Updated BruteForce to 2.14D, contains some of the following fixes:
- Fixed a bug where BruteForce wouldn't place a town center/lumber camp on nomad style maps.
- Fixed a bug where BruteForce wouldn't gather from farms.
- Fixed a bug where BruteForce would stutter units during attack phases.
- Fixed a bug where BruteForce scout would get stuck on dead deer during luring.
- Fixed a bug where BruteForce would sometimes place mining camp on stone instead of gold.
- Fixed a bug where BruteForce wouldn't advance to Feudal Age as pocket on moderate or lower difficulties.
- Improved economy related gathering scripts.
- Improved Arena/Fortress strategies
- improved retreating/attacking
- Improved detection if its safe to scrush or not.
- Improved deer luring in some cases
- Added a boar counter
- Added support for unit ID's for Wololo Kingdoms
- Added support for cooperative AI play with different AI's (though a finalized version with full communication will be made soon) BruteForce AI Unique ID is: 1001 (to be used with defconst ID 420)
- Removed debug chats.
- Other things I forgot to remember or mention.
BruteForce AI
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
- ER
- Waheguru
- Posts: 2764
- Joined: Sat Nov 08, 2003 9:23 am
- Location: Johannesburg, South Africa
Re: BruteForce AI
Nice
Stephen Hawking held a party for time travelers.
He sent the invitation out the day after. Nobody attended.
Ah coffee. The sweet balm by which we shall accomplish today's tasks. ~ Holly Black
He sent the invitation out the day after. Nobody attended.
Ah coffee. The sweet balm by which we shall accomplish today's tasks. ~ Holly Black
- Alevo1
- Guru
- Posts: 835
- Joined: Thu Aug 04, 2011 10:10 am
- Location: England
Re: BruteForce AI
Noticed a few things from testing in 2 games:
- Doesn't retask villagers to the second boar, this means that if you lure your second boar early then you can end up "Sucking at this game".
- Maybe adjust your rules for tasking villagers to help with the first boar to be sent when it is a bit further away. Currently you wait until it gets really close and if the villager is low HP it is garrisoned in the town center, often with the boar resetting and that villager repeating the lure until it dies.
- The deer luring seems really good, but doing it so early means idle TC a lot of the time because villagers gather a lot more from deer (35 food) before dropping. Try adjusting food-drop rules (I assume you have them). I recommend timing 22 seconds after each villager is created. If that timer triggers and still (up-pending-objects c: villager == 1) and (food-amount < 50) then drop food so you don't have idle TC. Personally I'd carry on searching for a few more sheep though first!
- It started building farms when there was still a full group of berry bushes (although only 2 farms).
- Built a second lumber camp when it wasn't really needed yet, though this can be beneficial if you have excess wood anyway.
- If it doesn't build a Blacksmith early in Feudal when flushing, it just keeps spamming farms all day and never builds a Blacksmith due to lack of wood. It also couldn't build a third lumber camp when it was really needed. For this reason it lost to The Horde as it had no Fletching when flushing! Perhaps add a fail-safe to account for if Blacksmith isn't built so that it doesn't keep producing farms (and never mine gold/advance/etc.).
All I could see in these first few games!
EDIT: When setting timers for food-drop rules remember that if (up-pending-objects c: villager == 0) then set the timer to ~22. If (up-pending-objects c: villager == 1) when you create the new villager then set it to ~47 (it takes 25 seconds to create a villager) and remember to cancel the timer if you produce another villager before it triggers
- Doesn't retask villagers to the second boar, this means that if you lure your second boar early then you can end up "Sucking at this game".
- Maybe adjust your rules for tasking villagers to help with the first boar to be sent when it is a bit further away. Currently you wait until it gets really close and if the villager is low HP it is garrisoned in the town center, often with the boar resetting and that villager repeating the lure until it dies.
- The deer luring seems really good, but doing it so early means idle TC a lot of the time because villagers gather a lot more from deer (35 food) before dropping. Try adjusting food-drop rules (I assume you have them). I recommend timing 22 seconds after each villager is created. If that timer triggers and still (up-pending-objects c: villager == 1) and (food-amount < 50) then drop food so you don't have idle TC. Personally I'd carry on searching for a few more sheep though first!
- It started building farms when there was still a full group of berry bushes (although only 2 farms).
- Built a second lumber camp when it wasn't really needed yet, though this can be beneficial if you have excess wood anyway.
- If it doesn't build a Blacksmith early in Feudal when flushing, it just keeps spamming farms all day and never builds a Blacksmith due to lack of wood. It also couldn't build a third lumber camp when it was really needed. For this reason it lost to The Horde as it had no Fletching when flushing! Perhaps add a fail-safe to account for if Blacksmith isn't built so that it doesn't keep producing farms (and never mine gold/advance/etc.).
All I could see in these first few games!
EDIT: When setting timers for food-drop rules remember that if (up-pending-objects c: villager == 0) then set the timer to ~22. If (up-pending-objects c: villager == 1) when you create the new villager then set it to ~47 (it takes 25 seconds to create a villager) and remember to cancel the timer if you produce another villager before it triggers
Last edited by Alevo1 on Mon Apr 11, 2016 9:41 am, edited 1 time in total.
- Alevo1
- Guru
- Posts: 835
- Joined: Thu Aug 04, 2011 10:10 am
- Location: England
Re: BruteForce AI
I also noticed that it puts no emphasis on creating Town Centers once it reaches Castle Age. If you have a high enough Military Advantage to close out the game then this is not an issue, but as long as you're not destroying buildings, the AI with the most Villagers will almost certainly win.
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
Re: BruteForce AI
Good finds, I will make changes based on this and see how it turns out, I 100% agree with the deer luring though! Thanks for the quick analysis
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
Re: BruteForce AI
BruteForce 2.14e
- Fixed a bug where BruteForce would build more than one wonder.
- Fixed a bug where BruteForce would sometimes get stuck and not build anything.
- Fixed a bug where BruteForce would "accidently" delete scout while deer luring.
- Fixed a bug where BruteForce wouldn't train units.
- Fixed a bug where BruteForce would keep selling 100 food at 1100 food stockpile and never get Paladin as a result.
- Fixed a bug where BruteForce wouldn't respond to 222.
- Fixed a bug where BruteForce wouldn't retreat properly in some cases.
- Fixed a bug where BruteForce EEW rush would be scared of town centers.
- Fixed a bug where BruteForce unique unit line ID's were incorrect for FE civs.
- Fixed a bug where BruteForce would sometimes fail to lure boar correctly.
- Fixed several research bugs due to negative ID unit lines not being able to be read by UP
- Improved some pocket play related stuff.
- Improved some build order related stuff
- Improved some retreating rules.
- Improved some unit combos
- Changed villager deer lure hunters to 2.
- Minor improvements to economy.
- Rewrote farm building rules
- File cleanup so its less space and much clearer and easier to navigate and fix.
- Fixed a bug where BruteForce would build more than one wonder.
- Fixed a bug where BruteForce would sometimes get stuck and not build anything.
- Fixed a bug where BruteForce would "accidently" delete scout while deer luring.
- Fixed a bug where BruteForce wouldn't train units.
- Fixed a bug where BruteForce would keep selling 100 food at 1100 food stockpile and never get Paladin as a result.
- Fixed a bug where BruteForce wouldn't respond to 222.
- Fixed a bug where BruteForce wouldn't retreat properly in some cases.
- Fixed a bug where BruteForce EEW rush would be scared of town centers.
- Fixed a bug where BruteForce unique unit line ID's were incorrect for FE civs.
- Fixed a bug where BruteForce would sometimes fail to lure boar correctly.
- Fixed several research bugs due to negative ID unit lines not being able to be read by UP
- Improved some pocket play related stuff.
- Improved some build order related stuff
- Improved some retreating rules.
- Improved some unit combos
- Changed villager deer lure hunters to 2.
- Minor improvements to economy.
- Rewrote farm building rules
- File cleanup so its less space and much clearer and easier to navigate and fix.
-
- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: BruteForce AI
Nice fixes again! "Fixed a bug where BruteForce would "accidently" delete scout while deer luring." - human BruteForce
- gag2000
- Forumer
- Posts: 61
- Joined: Sat Jan 09, 2016 8:28 pm
Re: BruteForce AI
- Fixed a bug where BruteForce would build more than one wonder.
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
Re: BruteForce AI
https://www.youtube.com/watch?v=ULeDlxa3gycgag2000 wrote:- Fixed a bug where BruteForce would build more than one wonder.
- ER
- Waheguru
- Posts: 2764
- Joined: Sat Nov 08, 2003 9:23 am
- Location: Johannesburg, South Africa
Re: BruteForce AI
Nice
Stop spending like you are the government
Stop spending like you are the government
Stephen Hawking held a party for time travelers.
He sent the invitation out the day after. Nobody attended.
Ah coffee. The sweet balm by which we shall accomplish today's tasks. ~ Holly Black
He sent the invitation out the day after. Nobody attended.
Ah coffee. The sweet balm by which we shall accomplish today's tasks. ~ Holly Black