Sun Tzu AI

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arandi
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Posts: 77
Joined: Sat Oct 02, 2021 5:56 pm

Sun Tzu AI

Post by arandi »

Hello everyone, this is the thread about my AI that recently got renamed (Serpent).

The idea behind this AI is early aggression, countering everything opposing AIs might use and most importantly - dealing with current archer/skirm meta. Since I'm still a newbie I'm not able to develop a sophisticated eco/military script in a reasonable time. Instead early rushes feel like the way to go. The AI is still in development and I hope it'll be ready for Kimberly's tournament or at least able to show general idea behind it.

Expect flavour taunt messages (one day) as there's a whole book of them available ;)

2023-07-29 Sun Tzu 0.2 changes:
- able to play teamgames
- added 2nd rule set to make sure boars are hunted
- added simple enemy units detection and rules for unit and research switch
- added spearmen, trade carts
- started to clean up script - added files: Buildings, Research, Units, UserPatchConst
- improved first two houses building rules
- scouting for team games
- improved attack rules (still attack-now)
- increased amount of archery ranges and barracks
- added some research, like Chemistry, Ballistics, Pikeman, Capped ram, Gold mining etc.
- adjusted TC avoidance (only one)

2023-08-01 Sun Tzu 0.2a changes:
- Sun Tzu no longer trains hand carts when there are no allies - thanks Fireball/Bandit!
- First 3 militia-line soldiers no longer use stance-defensive
- Selling stone since it's not used (for now), added other resource trades
- Improved house building rules after Dark Age
- added archery-cannon-class and cavalry-cannon-class to enemy search
- added closest enemy targeting - thanks Bandit!
- a bunch of other adjustments

2023-09-28 Sun Tzu 0.2b changes (file attached to my next message in this thread):
- simple anti defensive tower DUC for militia-line
- Sun Tzu no longer sends units from first Barracks towards enemy after 12 minute mark
- Sun Tzu no longer controls units that don't belong to him - control groups quick-fix

Strength: stronger than HD AI
Attachments
Sun Tzu 0.2a.zip
(30.44 KiB) Downloaded 140 times
Sun Tzu 0.2.zip
(29.82 KiB) Downloaded 121 times
Sun Tzu 0.1.zip
(20.41 KiB) Downloaded 137 times
Last edited by arandi on Sun Oct 01, 2023 9:50 am, edited 8 times in total.

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FireBall37
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Posts: 175
Joined: Sat Aug 22, 2020 10:49 pm
Location: United States

Re: Sun Tzu AI

Post by FireBall37 »

Looking forward to seeing it!
author of the Shadow AI and Snippets

arandi
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Posts: 77
Joined: Sat Oct 02, 2021 5:56 pm

Re: Sun Tzu AI

Post by arandi »

Once I get a good enough version of the AI, I'll share it :)
Attachments
Sun Tzu 0.2b - fixed.zip
(34.14 KiB) Downloaded 111 times
Sun Tzu 0.2b.zip
(34.08 KiB) Downloaded 105 times
Last edited by arandi on Sun Oct 01, 2023 9:48 am, edited 4 times in total.

arandi
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Posts: 77
Joined: Sat Oct 02, 2021 5:56 pm

Re: Sun Tzu AI

Post by arandi »

It finally happened, AI is ready to fight ;) I'd comment a lot if I wasn't exhausted ^_^

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wattle
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Posts: 196
Joined: Fri Aug 15, 2014 1:06 pm
Location: Germany

Re: Sun Tzu AI

Post by wattle »

:dance :dance :dance :dance
. . . :dance :dance :dance
:dance :dance :dance :dance
We can wait for the comments in the PoA stream :rolleyes:
MangudAI-all-in (wip, to be continued, when I retire from work :P )
Btw, thank you s64 for your effort. Was a pleasure to cross your way. Have a good time.

arandi
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Posts: 77
Joined: Sat Oct 02, 2021 5:56 pm

Re: Sun Tzu AI

Post by arandi »

Sun Tzu 0.2 uploaded for Davis Cup 7, enjoy :)

arandi
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Posts: 77
Joined: Sat Oct 02, 2021 5:56 pm

Re: Sun Tzu AI

Post by arandi »

Sun Tzu 0.2a with adjustments for DC7 released, thanks for feedback and help Fireball/Bandit/Wattle

arandi
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Posts: 77
Joined: Sat Oct 02, 2021 5:56 pm

Re: Sun Tzu AI

Post by arandi »

Sun Tzu 0.2b has been uploaded :)

arandi
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Posts: 77
Joined: Sat Oct 02, 2021 5:56 pm

Re: Sun Tzu AI

Post by arandi »

Sun Tzu 0.2b uploaded again with "- fixed" suffix. Now it shouldn't control units that no longer belong to him ;)

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