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RonHiler
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California, USA
May 2000 time: 21:14
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Woohoo! Looking forward to seeing it, guys. Y'all have been too long without a new demo.
Let me know how #7 goes. I'm dealing with combat AI right now for our game, and it's a total nightmare! . We're using a multi-tiered AI, which passes general orders down, and they get more specific at each level (from the top level, which is basically "Attack" or "Run Away" all the way down to the bottom level, which is "Advance unit to x,y" or "Shoot at enemy unit z"). We're using neural nets to do the actual decision making at each level. I'm using a lot of fuzzy inputs to provide some sense of randomness (but then you have to add in a momentum factor to prevent oscillations, arrrrgg!).
At least the combat AI has some partial player control. Let me tell you, I'm not looking forward to trying to program the computer player AI, heh.
What sort of system are you using? I'd be really interested to know how you guys are handling AI.
Ron
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Richard Bruns
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NC, USA
Nov 1999 time: 06:14
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It occurs to me that #7 may not be a bug at all, it might be an intended result of the mil model. Even if it isn't it could be a useful feature. In many cases, especially guerilla war, a tiny force has the ability to evade detection and direct confrontation while harassing a larger force. Even if we do find this bug, it might be good to save it and isolate it and allow partisans, guerillas, and commandos to exploit it.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:14
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Point 7 may be a consequence of the fact that outnumbered armies flee in the model. I probably didn't change the square they were in, at least for defending armies.
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Richard Bruns
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NC, USA
Nov 1999 time: 06:14
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So normal units run away when outnumbered, presumably moving to some other square. I like that; it is much better than the "fight to the death" in so many other games.
It seems like it should be easy to set a flag for partisan or guerilla type units to let them stay in the same square when they "retreat" from a fight. That way they can stay around to harass the invading army, and cannot be dislodged easily.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:14
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I have a problem with my mail account this morning. Gary, Mark, I sent you an update of the military code correcting the 2 known bugs (blocking eception and disband of TF into armies). If you didn't receive them, please say so here: I'll try to resend them somehow.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:14
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Gary:
Do you think we should have a test deployment to one or two team members just to make sure there aren't any big problems on that end?
Laurent:
I got it! Thanks, I checked it out. Unfortunately, there's an error that's hard to get around.
-20 New error associated with disbanding TFs into armies. Best as I can figure it happened when two opposing phalanx (one from each side) met in a square.
java.lang.NullPointerException
at game.model.military.TaskForce.disbandIntoArmies(TaskForce.java:163)
at game.model.military.BattleMatching.tidyTempTaskForces(BattleMatching.
java:432)
at game.controller.EncounterManager.assault(EncounterManager.java:224)
at game.controller.EncounterManager.fight(EncounterManager.java:150)
at game.controller.EncounterManager.meet(EncounterManager.java:104)
at game.controller.EncounterManager.manageSquare(EncounterManager.java:4
2)
at game.controller.EncounterManager.newTick(EncounterManager.java:25)
at game.controller.TurnManager.movement(TurnManager.java:86)
at game.controller.TurnManager.run(TurnManager.java:70)
at java.lang.Thread.run(Thread.java:484)
Last edited by Mark_Everson on 13-10-2001 at 17:20
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