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  #11  
Old February 22nd, 2001, 04:25 AM
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Default Re: 2001 SE4 AI Challenge

because, out of the other point levels, it allows the AI's creator more race options.
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  #12  
Old February 22nd, 2001, 04:41 AM
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Default Re: 2001 SE4 AI Challenge

i donno, i think it makes it more challenging to design a good race with less points. with less points, there will be more variety in races as people will have to pick their trade offs. then when the races are done, they will be more playable since most people on this forum, and that I have played with, run 2000 point games.

I wonder if TG is interested in this at all? it would give those guys that are analyzing and resource-computing every turn from every player in the current contest something to do. I would hate for them to have this empty void in their lives after the TG contest is done, maybe they could help judge this one, or do something in parallel.
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  #13  
Old February 22nd, 2001, 05:31 AM

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Default Re: 2001 SE4 AI Challenge

Using 5000 points makes the races too powerful and too simular!!!
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  #14  
Old February 22nd, 2001, 06:41 AM
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Default Re: 2001 SE4 AI Challenge

quote:
I wonder if TG is interested in this at all?


Nyx said the next thing TG might do is a head-to-head human team vs. human team and/or single human vs. single human contest.
I would imagine it depends a great deal on the number of hits on their page so don't forget to visit their website.
http://www.twingalaxies.com
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  #15  
Old February 22nd, 2001, 06:24 PM
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Default Re: 2001 SE4 AI Challenge

I'll try it with 5000 this time, and if it doesn't work that well, I'll try something different. Or I could just keep the settings secret.

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  #16  
Old February 22nd, 2001, 06:51 PM
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Default Re: 2001 SE4 AI Challenge

it occurs to me, that an AI contest would be really easy to run. put all the AIs in a multiplayer simultanious game, set them to human control, set the game to autosave every X turns. then use the command line mode on the executable to auto compile turns and let it run 50 times. check status, go 50 more. if you want to have it judged, give the judges access to the autosave points so they can check out the behavior at various points.

This is so quick, we could have a monthly AI trial or something.
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  #17  
Old February 22nd, 2001, 10:13 PM
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Default Re: 2001 SE4 AI Challenge

Puke; How would you like to help me administer the AI scripting thing?
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  #18  
Old February 23rd, 2001, 03:43 AM
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Default Re: 2001 SE4 AI Challenge

quote:
Originally posted by Urendi Maleldil:
Puke; How would you like to help me administer the AI scripting thing?


um, sure, but I cant find my CD and I accidently installed the "A" Version of the patch. can someone please send me the .exe so I can fix my game?

Just email it to [email protected], because I moved and I cant have MM reship it to my old address.

BUWAHAHAHAHA-MOUWAHAHAHHAHA
hehhehehe..Tee-hee-heee

*snif*

wow, I shouldn't do that to myself, it hurts.
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  #19  
Old February 23rd, 2001, 03:54 AM
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Default Re: 2001 SE4 AI Challenge

quote:
Originally posted by Urendi Maleldil:
Puke; How would you like to help me administer the AI scripting thing?


oh yeah, i had a serious answer too. I would be happy to through together a script or batch file or something, or put together a procedure with you. I am not going to have time to actually go through and look at how the AI plays to evaluate its performance though. You have a really cool idea here which will benifit both modders and the player community, which is why i have expressed so much interest. alas, work prevents me from donating much time for you, but I would be happy to help you get started if you need a hand.

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  #20  
Old February 23rd, 2001, 07:02 PM
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Default Re: 2001 SE4 AI Challenge

Email me then. I'd like to get some of your ideas. [email protected]
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