Nice to meet you! Can you help me?
Nice to meet you! Can you help me?
Hi guys,
I’m Marco from Rome. I’m a new Lux member, so nice to meet you!
I've some questions about the development of AI features.
In sum, can you help me to understand how change:
1. (player info) “Name” of bot how I prefer?
2. (player info) “Type” of player to show always “human”?
3. speed of bots’ decision-thinking (both pre-attack and pre-defends) to simulate an human thinking in deciding strategies?
4. alliance between two bots in order to have two bots with the common goal (world conquest); anyway a bot might attack its team-mate to take up a specific area (e.g. to conquer the Australasia for gaining bonus armies)?
I’m novice in Lux development, so every feedback and suggestion from you are very precious for my work.
Thanx a lot!!
Argo
I’m Marco from Rome. I’m a new Lux member, so nice to meet you!
I've some questions about the development of AI features.
In sum, can you help me to understand how change:
1. (player info) “Name” of bot how I prefer?
2. (player info) “Type” of player to show always “human”?
3. speed of bots’ decision-thinking (both pre-attack and pre-defends) to simulate an human thinking in deciding strategies?
4. alliance between two bots in order to have two bots with the common goal (world conquest); anyway a bot might attack its team-mate to take up a specific area (e.g. to conquer the Australasia for gaining bonus armies)?
I’m novice in Lux development, so every feedback and suggestion from you are very precious for my work.
Thanx a lot!!
Argo
Re: Nice to meet you! Can you help me?
The name is set not by the bot, but rather by the human who is running Lux. So I have a Reaper, which was written by someone else, named "Grimm". When I set the game for playable via others over the Internet, since I'm hosting, the Reaper bot is named Grimm. You name your bot slots with the names you choose.Argo wrote:1. (player info) “Name” of bot how I prefer?
Are you saying that your bot identifies itself as human? Unless you've declared your bot to be of type "Human" (ie,Argo wrote:2. (player info) “Type” of player to show always “human”?
public class Human implements LuxAgent
{
...
}
Hm. I wonder if that would work... Dustin?
That's simply a java wait statement (I'm not a natural born java programmer, I don't know what the Java statement equivalent to a 'wait' is). You would simply add wait-states of times that you feel are sufficiently 'human-like'.Argo wrote:3. speed of bots’ decision-thinking (both pre-attack and pre-defends) to simulate an human thinking in deciding strategies?
If you are using two robots of the same class, they should be able to share data using static variables (or whatever the Java equivalent is) ie variables which are common to the class, so each bot of the same class sees the same data. It's simply an array N deep, where N == the number of bots playing.Argo wrote:4. alliance between two bots in order to have two bots with the common goal (world conquest); anyway a bot might attack its team-mate to take up a specific area (e.g. to conquer the Australasia for gaining bonus armies)?
Like I said, I'm not a Java programmer, so I don't know what the 'Java specific terminology' is for the various things above.
I do wonder if you could have a "class Human implements LuxAgent" though.
rip
Thanx dustin.
At the moment, my purpose consists in developing an off-line scenario.
dustin & rip,
thanx a lot for a great deal of your suggestions. I'm start to use them for changing the agent features.
--
Argo
In your opinion is it possible to hide the "type" of gamer in the "player info" box?dustin wrote:Don't name your bot Human. It will break things.
At the moment, my purpose consists in developing an off-line scenario.
Is this able for delaying the bot decision time?dustin wrote:Thread.sleep() is a java call to cause a delay.
dustin & rip,
thanx a lot for a great deal of your suggestions. I'm start to use them for changing the agent features.
--
Argo
Sure dustin, I've found a better procedure to avoide breaks and to hide the bot-type in the "player info". I changed the bot name in "Team enemy".dustin wrote:Don't name your bot Human. It will break things.
However, do you know where can I change the type "Human", for example for naming it as "Own Team".
Thanx so much. I've used the string "try { Thread.sleep(2000);} catch(InterruptedException e) { e.printStackTrace();}" for 2 seconds dalying the bot actions.dustin wrote:Thread.sleep() is a java call to cause a delay.
It works!!
--
Argo
Teamwork
Hi guys,
can you help me? I'm trying to develop two team of AI. An “easy team” and a “hard team”.
With the aim at having a “hard team” I've modified the "BotOfDoom" AI.
Can you suggest me an "easy (or medium) bot” that implements a sort of "teamwork" class?
If this bot doesn’t exist, do you know a simple mode for weakening “BotOfDoom”?
Thanx very much!
Marco
can you help me? I'm trying to develop two team of AI. An “easy team” and a “hard team”.
With the aim at having a “hard team” I've modified the "BotOfDoom" AI.
Can you suggest me an "easy (or medium) bot” that implements a sort of "teamwork" class?
If this bot doesn’t exist, do you know a simple mode for weakening “BotOfDoom”?
Thanx very much!
Marco
log
Hi guys,
thank you for all suggestions for supporting my work.
I've quite completed of developing two bots (one easy and one hard level of difficulty) in order to have two team of bots with a quite-human behavior.
At this moment, I don’t have much information about the log capabilities of Lux.
In other words, if I host a game can I save a log file of the game to “capture” any movement of the players?
For example, when occur an attack from one territory to one other:
who player has attacked whom?
from which country to which country the attack is occurred?
how many armies have been used in the attack?
which was the result of the attack?
…
I’ve red the log information in the chat-box but I didn’t understand them. Moreover, I’ve tried to save a game and to open the “.luxsave” file in Word; there were many information but I did not understand their meaning.
Can you help me in understanding the “log” functions of Lux?
Thanx so much!
thank you for all suggestions for supporting my work.
I've quite completed of developing two bots (one easy and one hard level of difficulty) in order to have two team of bots with a quite-human behavior.
At this moment, I don’t have much information about the log capabilities of Lux.
In other words, if I host a game can I save a log file of the game to “capture” any movement of the players?
For example, when occur an attack from one territory to one other:
who player has attacked whom?
from which country to which country the attack is occurred?
how many armies have been used in the attack?
which was the result of the attack?
…
I’ve red the log information in the chat-box but I didn’t understand them. Moreover, I’ve tried to save a game and to open the “.luxsave” file in Word; there were many information but I did not understand their meaning.
Can you help me in understanding the “log” functions of Lux?
Thanx so much!
Who is online
Users browsing this forum: No registered users and 55 guests