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AI Challenge Forums • View topic - Combat with more than one enemy

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Combat with more than one enemy

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Combat with more than one enemy

Postby DrClaes » Thu Dec 22, 2011 8:14 am

Hey,

I've read some of the descriptions of other people's combat algorithms but haven't had the time to look at any code... I never distinguished between different enemies in my combat code, even though it would sometimes make a difference to combat outcome (especially in the frantic multiplayer maps with a lot of multi-player combat early in the game). Did anyone else try their hand at that? What were your results like?

Regards /C
DrClaes
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Re: Combat with more than one enemy

Postby lorill » Thu Dec 22, 2011 2:53 pm

I did take care of ant ownership, but I can't say if it was any better, since I didn't have a version without this.

I simply made local simulations, with every ant moving in any directions if the time allows, or random playouts if the time was short. The I resolve each corresponding situation, and score it. So if two enemies kills themselves, this gives me a bonus.

I can't find a game where this really helped, but I didn't cost more to implement, so why not ?

BTW, am I the only one to run a few benchmarks during setup time to evaluate how far ahead I can look or how many playouts I can do ?
lorill
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Re: Combat with more than one enemy

Postby Scryer » Thu Dec 22, 2011 3:38 pm

I had planned when near a weakish enemy hive to attack the other enemy preferentially, but more pressing problems still needed addressing when I ran out of time. It would have made a difference in a number of games so far, but not enough to move me from Page 2 to Page 1.
Scryer
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Re: Combat with more than one enemy

Postby tictac » Thu Dec 22, 2011 3:47 pm

i did in an indirect fashion: if i have 2 ennemies, each will consider the other one as an enemy for threat computation, but i would act as if they would cooperate to attack me. i think the effect is really limited, it wasmore a by product of my code than a feature
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