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Computer Player Strategy Builder Guide-
Computer Player Strategy Builder Guide
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Nr. | Chapter | Page. |
Introduction | 8 | |
Rules | 8 | |
Facts | 10 | |
Actions | 10 | |
Defrule Command | 12 | |
Deconst Command | 12 | |
Load Command | 12 | |
Load Random Command | 13 | |
Conditional Loading | 14 | |
Technical Considerations | 16 | |
System defined symbols | 16 | |
Examples | 19 | |
Conditional Loading and User Defined Constants | 19 | |
System Defined Constants | 20 | |
Facts | 20 | |
Fact List | 20 | |
Constant Facts | 24 | |
Event Detection Facts | 24 | |
Game Facts | 24 | |
Commodity Trade Facts | 24 | |
Tribute Detection Facts | 24 | |
Escrow Facts | 24 | |
Computer Player Object Count Facts | 25 | |
Computer Player Resource Facts | 25 | |
Regicide Facts | 25 | |
Computer Player Availability Facts | 25 | |
Computer Player Miscellaneous Facts | 26 | |
Opponent Facts | 26 | |
Cheating Facts | 26 | |
Fact Details | 27 | |
Actions | 41 | |
Action List | 41 | |
Input / Output Actions | 43 | |
Rule Control Actions | 43 | |
Event Actions | 43 | |
Commodity Trade Actions | 43 | |
Tribute Actions | 43 | |
Escrow Actions | 43 | |
Regicide Actions | 44 | |
Cheating Actions | 44 | |
Other Actions | 44 | |
Action Details | 44 | |
Parameters | 52 | |
Parameter List | 52 | |
Parameter Details | 53 | |
Wildcard Parameters | 65 | |
Difficulty Parameters | 69 | |
AI Player Guidelines for Age of Kings | 70 | |
AoK Level of Difficulty - Current Operation | 72 | |
Variables | 72 | |
Rule Variable | 72 | |
Timers | 73 | |
Timer Facts | 74 | |
Timer Actions | 74 | |
Examples | 74 | |
Error Messages | 75 | |
Error reporting format | 75 | |
Description of error codes | 76 | |
List of errors | 76 | |
Hint for efficient debugging of scripts | 77 | |
Data Types | 78 | |
String | 78 | |
Symbol | 78 | |
Appendix A - Internal SN parameter documentation | 79 | |
Appendix B - Discontinued SN parameters | 90 | |
Facts, Actions, and Parameters (combined list) | 95 | |
Unfiled Examples | 99 | |
Controlling Villager Distribution | 99 | |
How to trade | 100 | |
How to resign gracefully | 101 |
Age of Empires II: The Conquerors Expansion uses an all-new Artificial Intelligence (AI) Expert System to act as the intelligence behind the computer players. This expert system uses a series of Rules that are tested to cause various actions to take place. In the following sections, you will learn how to make new rules for the AI to follow, how to check game facts to trigger those rules, and how to command the AI to take action based on your instructions.
AI Files are text files that have their extension changed to '.per' (for example, 'Henry Tudor.per'). These files contain the script commands that are used to create a new customized computer player. Use a text editor (one that displays line numbers is very helpful) to create your AI scripts, and copy them into the directory where you installed Age of Empires II, in the AI folder.
An empty text file with an .AI extension (for example, 'Marko.ai') should be created to make an entry appear in the list of computer players and in the scenario editor. The game will try to find a file with a matching .per extension that will be started when you pick that player. In your game's AI directory, you would then have 2 files:
C:Program FilesMicrosoft GamesAge of Empires IIAIMyAI.ai (This is an empty file that makes an entry in the game's list)
C:Program FilesMicrosoft GamesAge of Empires IIAIMyAI.per (This file contains your custom AI script of rules and facts)
You must have both a .PER and an .AI file with the same name for your script to function!
Conditional loading allows you to load only rules that fit particular game settings. The system is somewhat similar to the C/C++ preprocessor. The main differences are:
a)The conditional loading mechanism works in the same pass as the parser that loads rules; therefore it is not a preprocessor.
b)The conditional loading mechanism makes a decision on whether a rule is loaded or not. It does not make a decision on whether a rule is parsed.
The latter is a design decision aimed to make syntax checking as painless as possible: single loading of a script in any game setting will check all rules for syntax errors.
The system automatically provides a set of symbols that reflect the game settings. These symbols can be checked to make decisions on which rules should be loaded.
Conditional loading provides three major benefits:
a)The ability to integrate rules for a wide variety of settings into a single AI personality.
b)Rules that are loaded are faster. For example if rules that work only with water maps are loaded, it is not necessary for those rules to keep checking the map type.
c)Rules that do not apply to given settings are not loaded, thus saving memory space.…
Computer Player Strategy Builder Guide AI Expert Documentation Age of Empires II®: The Conquerors Expansion Table of Contents Introduction 8 Rules 8 Facts 10 Actions 10 Defrule Command 12 Deconst Command 12 Load Command 12 Load Random Command 13 Conditional Loading 14 Technical Considerations 16 System defined symbols 16 Examples 19 Conditional Loading and User Defined Constants 19 System Defined Constants 20 Facts 20 Fact List 20 Constant Facts 24 Event Detection Facts 24 Game Facts 24 Commodity Trade Facts 24 Tribute Detection Facts 24 Escrow Facts 24 Computer Player Object Count Facts 25 Computer Player Resource Facts 25 Regicide Facts 25 Computer Player Availability Facts 25 Computer Player Miscellaneous Facts 26 Opponent Facts 26 Cheating Facts 26 Fact Details 27 Actions 41 Action List 41 Input / Output Actions 43 Rule Control Actions 43 Event Actions 43 Commodity Trade Actions 43 Tribute Actions 43 Escrow Actions 43 Regicide Actions 44 Cheating Actions 44 Other Actions 44 Action Details 44 Parameters 52 Parameter List 52 Parameter Details 53 Wildcard Parameters 65 Difficulty Parameters 69 AI Player Guidelines for Age of Kings 70 AoK Level of Difficulty - Current Operation 72 Variables 72 Rule Variables 72 Timers 73 Timer Facts: 74 Timer Actions: 74 Examples: 74 Error Messages 75 Error reporting format 75 Description of error codes 76 List of errors 76 Hint for efficient debugging of scripts 77 Data Types 78 String 78 Symbol 78 Appendix A - Internal SN parameter documentation 79 Appendix B - Discontinued SN parameters 90 Appendix C - SN Parameter Defaults 91 Facts, Actions, and Parameters (combined list) 95 Unfiled Examples 99 Controlling Villager Distribution 99 How to trade 100 How to resign gracefully 101
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