Sunday, June 6, 2010

Weekly report - coding 2

This week the RushAI was made a bit better again. It looks like it will be able to serve as a base for SmartAI. Hope all the unplanned smartness of RushAI won't make SmartAI look bad in battle results.
RandomAI was also started and is almost finished. It chooses its actions randomly from a set of predefined actions. This set depends on the state of the fleet or planet (example: fleet without weapons cannot attack). This AI could also provide a simple stress test for the server and for fuzz testing (let it loose and wait for something to break).
Issue 97 still hasn't been fixed. Also designs with colonisation module cannot be used so no planets can be colonised and enemy planets cannot be defeated. This prevents gathering any data from AI battles.
I am still on schedule but not really ahead of it any more.

This week
  • more unsuccessful bugfixing (issue 97 still there)
  • most of the code for RandomAI done
  • randomly chooses from a set of available actions
    • set of actions depends on state of the fleet or planet
  • RushAI a bit more advanced
    • better choice of fleets to attack with
  • first AI battles
    • only RushAI vs. RushAI
    • showed that it works
    • no real data because of the behavior was limited by the bugs (no colonisation, enemy planets could not be taken over)
Next week
  • incrementally make RushAI smarter so it could server as a base for SmartAI
  • try to fix issue 97 and 108
  • real AI battles (if bugs permit)

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