Hi again, as you have noticed I kinda dumped the project these past weeks as I didn't really feel like putting my time in a potentially dead game.
Now with the announcement of SS I am ready to pick it up again.
I have the Corsix tools and have taken an glance at the AI code, sleek and well structured btw.
I have found where I will start to try and implement the learning: BuildBaseStrategy spending rates.
Correct me if I'm wrong but they seem to be currently static and race dependent and set by an educated guess.
-- Limit tactics
-- NOTE: These #'s are horrifically dependent on balance changes, we should
-- scan the costs of all structures / add-ons / researches that let us tier up
-- and figure out a min from that
self.spend_now_req = 400
self.spend_later_req = 600
self.spend_now_pow = 75
self.spend_later_pow = 150
As I don't really understand the full flow of the AI so I would like some advice:
1) Where do you think the revaluation of the spending pattern would be most efficient?
2) What functions are called at tier change and end of game?
The idea is to let the AI to learn the most efficient spending pattern though
Evolutionary computation.
Later changes in environmental factors will trigger different spending patterns which in tern will be optimized according to the specific needs.
To have a spending pattern depending on the tier, the income, the army size, etc...
PS:
Does it make sense to tweak this?
Where is it used?
On what base were these parameters assigned?
Edited by VidiVici, 30 September 2007 - 12:49 PM.