The Battle of 100 Freeciv AIs

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ssilk
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The Battle of 100 Freeciv AIs

Post by ssilk »

http://play.freeciv.org/blog/2015/04/th ... eeciv-ais/


Good question: Is an AI for Factorio possible?
Cool suggestion: Eatable MOUSE-pointers.
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keyboardhack
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Re: The Battle of 100 Freeciv AIs

Post by keyboardhack »

It's certainly possible to make an AI(working with a neural network) play factorio, but due to the static nature of factorio(nearly no randomness) it would be a lot more efficient to make the AI use a decision tree instead of a neural network.
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DaveMcW
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Re: The Battle of 100 Freeciv AIs

Post by DaveMcW »

It's easy to write an AI for Factorio. The most challenging part of the game is designing efficient layouts, which can be pre-programmed into the AI.

It wouldn't take much effort to write an AI that outperforms most humans.

If PVP or PVE ever becomes interesting it might get harder for the AI.
Val
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Re: The Battle of 100 Freeciv AIs

Post by Val »

DaveMcW wrote:It's easy to write an AI for Factorio. The most challenging part of the game is designing efficient layouts, which can be pre-programmed into the AI.
If the map conditions are favorable then yes, but with jagged coasts and big rocks at random locations a simple pre-programmed layout might easily fail.
nobodx
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Re: The Battle of 100 Freeciv AIs

Post by nobodx »

Keen Software House (Space Engineers) is currently developing an AI for any given task (at least that's their plan) including artificial players for games.
http://blog.marekrosa.org/2015/05/gener ... 8.html?m=1
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Re: The Battle of 100 Freeciv AIs

Post by kovarex »

nobodx wrote:Keen Software House (Space Engineers) is currently developing an AI for any given task (at least that's their plan) including artificial players for games.
http://blog.marekrosa.org/2015/05/gener ... 8.html?m=1
Yes, I know about them. Actually, I would like to do something like this, but better ofcourse :)
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Re: The Battle of 100 Freeciv AIs

Post by Rage »

How hard would it be to make an AI for Factorio that:
A: Is able to determine what it needs
and B: Is able to design factory layouts for near optimal production ratios
and C: Is able to respond to bitter/player attacks.
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Re: The Battle of 100 Freeciv AIs

Post by nobodx »

B isn't that hard.
There are multiple near optimal layouts around the net... The only thing for the ai to do, is to copy them.

A: the more the better. Just build mines over every deposit available. And use the layouts from the inter web.
Maybe check the production-tab every now and then and focus on ore/goods with higher usage than production.

C would be the real pain in the a... rear ;)
Rage
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Re: The Battle of 100 Freeciv AIs

Post by Rage »

nobodx wrote:B isn't that hard.
There are multiple near optimal layouts around the net... The only thing for the ai to do, is to copy them.

A: the more the better. Just build mines over every deposit available. And use the layouts from the inter web.
Maybe check the production-tab every now and then and focus on ore/goods with higher usage than production.

C would be the real pain in the a... rear ;)
Let me tack one more thing on.
D: Is able to decide what to work on next based on available resources and technology, as well as threat level of biters/players.
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Re: The Battle of 100 Freeciv AIs

Post by kingarthur »

creating a factorio ai shouldn't be an impossible task. games like civilization have ai that make decisions on what to build and resources to gather. openttd and locomotion and railroad tycoon all have ai that place track and buildings based on terrain and resources. those 3 are all really old now. i have no idea how good an ai in factorio would be to play with or against but it could be done
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