Ternary

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01010100
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Posts: 87
Joined: Thu Dec 12, 2019 3:32 pm

Ternary

Post by 01010100 »

Ternary is an AI designed to be as compatible with as many mods as possible. It achieves this by reading in the .dat file defining the mod and automatically deriving build orders, counters, and other strategy elements from it. Ternary will include an app that lets the user compile it for any AoC .dat (DE support will ultimately come too but may take a while).

The tools used for Ternary will be open-sourced and made available for everyone to use, they are designed to be modular so can be used in pieces by other scripters - for example if another scripter only wants to use the counter system for their own AI without anything else then that'll be possible. The toolset will include the following modules:

- Automated build order generation. Derived from the .dat
- Unit counter system. Derived from the .dat
- Add missing unit info. Derived from the .dat, makes armor classes & bonus damage, unit upgrade researches, dynamic unit-available, etc available to scripts.
- Lua compiler. Compiles Lua code to AoE-SCRIPT.

The toolset will not be included yet in prerelease versions of Ternary. Prerelease versions will be precompiled for WK only.

Current release: Ternary 0.0.9 prerelease, compiled for WK.

v0.0.9

- Don't use unexplored-construction

v0.0.8

- Play nomad properly.

v0.0.7

- Will scout with a villager if it doesn't have a scout.

v0.0.6

- Builds siege to support its army with.

v0.0.5

- Improved counters and fixed some bugs.

v0.0.4

- It should now build a town center if it doesn't start with one.

v0.0.3

- Fixed the issue where it wouldn't get its first lumber camp up if wood was too far away.

v0.0.2

- Now has a functioning counter system, it will switch build orders to train counter units.
- Some QoL stuff such as resign rules.

v0.0.1

- Plays all WK civs. Has build orders for all trainable units for all civs. At the start of the game it'll randomly pick a unit to go for and use that build order. It will not switch to a different unit, that's something for the upcoming counter system.
Attachments
Ternary-0.0.9.zip
(208.67 KiB) Downloaded 2 times
Ternary-0.0.8.zip
(208.24 KiB) Downloaded 1 time
Ternary-0.0.7.zip
(206.31 KiB) Downloaded 4 times
Last edited by 01010100 on Sat Aug 08, 2020 3:23 am, edited 9 times in total.

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Promiskuitiv
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Posts: 1304
Joined: Thu Nov 10, 2011 1:07 pm

Re: Ternary

Post by Promiskuitiv »

Thanks T, this is a very interesting project from you yet again! :)
Creator of Promi.
Feedback is greatly appreciated.

01010100
Forumer
Posts: 87
Joined: Thu Dec 12, 2019 3:32 pm

Re: Ternary

Post by 01010100 »

Ternary 0.0.2 is out. It includes a functional auto-counter system. Like the build orders this can still use serious improvement, but it's working at least.

01010100
Forumer
Posts: 87
Joined: Thu Dec 12, 2019 3:32 pm

Re: Ternary

Post by 01010100 »

Ternary 0.0.3 uploaded, fixing an issue where it sometimes would fail to get its first lumber camp up.

01010100
Forumer
Posts: 87
Joined: Thu Dec 12, 2019 3:32 pm

Re: Ternary

Post by 01010100 »

Ternary 0.0.4 makes sure it has a town center if it doesn't have one.

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