Topic: AI as a scipt
Ron_of_Nord Topic Opener |
Posted at: Yesterday 04:10
Hi Folks, I read a few posts on the AI and got to wondering wether the inbuilt scripting could handle or improve the current AI, I don't have a constant fast internet connection, I use a dongle, so trying to read through the Lua scripting pages gets a bit frustrating when the connection drops out. Is there a plain text version of the Widelands Lua scripting interface I can get my hands on. I have a love og game AI and some ideas on that front, but I really need either a plain text or pdf version of the inteface to have a look at while I'm testing my ideas. Also, is the sciprt compiled or interpreted, I couldn't figure it out from the source code this morning when the AI idea's I had first blossomed in my mind. After creating my own game AI language ( which is a script language) , I thought maybe I could try rewritting parts of it as a Lua script in widelands. My own AI language is written in Forth with a prolog extention. I don't know the widelands lua interface well enough to attempt anything but some simple code at the moment. The aussies are coming, ya ho! ya ho! Top Quote |
Nordfriese |
Posted at: Yesterday 10:17
You can download the latest documentation as a ZIP archive of HTML files here: I once tried to script an AI for a scenario, but I gave that up because the main problem with Lua is that is is extremely slow compared to C++. Everything in Lua is interpreted at runtime. To get acceptable performance I believe you'd need to compile your code into the Widelands executable, using C++ or some other language that can interface with C++ headers. Top Quote |
hessenfarmer |
Posted at: Yesterday 20:03
Currently there is no direct lua api to influence or control the AI. Our lua interface was originally invented to control the storyline of a scenario. The AI is only influenced by the tribe defin ition files where some vital information is stored that the AI uses to have better knowledge of a tribe. In the c++ functions there are several decision steps implemented which are run according to a scheduler: each of this functions is influenced by a a simple implementation of a genetic algorithm, which mainly influences the weights of game state parameters in decision finding algorithms. Top Quote |