Jump to content
Posted 24 September 2012 - 01:55 AM
Posted 08 October 2012 - 06:17 AM
Posted 30 October 2012 - 02:44 AM
Posted 24 November 2012 - 07:29 AM
Edited by Netherlords, 24 November 2012 - 07:30 AM.
Posted 14 December 2012 - 02:51 AM
Posted 19 January 2013 - 04:02 AM
Time passes quickly around christmas but work continues on the Rising Empires AI and I'm proud to say that the first version is completed. I've run a number of simulations to test it's features and abilities and summarized it in this article: http://www.risingempires.com/netherlords/?p=430.
So far I've only been checking some global statistics when I've been running my simulations in order to see how it changes as I optimise the different sub-AIs performance. When I start to run simulations for the next version of the AI which will be capable of attacking and defending itself I'll need to check the performance of the individual AIs as well. Note that these simulations is done to test and optimise sub-AIs and I've yet to come to optimising the strategic AI. This will first be done when there is plenty of more actions that it can perform.
Posted 08 February 2013 - 01:43 AM
Before christmas I told you I would write an article on my AI class and I finally got around to actually doing it yesterday. The article goes through the AI class but more importantly we take a closer look the AI.update method, the method that runs the AI process, and in which order all sub-AIs and advisors are processed.
This is important as, for example, the scout AI generates information that later is needed by other sub-AIs. The article can be found here:
I've also 'completed' how the AI attack other empires cities and towns and is now trying to make the AI able to react to attacks as well. If it sees an enemy army coming it must be able to rush some armies to defend it or in the worst case mount a counter attack to retake the city. This is fun to do but also rather complex. When a city is captured we must create a dedicated garrison army for it. Might sound easy but I must go back and change the code for how settlement AIs and the planner work with garrisons as the best choice it to split off a part of the conquest army to create the garrison, not create an objective with the task of building a new army and sending it to the captured city (which gonna take a long time).
I hope you'll have a good weekend!
Posted 29 March 2013 - 08:04 AM
We've now uploaded the first beta build of Rising Empires on Google Play:
The AI is now halfway to it's fourth version and can do plenty of different actions. It has not been trained yet which mean that it has trouble selecting the best action every time (= it's quite dumb ). Anyway, if you are interesting of giving it a try we value all opinions about the AI and GUI and all else.
Posted 02 April 2013 - 10:22 AM
Posted 12 April 2013 - 10:54 AM