Leif Ericson AI
Posted: Sat Jan 02, 2010 9:56 am
Current Version: Leif Ericson 1.32, updated 10 March, 2022.
Introduction (written in 2010):
This is currently my most advanced AI project to date. It's fairly well tested, but I was
wondering if any of you had some tips on how to make it better. It plays Vikings now
(hence the name Leif Ericson, the Viking explorer who found America around 1000 AD).
However, I plan to eventually expand the AI to cover all civilizations and settings, so
the name will probably change.
Strategy:
Leif Ericson advances to the Dark Age relatively fast and creates a defensive army of
about 10 to 15 soldiers before advancing to the Castle Age. After it upgrades he soldiers
and trains up to about 30 or 40 soldiers he will attack. At the moment he plays better
defensively, such as when his opponent attacks him first.
Update Info:
Version 1.32 - 10 March, 2022:
-fixed looping attack-now commands
-increased the max villagers to 130 and max trade carts to 30
-enabled sn-enable-patrol-attack to help TSA be more intelligent
-added Chieftains tech
Version 1.31 - 3 June, 2010:
-added escrow rules for faster imperial
-various improvements
Version 1.3 (never released) - 30 May, 2010:
-fixed bugs with goals more emphasis on military training
-attacks signals work more often
-added a counter-meso strategy - not well tested
-added a counter-monk strategy - not well tested
-added TSA for initial attack
Version 1.23 - 9 May, 2010:
-added rules for team management
Version 1.23 (Coastal)
-added rules for Coastal maps for the AIScripters 2010 Coastal Tournament
Version 1.22 - 10 April, 2010:
-Fixed mining camp and lumber camp bugs
-limited knights and emphasized berserks
Version 1.21 - 3 March, 2010:
-Fixed farm and castle bugs!
-General efficiency and playing ability improved
Version 1.2 - 20 February, 2010:
Includes rules to counter cavalry
Includes rules to counter archers
Better attacking rules
Better overall economy
Still has farm and buildings bugs!!!!
Version 1.11 - 20 February, 2010:
Hopefully fixed the farm bug, but the economy is weaker
Has some rules to enable it to play high resources.
Version 1.1 - 15 February, 2010:
Improved intelligence and efficiency, including Feudal Age time
Attack rules are more intelligent
Upgrades are researched better
Contains building construction bugs especially with farms, unfortunately
Version 1.0 - 2 January, 2010:
First edition. Created for the 2010 AoKH AI Tournament. Long Feudal stay and aggressive
but poor attacking rules.
Settings:
Civilization: Vikings
Game Type: Random Map
Map Type: Any land map (only tested on Arabia)
Map Size: Any
Difficulty: Hard
Other Players: Any (no team management as of yet)
Resources: Standard (Low), has some management for High
Population: 200
Reveal Map: Standard
Starting Age: Standard (Dark Age)
Victory: Prefers Conquest (will not detect enemy-captured-relics or enemy wonders)
Teams Together: Either
Teams Locked: Either (no diplomacy rules)
All Techs: Either (won't research all technologies)
Introduction (written in 2010):
This is currently my most advanced AI project to date. It's fairly well tested, but I was
wondering if any of you had some tips on how to make it better. It plays Vikings now
(hence the name Leif Ericson, the Viking explorer who found America around 1000 AD).
However, I plan to eventually expand the AI to cover all civilizations and settings, so
the name will probably change.
Strategy:
Leif Ericson advances to the Dark Age relatively fast and creates a defensive army of
about 10 to 15 soldiers before advancing to the Castle Age. After it upgrades he soldiers
and trains up to about 30 or 40 soldiers he will attack. At the moment he plays better
defensively, such as when his opponent attacks him first.
Update Info:
Version 1.32 - 10 March, 2022:
-fixed looping attack-now commands
-increased the max villagers to 130 and max trade carts to 30
-enabled sn-enable-patrol-attack to help TSA be more intelligent
-added Chieftains tech
Version 1.31 - 3 June, 2010:
-added escrow rules for faster imperial
-various improvements
Version 1.3 (never released) - 30 May, 2010:
-fixed bugs with goals more emphasis on military training
-attacks signals work more often
-added a counter-meso strategy - not well tested
-added a counter-monk strategy - not well tested
-added TSA for initial attack
Version 1.23 - 9 May, 2010:
-added rules for team management
Version 1.23 (Coastal)
-added rules for Coastal maps for the AIScripters 2010 Coastal Tournament
Version 1.22 - 10 April, 2010:
-Fixed mining camp and lumber camp bugs
-limited knights and emphasized berserks
Version 1.21 - 3 March, 2010:
-Fixed farm and castle bugs!
-General efficiency and playing ability improved
Version 1.2 - 20 February, 2010:
Includes rules to counter cavalry
Includes rules to counter archers
Better attacking rules
Better overall economy
Still has farm and buildings bugs!!!!
Version 1.11 - 20 February, 2010:
Hopefully fixed the farm bug, but the economy is weaker
Has some rules to enable it to play high resources.
Version 1.1 - 15 February, 2010:
Improved intelligence and efficiency, including Feudal Age time
Attack rules are more intelligent
Upgrades are researched better
Contains building construction bugs especially with farms, unfortunately
Version 1.0 - 2 January, 2010:
First edition. Created for the 2010 AoKH AI Tournament. Long Feudal stay and aggressive
but poor attacking rules.
Settings:
Civilization: Vikings
Game Type: Random Map
Map Type: Any land map (only tested on Arabia)
Map Size: Any
Difficulty: Hard
Other Players: Any (no team management as of yet)
Resources: Standard (Low), has some management for High
Population: 200
Reveal Map: Standard
Starting Age: Standard (Dark Age)
Victory: Prefers Conquest (will not detect enemy-captured-relics or enemy wonders)
Teams Together: Either
Teams Locked: Either (no diplomacy rules)
All Techs: Either (won't research all technologies)