|31/05/2008 21:39:02 Re:AI Interface (cont.)|
|Hey Spadequack, that is very cool. I didn't actually start on anything, so it's all good. Is your GIT repository public? If not, it would be nice to have one for all peoples to share and collaborate|
|31/05/2008 21:45:08 Re:AI Interface (cont.)|
Hey, yeah the repository is public, so you can download files, and if you sign up, you can collaborate directly.
I have free file storage now! So the Weewar unpreferred list has moved to its own repository for the time being. All links that I know about and can control have been edited accordingly.
This message was edited 2 times. Last update was at 31/05/2008 21:45:42
|31/05/2008 22:24:49 Re:AI Interface (cont.)|
|I'm so sad I'm like the only person here not coding a bot. I tested your bot, PLuto. interesting strategy (I'm on aruba) It attacks with the trooper on the first turn... I never thought of that being a good move, and I'm usually blue on that map.|
|01/06/2008 05:24:29 Re:AI Interface (cont.)|
Another feature request: implement draws and decline invitations (these aren't urgent though)
calling: ... <declineInvitation/> ...
gives: <?xml version="1.0" ?><error>Cannot decline an invitation.</error>
|01/06/2008 09:49:40 Re:AI Interface (cont.)|
The attack bug has been fixed (see a post on page 1 where I referr to Plutos first post - maybe thats been a bit obscure). I am looking forward to taking a look into your code.
|01/06/2008 14:39:18 Re:AI Interface (cont.)|
|Bert, there seems to be an additional error still. As Spadequack said, when you ask Eliza for attackOptions, you get "Malformed Number or missing value." in return. So, the bots can't attack.|
|02/06/2008 01:57:06 Re:AI Interface (cont.)|
Okay, I am finally getting further along with my development of the Ruby interface to the API. So here is my first request:
Can we get the colour of the factions returned in /gamestate/ ? Right now, it only returns the player name and id. The player array doesn't contain any colours, either. This is information might be nice to have, since we could be informed of order of play, and also in case we want to calculate things based on whose turn it is, or whether a particular opponent is next, etc.
For the time being, I can try to do without...
|02/06/2008 02:24:18 Re:AI Interface (cont.)|
I'd like that too, although I managed by parsing the xml of players/factions which is in order.
fyi, i added a file http://github.com/spadequack/aiquacker/tree/master/helpfulCode.java to my github for getting map id before accepting game, getting the round number, and figuring out if the AI is red or blue. this is from pluto's idea that at first, it would be easiest to design bots for specific maps until more general algorithms (in terms of movement and maps) are worked out. This is also nice because you can hard-code in opening moves.
This message was edited 1 time. Last update was at 02/06/2008 02:30:24
|02/06/2008 04:09:52 Re:AI Interface (cont.)|
I didn't know the faction/player list is always in order. If that's the case, then I don't need the colour, I can infer it pretty easily.
I didn't even think about map-specific strategies... Nice.
|02/06/2008 11:12:26 Re:AI Interface (cont.)|
I've fixed the attack options Interface. You can add a 'moved="1"' attribute to see attack options for units that have already moved (like Jets or Battleships). This attribute is now optional. It's been obligatory before.
This message was edited 1 time. Last update was at 02/06/2008 11:23:36
|02/06/2008 18:40:10 Re:AI Interface (cont.)|
Thanks for the info. Another issue:
In this game: http://test.weewar.com/game/92
I try to attack with a Heavy Artillery at (12,10) to the Raider at (9,10). It is 3 spaces away and should work, but I get this in response:
<?xml version="1.0" ?><error>Unit cannot attack [9,10] from [12,10].</error>
This is the request sent:
<weewar game='92'><unit x='12' y='10' ><attack x='9' y='10' /></unit></weewar>
Edit: I also cannot attack a unit 4 spaces away. <?xml version="1.0" ?><error>Unit cannot attack [8,9] from [12,10].</error> Same game. Nothing has changed yet.
This message was edited 2 times. Last update was at 02/06/2008 22:18:54
|02/06/2008 19:01:20 Re:AI Interface (cont.)|
i too, like shadowpanther, feel like i'm the only one not testing a bot
but really, my question at this time is, is would it be possible to put the aiZappBrannigan on the main server?
maybe i do, or maybe i don't, understand why it's on the test server, but i think it would be really helpful to new players. however, this should only be done as long as there's a way to make it non-rated games only against him, otherwise there would be abuse.
|03/06/2008 15:27:29 Re:AI Interface (cont.)|
|We want Eliza (the interface) to be fully functional. There are still some bugs. Some of them allowed illegal moves. When Eliza is stable you will start seeing Bots on the live system.|
|03/06/2008 16:04:42 Re:AI Interface (cont.)|
|@spadequack : Artilleries should attack correctly now.|
|03/06/2008 16:34:41 Re:AI Interface (cont.)|
Thanks, bert! I almost have a path-finder thing going so units don't get stuck in and around the peninsulas on Botanic Troubles. It has some bugs, but I hope to get to those later today and then I'll post it up.
This message was edited 1 time. Last update was at 03/06/2008 16:34:52