But something is just lovely about having One AI to run them all...
Flexible enough to win most boards, and run most bots.
Anyone else in that school? Or do you have tons of tweaked bots for different boards?
mcompany wrote:the lack of ability to focus on more important bots on certain maps (Mind Game being the worst offender), and the fact that it would be much harder to know when to snatch resources (although I'm currently not worried about that)
sethcohn wrote:Only if the option is there for unlimited node/code.
Yes, with bot class checking, and map tests, you could likely shove it all into one program... but what if there was a (artificial) limit...
Only X nodes, or randomized maps, or only one type of bot, etc...
pier4r wrote:After enough nodes the editor and the game lags a lot, I would say that around 100 is the limit
It's actually not that hard... In practice mode, there is at least one map where the computer will grab a single resource right off, and if it scores, you lose. None of the community maps are that hard (and I've got AI that always beats that map anyway)
You can do things like "if machinegun bot exists, then" to handle specific bots too.
And you can always do "If no resources exist" to know you are on a kill em all map
sethcohn wrote:pier4r wrote:After enough nodes the editor and the game lags a lot, I would say that around 100 is the limit
Total for the AI or in one screen? (ie using subtrees, this isn't an issue?)
NullPointer wrote:I played for 3 days with 1 AI only and got to 1550, which probably is the equivalent of 1700 in Alpha
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