Genetic AI Project

Well there are still enough AIs to fill out a game if you include the Firaxis AI because I just started a new game and had no problems filling 18 spots, but when the game restarts I get the same problem. Looks like it thinks I ran out of AIs. The only way I can play is if I exit Civ and restart it again.

Scratch that, it won't let me restart with 18 players at all now. Well I'm done with the data set anyway. Could you maybe add an exception that kills off some of the players if there are not enough AIs to fill the slots?
 
The Great Apple said:
It's either do that, or put more AIs in each dataset. I'll probably go for your idea though - 20 seems a good number.

what about keeping the slots and adding in multiple team firaxis ai's (is it even possible to call the same ai for multiple slots)?
 
The game is running now it must finish today if not tomorrow early..Sorry didnt play tomorrow but I wanted to play on my own, didnt play a game for almost 1 week lol, but now I installed in my other pc(256 mb ram only) and it worked lol(I thought it wouldent by the lack of the mb ram), so its working there while I play sevomod in tihs one :P
Ps: my AIdata is 3.
 
Arlborn said:
The game is running now it must finish today if not tomorrow early..Sorry didnt play tomorrow but I wanted to play on my own, didnt play a game for almost 1 week lol, but now I installed in my other pc(256 mb ram only) and it worked lol(I thought it wouldent by the lack of the mb ram), so its working there while I play sevomod in tihs one :P
Ps: my AIdata is 3.
Don't worry about it. Just have it one whenever you're not using the computer for anything else big. There's no need to rush.
 
I got an error message about line 855 in CvSimCutieMainInterface. I guess it's related to CCP but I'll post it here since I haven't used that one :p
It's simple to fix, just add () around turn+1.

Ctrl+shift+x works fine to start the auto play. Once. "My" AI was eliminated and I wanted to continue viewing the game so I clicked ctrl+shift+x to stop it, then ctrl+z to reveal everything. But when I clicked ctrl+shift+x to start it again nothing happend. Was seeing the "waiting for civilization" so I changed civ and tried again but nothing. I also couldn't open the main menu, neither escape nor clicking the button worked.
 
ctrl+alt+z dont work?(after you pressed ctrl+z)
 
"so I changed civ"
alt+z (You don't need ctrl) is how I did that.
 
Sent in my data for aidata8...

One thing that disturbed me is that when I peeked in on my automated player throughout a number of games - I never saw culture over 0%... not once.

How will the ai ever get to 3 legendary city's without slowly bumping up the culture percentage starting near at least midgame (without alot of luck winning a bunch of wonders)?
 
The Great Apple said:
I've found that when it does break like that changing Civs works.

Which version are you running?

v0.28.5
I'll try it again once this game is over (in 19th century so don't want to lose it).
 
One of the more rebellious AIs will hopefully decide that they want to play around with their culture slider. I'm judging nearness to the cultural victory by the total culture of the top three cities - the closer they are to victory the higher they score, and the more likely they are to continue.

Just in time with that dataset - I was about to start playing with the filter.
 
snarko said:
v0.28.5
I'll try it again once this game is over (in 19th century so don't want to lose it).
Okies. I'm going to see if I can get to the bottom of that problem.

Thanks for the main interface fix.
 
Second attempt, no luck. I also can't end the turn. The main menu works sometimes, sometimes not. Tried all the civilizations, no difference. Also can't contact other civs. Everything else appears to work.
 
The Great Apple said:
I'm judging nearness to the cultural victory by the total culture of the top three cities - the closer they are to victory the higher they score, and the more likely they are to continue.

Quick question regarding this - when you say total culture do you mean city1+city2+city3?

I am concerned that it could be misleading in the sence that one city could have 50k and the other two could be at 10k. Is there some way to measure or encourage max culture per turn for the top 3 cities?

Maybe focusing on the lowest of the three cities?

If the lowest of the three cities is close (or has a significant culture per turn) that would seem to be a better indicator of a real threat to win culture victory...

(note - though if the lowest of the three cities is a conquered city it could skew the results)
 
Currently it is the sum of the three cultures, with the score for each city being capped at the victory value, so anything over 50k is ignored.

You might have a point about picking the lowest. This would encourage the lowest to be raised which would probably result in a general trend upward. Changing it is a tiny bit more tricky. The old method was used and saved in all the data values of all the old AIs. I'll see if I can find a quick way of doing it.

EDIT: Quickest way will just be wiping culture scores. A shame to lose all that data, but I'm pretty sure your method is better, and will help in the long run.

EDIT2: Nope. Found a better way of fixing it which can incorperate the current data. No wiping needed.
 
Right. Second generation AIs produced. No bugs appear to have been introduced by my filter.

I've uploaded a new version of the project:

Changes:
*Changed the way that cultural ratings for the AI are worked out
*Updated file format
*Number of AIs per file increased to 24.
*Minor tweaks

Tomorrow I'll write up a generation report highlighting the key values which seemed to produce succesfull AIs and those which seemed to produce unsuccessful AIs.

If you're still running a first generation AI don't stop. Because of the way the filter works this data is still very useful.

EDIT: I tested this version, but if there are any problems I would suggest going back to v0.285 as I'm not going to be around to fix them for the next 16 hours :p

EDIT2: And don't worry if some of your AI lists have AIs with games already played. Those AIs which didn't manage 8 games are finishing off their games in this generation instead.
 
EDIT2: Nope. Found a better way of fixing it which can incorperate the current data. No wiping needed.

Awesome! (keep in mind that conquered cities with wonders may mess up 3rd city stat)
Also - don't forget Quick game Legendary Cities are 25k!

Is there anyway to put in a preferred zoom in your interface so that it is remembered from game to game? I just started a game zoomed out to almost a straight down shot and when calendar was discoved it zoomed out to the clouds and SEEMS to be zipping VERY fast. (EDIT - Nevermind it looks like it remembers the camera zoom level while automated - you just have to set it when you start a new session)

Also - I tried using my radearth64x40 map for a session (using the play scenerio option)- it worked fantastic the first time through (one complete game), but then on the next attempt at the map - all of the improvements (roads mines etc) were still there and no civ units (settlers, etc.) were generated resulting in zero scores (don't worry stopped it before game "finished") - NOT A high priority of course - just some feedback... perhaps you can let us select number of games to play automated?

Also not a priority - I would love to save hall of fame scores (they should be saved in the GenAi mod HOF folder) and replays, but none are generated - a function of the automation code? Curious if it is easily modable... not something i would epect you to solve as most people probably wouldn't be interested in it.

currently chugging on aidata6(i think?)

Will try new datasets in the morning


edit - with aidata6 I noticed one of he ai's had the civ in "strike" mode for nearly the entire game - do you have a "strike" flag to measure this? Would be indicative of a civ that can not manage money.

edit (question) - Are you including Team Firaxis in the requirment for 8 games? I just noticed that because of some things I am doing (leaving team firaxis out of early game setups) that nearly every ai has more than 8 games played EXCEPT for Team Firaxis.

edit (question2) - Have you thought about trying having your program record (or emulate) human player moves for the people that are playing against your AI? IE - Scoring human player fitness... and then trying to generate stats to use in new AI's?
 
Well I'm trying the new generation out and one thing I noticed is that the time between turns seems noticeably longer than it was. I could just be crazy, but I sort of timed the turns and they seem to be running a few seconds slower. Could this be some of those additional AI routines you added?
 
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