioned more accurately next to the villagers. (Previously there was a 20% chance that it would be far away)
17. Now that the meat horses or eagles are dead, they will continue to use other soldiers to explore the road and catch deer.
18. When the seal was fastened, the market was not covered until military buildings were built.
After 19.35 points, the home gold mine has been dug and a general offensive battle will be launched.
Twenty. When changing from offensive mode to defensive mode, they will immediately avoid the tower (far attack), TC, castle. (If not attacked by tower, fortress, TC)
Twenty-one. Fixed the problem that ai will not judge that the quarry has been found.
22. Fix a bug caused by a deer catch code. (important!)
Twenty-three. After the construction of the era is completed, the first-grade wood and the first-grade field will be upgraded.
Twenty-four. Fengkuanmama starts with an archer if he accidentally covers the shooting range without covering it.
Twenty-five. Feng Kuai Xiao Gong starts if he accidentally covers the cricket but does not cover the shooting range.
Twenty-six. Now the meat horse starts to explode when the gold explodes for a long time, and the small bow starts food to explode more meat.
Twenty-seven. In the conditions for launching the total attack, the third-level meat horse is reduced to the second-level meat horse. (Too expensive, there is no way to develop without cheating.)
Twenty-eight. In the conditions of launching the total offensive, the third-level halberd was reduced to the second-level heavy gun. (Too expensive, there is no way to develop without cheating.)

Note: You need to subscribe again to update.
Now the fight Extreme AI has a 99% win rate!

charis2324
Forumer
Posts: 2
Joined: Wed May 01, 2019 2:14 am

Re: Beginner human tactics 4.4 2020/01/23

Post by charis2324 »

Thanks for the wonderful work on Beginner. It gives me a lot of fun. Btw, Happy Lunar New Year!

JackyLin
Forumer
Posts: 79
Joined: Mon Dec 10, 2018 2:55 am

Re: Beginner human tactics 4.5 2020/01/25

Post by JackyLin »

Beginner 2020/01/25 update 4.5
1. Fix the problem that the sheep will not be controlled due to the official DE update.
2. Fixed some bugs caused by the exploration code.
3. The furthest distance between pigs has been reduced from 39 to 32. (Without research and development of weaving, pigs that pull more than 32 blocks will die in the village)
4. The furthest distance to catch a deer has been reduced from 39 to 32. (Just want the same distance as the pull pig code)
5. The scope of searching for pigs has been increased from 25 to 32.
6. The scope of searching for deer has been reduced from 39 to 32.
7. Corrected the bug that there will be no new scouting exploration plan after the death of the initial flesh horse and Ying Yong
8. Improve the ability to judge withdrawal.

Note: You need to subscribe again to update.

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