Posted 3-Jun-07 18:00 by vlad76

AI development

I conquer all AI from the beginning creating baraks and a lot of offensive units. After destruction 2 or 3 neighbours i assimilate their territory and get key advantage over rivals. It is very easy and a little depend on how quickly you can reveal your opponents. I have carried out AI tournament with Civilisation Seed AI 0.101 (cEvo 0.14.X), SETI AI V0.2 (C-evo 0.14.X),kIAi Version 0.01 for C-evo 1.0.x, Shah and standard AI. SETI AI V0.2 (C-evo 0.14.X) turn out to be best in random maps 35-100% (size map). Moreover in random maps 35-50% two SETI AI V0.2 (of 8 AI) have conquered all the times (30 of 30).
In small maps initially aggressive SETI AI V0.2 can find out opponents in minimal term. I even much more aggressive than SETI AI V0.2 so in small maps i conquer in minimal term but in large map i initially get advantages and i lose interest to game because in position game AIs can't fill a lost in begining.
I want to appoint one more impotant weakness all the AI - they can't fight against defence based on air forces. This AI weakness was in Alpha Centauri. Instead of primary neutralization opponents air foces AI stupidly attacks by ground-based forces. This tactics may be successful under large superiority condition only. Using air forces defence tactics i can defeat much more powerful AI.
I began to play c-evo month ago and now i can defeat all the AI. I liked this project to improve game rules and AI tactics from Civilisations. But i'm not a programmist. I have large game experience and good ideas how to improve AI tactics. I need programmist to incarnate these ideas. Together we can make indeed AI opponent with which you never mind you won the game.

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