The premise of this AI is to use a FINITE STATE MACHINE to react
"intelligently" to a human player. The states of this machine
are defined below. An "N-Gram" will be used to collect data
about player moves. The "A-Star" pathfinding algorithm will be
employed to find the most efficient way to attack. The AI will prioritize
vertices containing human-built troops based on a "heatmap",
which allows the AI to prioritize resources and its own troops.
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| mathematical_probability(self,
boundary=50) |
source code
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| swarm_vertex(self,
swarmCompletion,
swarmVertex=None) |
source code
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| get_closest_safe_adjacent_vertex(self,
vidOfInterest,
safe=True) |
source code
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| check_if_valid_for_attack(self,
attacker,
victim) |
source code
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| perform_single_target_attack(self,
victim="void",
attacker="void") |
source code
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| perform_single_target_random_move(self,
destination=0,
troopToMove=0) |
source code
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| attack_with_list_of_troops(self,
victimList) |
source code
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| get_units_within_attacking_distance(self,
passVertex) |
source code
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Inherited from player_new.Player:
set_unit_uid
Inherited from pyglet.event.EventDispatcher:
dispatch_event,
event,
pop_handlers,
push_handlers,
remove_handler,
remove_handlers,
set_handler,
set_handlers
Inherited from pyglet.event.EventDispatcher (private):
_get_handlers,
_raise_dispatch_exception
Inherited from object:
__delattr__,
__format__,
__getattribute__,
__hash__,
__new__,
__reduce__,
__reduce_ex__,
__repr__,
__setattr__,
__sizeof__,
__str__,
__subclasshook__
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