Genetic AI Project

Building seemed fine to me. Do you still want the save from a now obsolete build and bug that's fixed? (version 2.2)
 
suspendinlight said:
TGA, are you performing some calculations between turns? They seem to be autoplaying rather slow and I've used the AI autoplay function before. Maybe the Warlords version is just faster.
No... but all the AI algorithms are going to run slower because at every decision point each AI is having to look up a different value from a master array for that AI. Nothing much I can do about that as far as I know. This is why I disabled most of the python events & callbacks. Need all the speed I can pull out of this thing.
 
lost_civantares said:
Building seemed fine to me. Do you still want the save from a now obsolete build and bug that's fixed? (version 2.2)
Good qustion.

It'll probably be useless if there are AIs in the game who aren't building units, as all the other AIs will have biased records.

Sorry everybody!
 
Update 4 released. The no-unit bug should be fixed for good now. There should be no chance at all of it occuring. None. Zero. Zilch.

*TGA crosses fingers*
 
Yep, just restarted and downloaded new version and the AI is now fully functional, building units like normal. :)
 
Some of these AIs are quite amusing. For example, Hatshepsut here has built herself 26 galleys with their AIR_DEFENSE tag set waiting in her capital. Also the AIs that don't get workers out seem to get eliminated because they can't hook up copper, etc. For example, Saladin has a size 1 city that is stagnant and he has built a market, temples, monestaries, walls, barracks, a couple of archers and a catapault but no workers.

**edit** Well that game gave me a runtime error in the middle of it. I think it was during the autosave so I shut autosaves off. Also, I couldn't reload any of the autosaves; it would just crash on me.

**edit2** Found another weird issue with the AI flags. Here you can see Alexander has built a Work Boat as his first build but set it with the city defense flag so it has been sitting in Athens for a long time.
 

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OMG its a neural net!
Holy Cow that is amazing...

Well kinda a neural net... But one of the closest project's I have seen to one.
This is great... Just for the fact that each A.I. dies if it looses the game, and only the strong traits and decisions live!

Now we just need to get Civ4 Distributed Computing Version. Then we can take over Firaxis!
 
Wow, this is a simply amazing idea. I really applaud you for getting it started :thumbsup:
This seems like the perfect thing to have running in the background when you're surfing the forums or doing xml work.

I'm starting a game now with AI file #4.


In case anyone else is interested in genetic algorithms and such you should check out this game. http://www.nerogame.org/
 
ok i just got home from my gf's house, and i left my game on the whole time... seeing as its been like 5 hours, the game has progressed up to 1875, with some one country just finishing the first apollo program as i checked on it. i dont have any no - unit building problems.... im using AI number 12 btw.

how are we supposed to upload our 'findings'?
 
Oh great, TGA, you do realise-of course-that you have sent us down the path of Judgement Day!!! What with your 'Learning Computer' and everything! I will have to kill you before you destroy us all ;) :p!

Aussie_Lurker.

(Seriously, though, this looks AMAZING. Great work TGA! At least until Skynet wipes us off the planet!)
 
Very nice idea!
But just got a very nice ctd right now loading a new game..I will try again, I did download the AI5 that seems to be 0 views and putted in mod folder in my documents inside your mod folder..
 
The CTD is likely due to having AIs not properly located. They should be directly in the GeneticAI folder. Next version will just throw an error message if they aren't installed properly.

That is some strange stuff with the unit AIs. I checked out the game I've got running at the moment and 2 out of 7 AIs have got weird AIs. This should breed itself out, but I'll cut in and see if there's something I can do to stop it recurring, as it's a rather silly problem, and isn't really going to give many benifits.

I also notice there seems to be some glitch with the restart script, as I can see some land revealed which I shouldn't be able to. Another thing to take a look at.

Huge maps are going to take a while - there is just so much more to be done.

As for saving/reloading - I should be able to do something about that. Next version again...
 
There still seem to be some problems with the automation mode. I just finished two games and a third one started, but alexander appears on the score board with -24 points. Also, "waiting for other civilizations" doesn't disappear and I can't turn the automation mode on again.

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You said the firaxis team AI should be in the store. do you mean it should be among the active AIs or the stored AIs?
 
Firxis team should be among the stored AIs. Active AIs are the ones actually playing the game. You can move it accross and restart the game if you want to pit an AI against the Firaxis AI, although it should play some games randomly like the rest of them.

I've never seen that "Waiting for other Civilizations" thing before. I'll see if I can find what's causing it. Also, while I have seen the negative score before, it was something I had thought I'd fixed. I'll take another look.

Correct me if I'm wrong, but it doesn't look as if you would have contacted Alexander yet either - they might be connected.
 
Yep, I haven't. Is it possible that some data from the last game has been taken over to the current one?
 
One more question: Will the AI-mode automatically stop when every AI has played its 8 (or 10) games or will it continue forever?
 
Traceback (most recent call last):

File "CvEventInterface", line 44, in onEvent

File "CvSimCutieEventManager", line 454, in handleEvent

File "genAIEvents", line 86, in onVictory

File "genAIEvents", line 161, in getPlayerStats

File "genAIEvents", line 230, in getDominationVictoryScore

ZeroDivisionError: float division
ERR: Python function onEvent failed, module CvEventInterface
 
Ooops. ZeroDivisionErrror. Never good.

Okies, that's a big 'un. Will fire every time somebody gets wiped out. Next patch is on it's way. It shouldn't be dividing anyway - should be multiplying.

EDIT: Ok... fixed. Current datasets should be fine, it's just an error caused by saving.
 
Teg_Navanis said:
One more question: Will the AI-mode automatically stop when every AI has played its 8 (or 10) games or will it continue forever?
For ever. It'll give you a popup reminding you to upload the data, but it'll continue to run.
 
I've taken a look at the weird unit AI issue, and from what I can tell it's impossible. However, it's clearly not impossible. No idea what's going on with that.
 
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