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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    DualGap AI – role-based skirmish AI for Dual Gap Adaptive v14 (6v6)

    Scheduled Pinned Locked Moved Modding & Tools
    skirmishaidualgapmodbots
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    • J Offline
      jaxxtrend
      last edited by jaxxtrend

      Hi everyone!

      Why I made this: it's often hard to get a good full lobby together, but I still want to practice and train my skills on big team maps. On top of that, I was curious to see how far I could get building an AI together with Claude Opus — the whole mod was developed with Claude Opus as a coding partner.

      So here is DualGap AI, an AI mod built specifically for Dual Gap Adaptive v14 (6v6). This is the first test version, so expect rough edges. Instead of every bot playing the same generic game, each bot reads its spawn and plays the role that spot is meant for:

      Role Spawns (per team) What it does
      GROUND 2 front spawns Holds its own half of the land mid, fortifies the map's defensive point, builds a proxy base with T2 shields + T2 artillery at T2
      NAVAL coast spawn Builds yards early, fights for the water and the underwater mexes
      AIR 2 rear spawns Mass air factories, patrols along the front, strikes enemy eco and game enders
      ECO rear spawn Fast mex upgrades + RAS, then picks a random game ender (T3 arty, nuke, T4 arty or T4 air)

      Video of the first test match: https://youtu.be/36RrrPkwhb8

      Highlights

      • Scripted opening build order (ACU, first factory and the first 10 engineers follow a fixed order), then priority-based tasks
      • Own mexes only: every bot builds its base mexes plus its own zone; when a player dies, the two nearest allies split his mexes
      • Reclaim crews for trees, rocks and wrecks, a hydro crew with storages
      • Scouting with a shared team memory: bots only react to what the team has actually seen
      • Responses to scouting: anti-nuke (one per group of 3 spawns, placed so it covers all three bases), heavy shields against scouted artillery, bombers go for scouted game enders
      • Experimentals on role triggers: AIR after ~50 T3 fighters, GROUND/NAVAL after pushing their lane or when an enemy T4 is spotted
      • Army in formation: units mass behind their wall and leave as a wave; fleets fall back from a clearly stronger fleet; fighters patrol along the front and step back from enemy AA
      • ACU logic: overcharge, retreat to max depth in the rear at the end of the T2 phase, stays on land if the threat is torpedo bombers, helps the navy from underwater

      Install

      1. Download the repo: https://github.com/jaxxtrend/faf-dualgap-ai
      2. Copy mods/DualGapAI to Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\mods\ (the folder must be named exactly DualGapAI)
      3. In the lobby enable DualGap AI and fill the slots with AI: DualGap or AIx: DualGap

      Build orders and production tables are plain Lua data in DualGapBuildOrders.lua, coordinates and thresholds in DualGapConfig.lua, so it's easy to tweak.

      Limitations

      • First test version: only a few test games so far.
      • Tuned for Dual Gap Adaptive v14 only. On other maps every bot falls back to the GROUND role.
      • Thresholds (wave sizes, AA reaction, push detection) are first guesses and need more games.

      Feedback, replays and bug reports are very welcome, here or as GitHub issues. Thanks!

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      • NuggetsN Online
        Nuggets FAF Association Board
        last edited by

        What would happen if one bot dies? Does another take over its role? Can they adapt?

        1 Reply Last reply Reply Quote 0

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