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 Post subject: MoogleGunner's Super Special Awesome AI Blog-thing.
PostPosted: Mon Mar 26, 2007 10:25 am 
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So... I want to have the first AI out for Beta11 (April sometime) so... I'm making me a blog, so... I'll... y'know... keep working on it.

Right now, The AI uses CO Powers as AWDS, and Ends its turn.

Sunday, March 25th, 2007 - 19:46
===
So... apparently Java is crazy, crazy fast. Unfortunately this caused the unfortunate side effect of the AI ending its turn before the screen finished drawing (or showing up on my craptastic monitor. It drew the screen 50 times and I saw nothing). So... I went ahead and tested it. It looks like it does, indeed, draw the map. Now to actually see the map >_>;

Aaaand... nothing =(

Now I'm just confused.

I added a 30 second wait after it used the COPs... and the Map didn't show up. the method for drawing the map is showing up... but nothing...

So... I'm sort of convinced I'm going to need to use Robots to do this... it'll be interesting. Hope its still fast. because... this is going to usurp the program. I think... actually... I think it may be better the make a local Robot. not sure if its possible...

So... it looks like I have 2 choices:

1. Make super intrusive AI that takes over your computer during its turns.

2. Find someway to make BattleScreen a reactionary class instead of a commanding class.

...

...

shiiit. I loathe thee Urusan ;_;

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PostPosted: Mon Mar 26, 2007 10:44 am 
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uh, could you do a 'setFPS' and have the AI undergo 1 move per X ticks, where X is the frame rate (1 move per second, really)?


How are you handling AI? It sounds muy interesting to putter around with this stuff.


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PostPosted: Mon Mar 26, 2007 11:55 am 
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no no, you misunderstand. It isn't appearing, period, the graphics completely lock during the 30 seconds.

And uh... I'm not sure yet, that's what I'm working on.

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PostPosted: Mon Mar 26, 2007 12:13 pm 
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unless you give the AI its own thread, the AI will halt the program while it's processing

just make the AI a thread that interacts with the other classes of the program

also, BattleScreen IS a "reactionary class"
it reacts to user events and doesn't do anything unless instructed by the user
I didn't even write CW's main thread...Java's developers did


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PostPosted: Mon Mar 26, 2007 12:31 pm 
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I'm pretty sure the "wait()" command halts everything.

If I had to tackle AI I would just lump all the AI calculations into it's own class (AI.java) into which I would call doAIAction(Battle b, Map m, Army army).

doAIAction() itself would handle all the calculations and return a boolean - whether it's done for the turn or not. I'm not sure how to slow it down, though, which is really the problem you need help with. xD


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PostPosted: Mon Mar 26, 2007 12:47 pm 
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... goddammit Uru. I didn't even think of that.

Have a cookie...

Only I live ~3 states away...
So...
Bake your own cookies. Then eat them. =P

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PostPosted: Tue Mar 27, 2007 10:14 am 
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So I implemented Threading... which promptly fixed nothing =(

Now to figure out why... and how to fix it.

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PostPosted: Fri Mar 30, 2007 7:56 am 
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HA BITCHES!

IT WORKS!

I GOT IT TO FING WORK!

OH YEAH!

GUYS! Line up on my left for High Fives!

CHICKS! Line up on my right for make outs!

/badstrongbadreference.

Notice: This random celebration only applies to getting the map to appear... next step... getting a unit to move.

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 Post subject:
PostPosted: Fri Mar 30, 2007 8:46 am 
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Every step no matter how small is a step forward. Awesome! Just think back to how the alpha started out...

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PostPosted: Fri Mar 30, 2007 8:49 am 
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Xaif wrote:
Every step no matter how small is a step forward. Awesome! Just think back to how the alpha started out...


They're still on the server if you're feeling nostalgic. ;)

And Adam, that's great work. The fact we have something that will represent an AI, even if it IS stupider than the AW1 AI is a good thing. A very good thing.

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PostPosted: Fri Mar 30, 2007 10:06 am 
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MoogleGunner wins.

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PostPosted: Fri Mar 30, 2007 10:21 am 
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Miid Ro'ik.exe wrote:
MoogleGunner wins.

QFT :D

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 Post subject:
PostPosted: Sat Mar 31, 2007 12:36 am 
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i bow to your intellect. well done

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 Post subject:
PostPosted: Fri Apr 06, 2007 1:05 am 
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My internet died yesterday ;_;

But... this is good for CW!

In addition to nicknaming the first AI (Ascending Mercury... 'cuz "Battle is Heating Up")

I did work on it *le gasp* And it can cut through a tomato! *gasp*

alright... continuing...

I think I may have all but... 2 of the methods necessary to have units Auto attack done... the next thing I need is how to get the AttackTraverse boolean array. Other than that, I have a couple of nice methods that get all the units within an area, and one that reduces it down to only the enemy ones... so things are coming along, albiet a tad slowly... But don't blame me completely, my family has spontaneously been getting me tons of games (its weird! Romance of the Three Kingdoms XI, Custom Robo: Arena, Mega Man ZX, and Lunar Knights) So yeah, things are coming along nicely, which is always good. Now if only FORUM DRAMA would GTFO my internets so I had less stress ;_; ah well, c'est la vie.

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 Post subject:
PostPosted: Fri Apr 06, 2007 1:37 am 
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Hmm... So the next step is to get the AI to make pasta?

All bad jokes aside, awesome job!

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 Post subject:
PostPosted: Fri Apr 06, 2007 1:52 pm 
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So uh.. stuff... a little while ago, I managed to hit the stage of tiredness wherein my mind begins to form multiple threads internally, allowing me to solve problems before I realize they exist. It's quite handy. Then I took a shower and it went away ;_; I shall call that state: Nerdvana.

In any case, I solved one of the more major problems facing the continuation of the AI: Namely multi-turn MoveTraverses. They now exist, and work perfectly, or so it seems. Now I merely need to apply the same principles to Path and I shall be one step closer to my ultimate, vicious goal: the destruction of all mankind.... err... a functioning AI...

In anycase, it's a rather large step... but Nerdvana has left me, thus I shall finish using my epiphanies at a later date.

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 Post subject: Return of the Blog
PostPosted: Tue May 29, 2007 2:43 am 
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May 28th, 2007: 12:12 Local Time

I got me a new computer, time now is for installing and updating all of my IDEs and such, but expect updates to come on the AI as Summer has begun, and AI becomes a priority again :3

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 Post subject:
PostPosted: Tue May 29, 2007 5:46 am 
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MoogleGunner wrote:
So uh.. stuff... a little while ago, I managed to hit the stage of tiredness wherein my mind begins to form multiple threads internally, allowing me to solve problems before I realize they exist. It's quite handy. Then I took a shower and it went away ;_; I shall call that state: Nerdvana.

In any case, I solved one of the more major problems facing the continuation of the AI: Namely multi-turn MoveTraverses. They now exist, and work perfectly, or so it seems. Now I merely need to apply the same principles to Path and I shall be one step closer to my ultimate, vicious goal: the destruction of all mankind.... err... a functioning AI...

In anycase, it's a rather large step... but Nerdvana has left me, thus I shall finish using my epiphanies at a later date.


Lol, Nerdvana.

Good work on the AI. Sounds like you have made amazing progress.

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 Post subject:
PostPosted: Tue May 29, 2007 6:53 am 
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Shit yeah.

AI is an important aspect of CW that can gather lots of new users/members

<3 moog


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PostPosted: Wed May 30, 2007 3:36 am 
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Although if tag and such is a problem then getting a CO like Eagle to work is going to take some time.
Never mind forget it...

Great job! Now the fun can begin.

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 Post subject:
PostPosted: Fri Jun 08, 2007 1:25 am 
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Okay. I officially am retarded. The problem I was having was a rather major one having to do with overall movement over the course of multiple days, right?

Well... I was trying to do all sorts of complex shit with the mp, instead of just multiplying the fucking mp by the number of days I want to cover.

God.

Damn.

It.

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 Post subject:
PostPosted: Fri Jun 08, 2007 7:07 am 
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Can't we just start with the very basics?

Like OMG THEY MADE A UNIT

OMG THEY MOVED THE UNIT

OMG THEY ENEDED THIER TURN

omg it's like how we all gathered in front of uru and we were like OMG THE INFANTRY MOVED


Last edited by Icarus on Fri Jun 08, 2007 7:14 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Jun 08, 2007 7:11 am 
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yeah, build it up from virtually nothing and then slowly make your way up, like y'all did with the first couple of alphas

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 Post subject:
PostPosted: Fri Jun 08, 2007 7:44 am 
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You know what, you're right. I'm trying to go way too far here.

I'm gonna start AI over. Step by Step. Doing things that require as little change as possible, and working from there, and in doing so, shall improve the chances of my success. Projects fall apart when they do not have reasonable steps.

Therefore, this is a Genesis. A Creation of a new set of AI, and a new Path to... I dunno, being poetic's lame.

Anyway, I begin... A SECOND TIME!

EDIT: For the record there is a reason, I was coding AI on like... Beta 6 or so, and it was riddled with problems that are neigh irreversible.

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 Post subject:
PostPosted: Fri Jun 08, 2007 7:54 am 
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yay! go moogle! and don't forget we're there for support whenever you need us (that is, we can't help you code, but we can be like, yay moogle, anad stuff)

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 Post subject:
PostPosted: Sun Jun 10, 2007 9:39 am 
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Genesis AI has been successfully ported to Beta 19. Basically... the AI uses its Powers as appropriate and ends its turn.

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PostPosted: Sun Jun 10, 2007 10:29 am 
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Kay, now this is weird, turns out I had quite a bit of AI done already o_O thing is... I don't recall actually programming most of it.

Ahh well, at this point it's a few lines of code and some testing from a simple "Attack the most valuable thing in range" Unit AI.

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PostPosted: Sun Jun 10, 2007 11:38 am 
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MoogleGunner wrote:
Kay, now this is weird, turns out I had quite a bit of AI done already o_O thing is... I don't recall actually programming most of it.

Ahh well, at this point it's a few lines of code and some testing from a simple "Attack the most valuable thing in range" Unit AI.

Lol

Excellent work, Moogle.
WE SHALL LOVE THEE FOR EVAR

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 Post subject:
PostPosted: Sun Jun 10, 2007 11:47 am 
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Sleep coding. It happens on occasion.

I wish it'd happen to me. <_<

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 Post subject: lulz
PostPosted: Wed Jun 20, 2007 1:22 am 
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So... I'm back from orientation and actually have gotten some sleep, so I'ma startin' ze codeings agaaeens.

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 Post subject:
PostPosted: Thu Jun 28, 2007 1:48 am 
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So...

bitches...

AI Works!

Next Step: Integrate with Beta 23 and release :3

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 Post subject:
PostPosted: Thu Jun 28, 2007 1:53 am 
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YAY.

So, what it is supposed to do? So it is easier for me to test it.

As in...from the list of things below, what can it do and how?:

- Build
- Repair
- Load and unload
- Supply
- Move
- Attack
- Retreat
- Use COP
- Use SCOP
- Tag Break
- Swap

Good Job!

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 Post subject:
PostPosted: Thu Jun 28, 2007 2:08 am 
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- Attack
- Use COP
- Use SCOP
- Tag Break


and that's about all. It can do all otehr necessary things associated with those, though.

I.e. move and attack, etc.

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 Post subject:
PostPosted: Thu Jun 28, 2007 2:17 am 
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MoogleGunner wins... again!

Seriously man, congratulations. Thank you so much!

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 Post subject:
PostPosted: Thu Jun 28, 2007 2:56 am 
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MG, go ahead and release ahead of Beta 23.

It's not nearly ready and it probably won't be until near the end of the week or sometime during the weekend. >_<


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 Post subject:
PostPosted: Tue Jul 03, 2007 2:39 pm 
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So...

I got half way through setting up the AI to actually wait properly (it only works half the time for reasons that utterly escape me) before getting completely burnt out on Computers for well... basically half a week. I don't really know what happened, but I couldn't be happy on a Computer.

Fortunatly that phase has come and gone, and pretty soon I should be working on AI again.

I know it seemed really weird but I was in a really emo-mood, and honestly a good portion of programming is creative, logical, thinking, and I really wasn't up to it.

I'm back to normal, and feeling just about right for restarting focused AI code.

Sorry for leaving you guys high and dry on the matter, but... that's how things get sometimes.

Love,
MG

[Expect Capture and Wait updates sometime this week :3]

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PostPosted: Tue Jul 03, 2007 3:07 pm 
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Yeah, I get that for month-long intervals, seperated by roughly half a week of actual work. Which reminds me, I was in the middle of coding something.

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PostPosted: Wed Jul 04, 2007 3:56 am 
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Same with the graphic dept >_>

burnouts suck D:


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PostPosted: Wed Jul 04, 2007 4:08 am 
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I know how that feels <_<. I have like 7 rates to finish and I am so not in the mood for it.

Anyway, don't worry and take your time.

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PostPosted: Wed Jul 04, 2007 4:34 am 
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I guess I'm a bit burnt out at the moment too...that's why I haven't done any work lately...and it doesn't help that I have 2 awesome new games.

Mid-July should be good for CW though. I want to finish the core program before August and the run-up to school.


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