Search found 268 matches

by Morlic
Tue Mar 10, 2015 2:30 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Re: Automatic Ship Design for the AI

I do not have any objections if you want to write a naming function. Something to keep in mind: We have the problem that we do not know the possible hulls and parts in the code. Any abbreviation system might give 2 similar designs the same name which makes it hard to determine whether the design alr...
by Morlic
Mon Mar 09, 2015 8:54 am
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Re: Automatic Ship Design for the AI

As I said - it will mostly depend on the ship type we want to build thus my idea to make the filter controllable. Sure, for big warships your suggestions seem fine. Most certainly, the few exceptions to this rule for warships are not in the AI code yet . But what if we are limited in our building ti...
by Morlic
Sun Mar 08, 2015 12:16 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Re: Automatic Ship Design for the AI

Hmm, it sounds like you're using the term 'it' to refer to some portions of the AI but not others, which makes it harder to understand your intent. I am most confident that you mean that the production portion of the AI would request a design from your module without caring whether it was a preexis...
by Morlic
Sat Mar 07, 2015 10:33 am
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Re: Automatic Ship Design for the AI

For combat ships, at least, as we've discussed there is rating evaluation done currently in the AIstate code, and I indicated I thought you ought to use that. Are you meaning you want to relocate that code here? Could you elaborate on just what you mean, and why? Yes, I found and at least partially...
by Morlic
Fri Mar 06, 2015 11:29 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Re: Automatic Ship Design for the AI

So a little update on my progress: I am currently trying to build a new class-based, more powerful framework for the shipdesign process. Basically, I have a base class that simulates the shipdesign and has a targetFunction() to evaluate that design. The class itself is then able to (heuristically) o...
by Morlic
Thu Mar 05, 2015 11:05 am
Forum: Play-Testing Feedback
Topic: tips for a newbie (what to research / build when) ?
Replies: 30
Views: 7492

Re: tips for a newbie (what to research / build when) ?

Starting techs seem fine. I personally tend to start with Algorithmic Elegane over Subterrean Habitation though it obviously is situational. For humans, you would expect to start with 20 pop, thus AE gives you 2 RP. The 4 pop of SH will translate to .8 RP and 2 PP. I personally value the RP higher i...
by Morlic
Fri Feb 27, 2015 1:13 am
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Re: Automatic Ship Design for the AI

What we do have is a way to assess if a given Ship Design is currently buildable at a given location. (In the relatively near future I'll expose similar functions for the AI for Hulls and Parts which will slightly simplify the following process but it won't really make a big difference.) This is wh...
by Morlic
Thu Feb 26, 2015 11:13 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Re: Automatic Ship Design for the AI

Geoff the Medio wrote:In C++ "attack" summing code, weapon part classes are PC_SHORT_RANGE, PC_POINT_DEFENSE, PC_MISSILES, and PC_FIGHTERS.
Ok, I guess it doesn't hurt extending my code to cover all these classes.
by Morlic
Thu Feb 26, 2015 10:37 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Re: Automatic Ship Design for the AI

There is a missing enum in the interface, patch attached. I am currently somewhat stuck on a problem I encountered: Can I somehow check for the resources (or shipyards) that are required to build a part? Currently the AI wants to build all these shiny new things it discovered and doesn't bother with...
by Morlic
Wed Feb 18, 2015 1:47 am
Forum: Programming
Topic: AI production queue coding/planning
Replies: 15
Views: 5717

Re: AI production queue coding/planning

Giving each item a respective priority and ordering seems like a fair approach to me. My long-term vision would be that the AI makes some kind of strategic call and says "I need a fleet of Strength X for that and also 3 Troop Pods", evaluates how important this is (i.e. how much do I gain for how mu...
by Morlic
Wed Feb 18, 2015 1:04 am
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Re: Automatic Ship Design for the AI

Thanks for the comments and advice, I will look into all of that. Especially all the Python-IDE stuff. Should be helpful. I'm generally running Windows but have a Linux Distribution available should that ever be needed. I check out from SVN. Regarding the lookup of the ShipPart stats: Forgive me if ...
by Morlic
Tue Feb 17, 2015 8:29 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Re: Automatic Ship Design for the AI

Ok, I guess it makes sense to wait on a statement of Cjkjvfnby and his thoughts and plans on this before I continue to work on this then. Anyway, the code I posted is merely a start. About the getBestShipRatings() - if I am not mistaken this deals only with existing shipDesigns, i.e. it chooses the ...
by Morlic
Tue Feb 17, 2015 2:35 pm
Forum: Programming
Topic: Automatic Ship Design for the AI
Replies: 53
Views: 4131

Automatic Ship Design for the AI

As of the current state, the shipdesigns for the AI must be entered manually. The following patch automates this process for military ships (and adds 2 new troop ships). Heuristic: I) check which of the hulls are available for the empire based on tech - manual selection of combat-suitable hulls II) ...