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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 08-10-2004, 04:39 AM   #21 (permalink)
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You can program? In what language, may I ask? I had a similar idea, but it produced unsatisfying results - dogs going miner hunting and stuff like that :lol: However, it can be very useful, if made right.

Edit: Oh, and welcome back, Psycho
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Old 08-10-2004, 06:48 AM   #22 (permalink)
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Now THIS is a great idea. I'm sure it won't be too hard to implimement - with proper design and enough logical thinking.

What would be truly amazing, and make the AI seem more human, would be to get the mod to create a new ai(md).ini file everytime it is run. That would be just perfect, Westwood should have done that.

I would like to know what language you use too Psycho. Not that I could help you much though, I can do a few simple things in C++ and Java, but nothing worth talking about

I am very interested in AI in videogames. From reading about this idea, I have just thought of a new "type" of AI. Well, as far as my own internal thinking goes anyway. Type one: Scripted. The most controlable form of AI. The AI only does exactly what it has beeen programmed to do. This type takes a LOT of tedious work to make it effective, and therefore can be the most "dumb". It is also the most predictable.

Type two: non-scripted. This type will take a lot of good logical design, but not so much coding. This type gives the computer a set of rules, telling it what it can do and what it cannon, as a foundation. Then, the AI is told to do somehting random, following a set of priority rules. This Ai can even grow smarter, as it can detect ineffective choices and record them, telling itself to not do them again, or to puch them down in priority. This type of AI is usually hard to code (not tedious though) and makes the AI seem intelligent.

NEW TYPE - type three: Externally-controlled scripted. This type is the same as scripted, but an external program is written that can write the scrpited AI by itself, within some pre-set limits. The program simply randomises the scripts it writes, under certain "rules" that will prevent it from doing "stupid" things - e.g. the Dog attacking Miners in the example by DCoder. This type of AI can seem as predictable as type one, unless the external program creates new scripts everytime the game is played. Then the AI will seem not only tough, but more human and therefore less predictable as well.


Well, that's just my line of inner thoughts...comment on how crazy I am if you will...
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Old 08-10-2004, 03:27 PM   #23 (permalink)
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Welcome back, Psycho! I hope you are feeling better.

We have type 1, type 2 is impossible for RA2/YR. Type 3 might be possible if
people were willing to put the effort required into it.
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Old 08-11-2004, 02:38 AM   #24 (permalink)
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Exactly Kravvitz. Now, if we enthuse/bribe/beg DCoder and Psycho enough, they might just do something for us...
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Old 08-13-2004, 02:41 AM   #25 (permalink)
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Ya i'm back and feeling better.
i've already started my work on AI writer, on Visual Basic 6. I've only finished the TaskForce generator. This script automatically generates "InfantryOnly", "VehicleOnly" and "BothInfantryAndVehicle" type TaskForces. i'll also make the script to generate "BalloonHovers", "Aircrafts" & "Naval" TaskForces Later.
Now also implementing logics on team type so that they r of following behaviors :

** Offensive
* Team Rush
* Rush with TransProt
* Demolition Rush
* BallonHover Rush
* Aircraft Rush
* Naval Rush
* Naval Demolotion Rush

** Defensive

** Pool Team

there r different team types as the script vary for the team types having different behaviors. And i'm only scripting now based on existing ScriptTypes, the AI writer will not write script with its own. But in later version it'll have a Script Generator Wizard which will allow user scripts step by step with the preset script behavior.
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Old 08-13-2004, 03:35 AM   #26 (permalink)
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Great!

I wish you good luck!
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Old 08-13-2004, 04:01 AM   #27 (permalink)
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Psycho, you are THE MAN!!! (if that means anything nnowadays). Honestly, I encourage you to the max. This program, if it works will revolutionise RA2 and YR Ai writing. But it will support new mod units, right? Like you just type in the name of the units you have created (e.g. [MEGATNK]), and it randomises those in as well as the original units. The user could specify what kind of unit it is (e.g. a plain old tank, an anti-infantry infantry, an anti-building aircraft etc.).

I'm really looking forward to this.
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Old 08-16-2004, 01:03 AM   #28 (permalink)
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It can now automatically detect all buildable units and also detect owner and other thingys like if its a balloonhover or harvester or naval unit etc. This program will first open a rules(md).ini and then check for all buildable infantry, vehicle and aircraft. Then it categorize vehicles as Attack vehicle, Harvesters, BalloonHover, Aircraft (consiered aircraft), Transport vehicle (both land and air) and Naval Unit. Also the program categorize all units into three default sides, allies, soivets and yuri. U can also categorize the units into more ten custom sides (if disable all default sides) manually.
Anyway there is a problem detecting some unit owner (eg ADOG, ENGINEER etc. as they r side specific). So, when the owner detection is completed then the undetected units will remain as mod unit. U can then move them into the default/custom sides manually.
As i'm doing more cateorized AI, so i'm working back on the TaskForce generator. After that i'll start TeamTypes generator.
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Old 08-16-2004, 04:19 AM   #29 (permalink)
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Quote:
Originally Posted by Psycho
So, when the owner detection is completed then the undetected units will remain as mod unit. U can then move them into the default/custom sides manually.
What does this mean? Will your program not make AI for mod units - but original YR units only??? or is this something completely different - the internal workings of your program - that I do not really need to know about?

Great job BTW. I know this may sound impatient, but when do you think your program will be ready for any kind of public release? It's just that I'd love it if my mod could be the first one to use this great new program you're making!

Have you thought up a name for it yet? I have a few in mind - AI Writer, AI Scriber, AI Scribe, AI Randomizer, AI-izer, AI this, AI that.... just something to do with AI I think would be a suitable name. Or maybe something totally off-beat, like: Automatic Yuri's Revenge Creator 1.0. Or something with your name in it: Psycho's AI Writer (now THAT'S originality!).

About VB, is 6 STILL the latest version? I used to use that thing a lot - I wrote code for a Tic Tac Toe game (might I add TEH ULTIMATE 1337 TIC TAC TOE GAME) that was thousands upon thousands of lines of code - it was the same style as Yuri's Revenge AI, but with a difference - it catered for every single possible situation in the game, which would be an impossible task for YR (probably). Try handing in THAT assignment to your computing teacher and see if he has the time it takes (50+years or so ) to mark it. That game was two player as well, and could handle all sorts of extra functions like music and custom images instead of X or O. I really liked doing that program...

Well, that's partially where my interest in AI comes from.

*goes off to play WHITEBOY'S LEET UBER 1337 ULTIMATE GAME OF TIC TAC TOE*
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Old 08-21-2004, 06:11 AM   #30 (permalink)
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man Deezire replied

A.I. is easy, Deezire already gave u the biggest possible help in the form of his A.I. guide.

Although my A.I. is still in its infancy, its proves to be a almighty challenge and kicks ass.

[AIGenerals] is more suited for RA2 (only two sides, the generals would be useless for Yuri) and you can get around the soviet vs soviet or allied vs allied weakness by telling the A.I. to target vice versa (like Deezire said )

Does anyone actually ready the deezire tutorials? lol.

Also Deezire Devious A.I. has new units and structures included which he probably applied references too.
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