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OpenRA

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51–60 of 174 posts

Re: OpenRA

#51
post #4

Has anyone built better AIs for this?

Pitching in on this with a tangent - how good are LLMs with RTS games these days? As someone without friends into that genre, it’d be pretty cool to play eg. AoE II against a capable computer that play like a real human…

Instead of driving the agent with an llm, it might work to use the agent to hard code heuristics, and use some kind of a simulation to benchmark its skills? Then feeding the results back to the agent so it can improve the heuristics?

Re: OpenRA

#53
post #8

Earlier quoted context omitted.

When I was a teen I was mostly writing RA2 custom map scripts and rules/units for my friends and watch them battle with my rules in internet cafes. When that was not possible, I was creating custom RA2 AIs, but it was very hard. These days, I'm having incredible fun developing good old AI scripts with LLMs, for my own vibe-coded RTS game. Just choose all AI players here to make them battle each other: https://egeozca…

Were you familiar with my modding site RA2Factory?

You are awesome, thank you for being such a magical part of my childhood

Re: OpenRA

#54
post #48

Has anyone built better AIs for this?

I know you meant player AI, but now I'm imagining an RTS where every unit is running a small reasoning LLM.

It's already in the works. NDA but the studio I gig at, their Ai love to send NPCs off cliffs.

Because there is no collision between the sky and floor it determines that this is the quickest route. Even with zoning it does something you'll never think of.

Using LLMs as NPCs can be hilarious to watch.

Re: OpenRA

#55
post #3

Earlier quoted context omitted.

I might suck but I found it really hard iirc :^(

AI in strategy games always cheats I haven’t seen a single game where the AI wasn’t built around cheating. Once you figure out how it cheats it’s usually a combination of resource multipliers, build time multipliers and not having a fog of war it becomes much essier to beat at any difficulty.

There's a whole scene around making bots for Starcraft: Broodwar, using an API (BWAPI) that doesn't allow cheating. They're quite good now, better than most humans. But the top bots still can't beat a pro, or even a high ranked ladder player.

Re: OpenRA

#56

Earlier quoted context omitted.

Weird. I find the balance for player vs AI to be actually pretty horrible. AI can outrange artillery sight so you have no choice but to push forward always or micro manage units. I have a fork of OpenRA on my GitHub where I try to address this, along with pathfinding bugs, enabling Tiberian Sun and fixing bugs with that. I also updated it to cross platform .NET 10 and bumped the performance up about 6-10x fixing mino…

The comparison was against the original game. I haven't played on the computer since ages, but that was my impression the times I played it. I'm not deep into all the nuances of the game just that it was considerably better that the 1995 release.

1995 was the original "Command and Conquer" not "Red Alert". In the original C&C the computer wouldn't attack sandbox walls which was basically godmode since you could just fence them off heh.

Re: OpenRA

#57
post #42

Earlier quoted context omitted.

Weird. I find the balance for player vs AI to be actually pretty horrible. AI can outrange artillery sight so you have no choice but to push forward always or micro manage units. I have a fork of OpenRA on my GitHub where I try to address this, along with pathfinding bugs, enabling Tiberian Sun and fixing bugs with that. I also updated it to cross platform .NET 10 and bumped the performance up about 6-10x fixing mino…

The load/save is what kills me. It's a great project, but having to wait 2 hours for a game to load, fans blaring on my laptop, makes it less playable. For context, I love huge, massive maps with loads of players. OpenRA replays the entire game to restore, it doesn't have a save-current-state routine. So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save. Heartbreaking.

Now, that is what I call taking the "Command Design Pattern" to heart!

Re: OpenRA

#58
OpenRA is great, it feels like a better version of Red Alert 2.

The one thing I'm missing is C&C Generals and Zero Hour. Those were also really fun to play over LAN.

Re: OpenRA

#59
post #58

OpenRA is great, it feels like a better version of Red Alert 2. The one thing I'm missing is C&C Generals and Zero Hour. Those were also really fun to play over LAN.

A better version of Red Alert 2 is insanely high praise.
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