Space Fight AI Tournament Idea

User projects written in or related to FreeBASIC.
mambazo
Posts: 652
Joined: Jul 17, 2005 13:02
Location: Ireland
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Postby mambazo » May 15, 2006 3:24

Some very close battles now!! Brilliant! Still beat ya though. I'll try you out against Zamaster now....

The result is....

Code: Select all

--- 05-15-2006 04:24:16 ---
Pritchard beat Zamaster
mambazo
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Postby mambazo » May 15, 2006 3:27

Things a hotting up! Once we get about 5 or 6 people in, we can have a tournament!

I'm adding stats and rounds to the NanoHost now. I'll keep you posted.
Pritchard
Posts: 5492
Joined: Sep 12, 2005 20:06
Location: Ohio, USA

Postby Pritchard » May 15, 2006 3:46

Here's my new AI.

Please accept this version if you start a tournament:

PRITCHARD AI VERSION .6!! Everyone, please update your version of Pritchard AI to this one. ^_^;;

http://fileanchor.com/26628-d

"Killing everyone else, 10 at a time"
Last edited by Pritchard on May 15, 2006 5:11, edited 2 times in total.
mambazo
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Postby mambazo » May 15, 2006 3:55

Well done!!

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---------------------------
--- 05-15-2006 04:54:45 ---

Pritchard beat Mambazo

Pritchard stats:-
Health: 7
Power: 29.0695312562622
Accuracy:  8.13%
Last words:  - Lasers Charged - Beginning Thrust Towards Target

Mambazo stats:-
Health:-21
Power: 41.1524924290709
Accuracy: 11.76%
Last words: Evasive maneuvers.
Pritchard
Posts: 5492
Joined: Sep 12, 2005 20:06
Location: Ohio, USA

Postby Pritchard » May 15, 2006 3:57

mambazo wrote:Well done!!
Thanks. I'm still tweaking the Laser tracking a ton. I just went a litttle overboard with that whole 1.0 thing - Sorry I couldn't help it, I made a breakthrough :D

I'm also tweaking the power because when you hit me, you destroyyyy me pretty darn well. I barely made it last test.
Thrawn89
Posts: 477
Joined: Oct 08, 2005 13:12

Postby Thrawn89 » May 15, 2006 3:58

Just wait, mine will own...just gotta touch up manuvering and look ahead fire...

Thrawn
mambazo
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Postby mambazo » May 15, 2006 4:04

Yeah, the Power is very important, the less you fire, the more damage you'll do when you hit.
cha0s
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Postby cha0s » May 15, 2006 4:04

can we add functions to be called by the "host" function? or do we have to settle for goto jumps and the like ;p
mambazo
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Postby mambazo » May 15, 2006 4:10

You can prefix your functions with your name/alias. But note, no globals, no external libs. :P
cha0s
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Postby cha0s » May 15, 2006 4:15

k, cool
Thrawn89
Posts: 477
Joined: Oct 08, 2005 13:12

Postby Thrawn89 » May 15, 2006 5:10

Ok, sorry, I might need some more time on this,

Basically I need to clean up my code, make it smarter with manuvers, slow down the fireing, and the look-ahead vector is toast, need to fix that...

Anyways, good news is that I finally figured out how to make my ship face yours by conqueroring dot product in reverse...

Forgive me, but Ive only had Algebra II and Geometery course work, everything in Trig and Calc Ive had to learn on my own, and still learning lol

This is fun though, special thanks to Mambazo...

You know, I might be able to look back on Rel's tuts, and finally understand how to do lighting now that I understand the dot product lol

Well, I gotta get some sleep, else I'll be a walking zomby tomarrow O_O

Night,
Thrawn
Pritchard
Posts: 5492
Joined: Sep 12, 2005 20:06
Location: Ohio, USA

Postby Pritchard » May 15, 2006 5:13

and the look-ahead vector is toast, need to fix that...
I tried to look ahead of the opponent but it just wasn't working out :D

Anywho, I've updated one last time. There won't be another update from me unless I can make my AI look ahead of the opponent's movements.

http://fileanchor.com/26628-d

This is a lot of fun ^_~;;
cha0s
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Postby cha0s » May 15, 2006 7:19

Zamaster
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Postby Zamaster » May 15, 2006 10:08

Okay, Im gonna own everybody with my next one, this one actually thinks! I like how mine has become the dummy AI : ), wait till later today...
mambazo
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Postby mambazo » May 15, 2006 12:16

@cha0s: I'm using FB 0.15 and your AI won't compile :(

It doesn't like this:-

Code: Select all

Function = Type <cha0s_vector>( el.x - e_last.x, el.y - e_last.y )

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