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| | =AI Links= |
| |width="100%" valign="top" style="background: #e6e6fa; border: 1px #aaa solid;"|
| |
| ===AI Development===
| |
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| |
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| Skirmish AI's, are what the Computer Opponents in games are called. Developing a good Skirmish AI is a major undertaking, and requires quite a bit of know how. As the SY's have more important things to do than develop an AI, they have left this job up to the community.
| | ;'''[[AI_Research | Another "AI Research" wiki page]]''': Another page of similar content (likely lack of syncronization between people editing). |
|
| |
|
| The community has risen to the challenge remarkably well, releasing quite a few '''[[AIs]]'''.
| | ;'''[http://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-370-the-battlecode-programming-competition-january-iap-2013/lecture-videos/ MIT lectures on developing RTS AIs]''': Videos of MIT lectures for the class Battlecode (developing AIs for an in-house RTS).<br> |
|
| |
|
| |}
| | ;'''[http://www.darkstars.co.uk Darkstars]''': AF's main site, has a lot of theory on it, including details of his NTai project<br> |
|
| |
|
| {|border="0" cellpadding="4" cellspacing="10" width="100%"
| | ;'''[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=539 5 Matrix AI 1,2,3]''': A thread discussing Triaxx' theory and plans for his AI 5 matrix AI/Wormhole AI<br> |
| |width="50%" valign="top" style="background: #e6e6fa; border: 1px #aaa solid;"|
| |
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| |
|
| ===Code=== | | ;'''[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2752&highlight= "Research about Pathfinding, AI and Voronoi diagrams"]''': A forum post by Gabba.<br> |
|
| |
|
| Note that the full sourcecode for many AIs are available within the Spring SVN repository.
| | ;'''[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4326 Academic research papers on AI in RTS games]''': A forum post by NeuronExMachina.<br> |
|
| |
|
| '''[[greenai]]''' - A page with basic documentation for the Global AI interface.<br><br> | | ;'''[[AIResearch | AI research Material]]''': Research links to articles and documents about AI<br> |
|
| |
|
| '''[[Krogothes_Metal_class|Krogothes Metal Class V3]]''' - A useful mex spot finding algorithm, essential for any AI that uses metal extractors<br><br> | | ;'''[http://www.topcoder.com/tc?module=Static&d1=tutorials&d2=greedyAlg Greedy is good]''': Greedy is good tutorial at topcoder.com<br> |
|
| |
|
| '''Global AI Interface''' | | ;'''[http://www.topcoder.com/tc?module=Static&d1=tutorials&d2=graphsDataStrucs1 Graph and data structures]''': Graph and data structures tutorial at topcoder.com. This includes path-finding using bfs<br> |
| Jouninkomiko has a topic on the [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=923 Global AI Interface] running here.<br><br>
| |
| '''Metal Handler Class''' Cain has developed and released a Metal Handler Class that succesfully finds metal spots on maps, which can be a major stumbling block for many AI developers. Information about it can be found in [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2408 this thread].<br><br> | |
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| |
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| '''[[AI:ABIC|GlobalAI ABIC and Abic interfaces]]''' abstraction layers to minimize dependencies on compiler and spring version. See [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=7991 | | ;'''[[AI:HughsUnitGroupingHeuristic|Unit grouping heuristic]]''': Unit grouping and reorg heuristic by Hugh Perkins<br> |
| | |
| | ;'''[http://christophermpark.blogspot.co.uk/2009/06/optimizing-30000-ships-in-realtime-in-c.html Optimizing 30,000+ Ships In Realtime In C#]''': Lead developer of game AI Wars discusses performance considerations for his RTS handling 30K+ units. Mostly good ideas on how to build a performance RTS engine but also some ideas applicable on how to make a performant AI agent, like working with fixed-ints rather than floats (especially for sync issues between different computers) or imperfect range checks.<br> |
| | |
| | ;'''[http://christophermpark.blogspot.co.uk/2009/07/range-checks-approximation-vs-accurate.html Range Checks - Approximation vs Accurate]''': Lead developer of game AI Wars discusses how to improve performance of range checks at the cost of accuracy, which also raises the question of whether we really need 100% accurate range checks always/most times/ever in an AI agent. He states (other post) that range checks was the largest consumer of CPU in the alpha version of the game. He describes how he used an alternative that doesn't use the expensive SquareRoot math calculation.<br> |
| | |
| | ;'''[http://christophermpark.blogspot.co.uk/2009/06/designing-emergent-ai-part-1.html Designing Emergent AI, Part 1: An Introduction]''': Lead developer of game AI Wars explains how the game's AI works - essentially an overview of how to conceptually construct an AI agent for RTSs. A good resource on how to start going at building an AI agent for an RTS.<br> |
| | |
| | ''' [[Main_Page|<- Back to Main page page]]''' |
| | |
| | [[Category: AI Dev]] |
AI Links
- Another "AI Research" wiki page
- Another page of similar content (likely lack of syncronization between people editing).
- MIT lectures on developing RTS AIs
- Videos of MIT lectures for the class Battlecode (developing AIs for an in-house RTS).
- Darkstars
- AF's main site, has a lot of theory on it, including details of his NTai project
- 5 Matrix AI 1,2,3
- A thread discussing Triaxx' theory and plans for his AI 5 matrix AI/Wormhole AI
- "Research about Pathfinding, AI and Voronoi diagrams"
- A forum post by Gabba.
- Academic research papers on AI in RTS games
- A forum post by NeuronExMachina.
- AI research Material
- Research links to articles and documents about AI
- Greedy is good
- Greedy is good tutorial at topcoder.com
- Graph and data structures
- Graph and data structures tutorial at topcoder.com. This includes path-finding using bfs
- Unit grouping heuristic
- Unit grouping and reorg heuristic by Hugh Perkins
- Optimizing 30,000+ Ships In Realtime In C#
- Lead developer of game AI Wars discusses performance considerations for his RTS handling 30K+ units. Mostly good ideas on how to build a performance RTS engine but also some ideas applicable on how to make a performant AI agent, like working with fixed-ints rather than floats (especially for sync issues between different computers) or imperfect range checks.
- Range Checks - Approximation vs Accurate
- Lead developer of game AI Wars discusses how to improve performance of range checks at the cost of accuracy, which also raises the question of whether we really need 100% accurate range checks always/most times/ever in an AI agent. He states (other post) that range checks was the largest consumer of CPU in the alpha version of the game. He describes how he used an alternative that doesn't use the expensive SquareRoot math calculation.
- Designing Emergent AI, Part 1: An Introduction
- Lead developer of game AI Wars explains how the game's AI works - essentially an overview of how to conceptually construct an AI agent for RTSs. A good resource on how to start going at building an AI agent for an RTS.
<- Back to Main page page