Genetic AI Project

Craterus22 said:
Just a little more feedback - I am also seeing a significant slow down. 285 would go so fast through the early game that the graphics could not keep up... Now it seems much slower (admittedly I did not get out a stop watch), but it seemed 3-4 secs longer - maybe not a big deal (maybe it is though - how many turns is it for a game? 500? 3x500=1500/60=25 minutes?)
I'll compare the files. I'm pretty sure I didn't do anything that would cause such a slowdown.

Craterus22 said:
Also - I love that you use various robots from scifi for names - any chance that you could use a naming convention that would give us an indication of what generation it is (or do you do that already)? Maybe you can include a code for how many times it has won various victories in previous games too?

example -
R2D2-Gen2M-s10u2
Generation 2 Mutant (maybe B for a breeder?)
10 Space victories
2 UN victories
Good idea. I'll put it on my todo list. At the moment it's a random number from 0 to 9999.

Craterus22 said:
That wasn't really where I was going (sorry it was late) - didnt choose good words...

I guess what I was thinking was that if you score human fitness (besides being just cool) you could then use the fitness scores to automatically generate the 1200 values that create an AI.

As your AI gets more generations you will have a database of likely values for a particular fitness score (some values might have a wider range than others, but I hope I am being somewhat clearer now).

This might be where my confusion lay - Is this the fitness score generated or is it based on performance?
I understand, I think. The "fitness" is generated solely on score, however there stats shown in the AI chooser window are generated based on the same things as the stats in the demographics window are based on. Land area, population, total commerce, total food. Stuff like that.

What you are saying is plausable, however I'm not sure it'll come out with the best results. It's something that wouldn't be too tricky to do once alot more data has been collected though.
 
suspendinlight said:
What does the "City Found Values" mean? Am I interpreting it right to mean the AIs are more likely to found "colonies" on the coasts of far off islands and continents?
Exactly. It's always something that I avoid doing, so I'm a bit confused by it.
suspendinlight said:
Also, any clue what an AI_SPECIAL unit is?
Turns out it was CITY_SPECIAL. The only two default units with that tag are the Machine Gunner and the Sam Infantry. Not sure on how that alters their performance.

I've taken a look, and I still can't see a reason for the speed drop. To those who have noticed it - are you running Gen 2 or Gen 1 AIs?
 
So you did end the second set? So you dont need any Ai from first set anymore? >.< I suspect my test will end in 3-6 games(it would be 3-6 hours), would it be useless then? lol
I was too late to turn on the mod today before school :P if I did I would finish earlier as told before lol
 
Well, I set the Mod to go last night, went to bed and when I got up this morning, it had apparently CTD without leaving any error messages I could see. So, I started it back up and it apparently had played maybe 3 games and stopped for some reason. So I started it back up again. It seems to be running fine now, I will let it go while I am at work to see if it makes it through this time.
 
While running a game this morning I noticed some wierd things. Like losing infrastructure to someone while not at war at all, and a settler standing in the ocean! See image below.
 

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The settler seems to be on a boat ;).

The war was probably a few turns ago - the messages take a while to update sometimes. The event log would show this for certain. Might be a bug - though I'd want to be sure.

Crashes happen. I'm yet to get one on my computer running this mod, and they're really quite hard to track down.
 
I noticed 2 strange things..From like 30 turns left till the end, the research bar dont appear on top of screen and it auto-save every turn..Not that it changes something, just reporting!
 
The Great Apple said:
The settler seems to be on a boat ;).

The war was probably a few turns ago - the messages take a while to update sometimes. The event log would show this for certain. Might be a bug - though I'd want to be sure.

Whoops! Shoulda checked that!:crazyeye: Guess I usually don't see my units when they are on a boat, just the boat.

As far as the game getting ahead of the screen graphics, that makes sense. It has already gone onto the next game, so I can't check the game log, but I will keep an eye on it in the future.
 
Well now it seems there is something else that is confusing me. I will not call it an error, because then it always turns out I am missing something and it is not an error at all :blush: ! The country flags seem very mixed up. Cyrus has USA flags and British flags, and USA has those orange flags (? can't remember whose those are) :confused: . While looking around in the game, I found Cyrus's flag in the Roman Empire! I double checked to make sure those weren't just units from other countries staying in the cities, an they appear to all belong to thier proper home country, they just have the wrong flag. Very confused loyalty I guess.
 

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Im in a game(I hope the last or the one before it) and its already in 1400AD+(normal speed) and researching liberalism/drama/comunism++ and the civ didnt build 1 settler at all, how strange >.<
 
I tried this.. but came across something that appears like a bug..
Some time into the games (around year 0 AD) I always seem to get some units autodisbanded 'due to lack of funds' even if there are 100+ gold stored up when this happens.. usually the AI is running 20-30% sci at this point, and is doing a few negative gpt (like -2 or -3 gpt)

in the current game I have lost 1 unit per turn roughly from around 0AD to 1200AD

Edit: still disbanding a unit per turn in 1950AD.. with economy in a plus at 50% sci now.. in previos game it stopped loosing units after just a few turns of disbanding

Edit2: The disbanding stopped in 1992AD when another AI declared war.. that is prolly what stopped the disbanding in the previous game too.. because there was a war roughly when it stopped..
 
This is a really exciting project.

Might sign up this computer to get involved once I get home from work. :D

And one possible spinoff... for those people that are getting sick of playing against predictable AIs - I wonder how they would enjoy playing against erratic AIs? ;)
 
How common have Runtimme errors been? I got this one, but once again, I just started the games back up again with no apparent proble. Is there some way to get a log or something to send you when this happens?

The Microsoft Visual C++ Runtime Library error says "Runtime Error! Program:...raxis Games\SMC4\Civilization4.exe. This app has requested the Runtime to terminate it in an unusual way. Please contact the app's support team for more info"
 
Are we supposed to do something with the custom options or are there future plans for those?
 

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I got this remnant after playing with the tracker and leaving it on to track an AI.
 

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Sorry for so many posts in row! :mischief:

I finished a set and it says to send them to you (TGA) but the files it says to send are not in the folder it is indicating. There are some files with the sam name but none with the extension .dat, just .bak and .txt. Did I do something wrong? Was I supposed to just exit after I was done? I exited to desktop from the game.
 
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