Age of Mythology - PowerPoint PPT Presentation

About This Presentation
Title:

Age of Mythology

Description:

Players choose the gods they wish to worship, ... An explore plan merely assigns living units to exploration, which is different from creating units for exploration. – PowerPoint PPT presentation

Number of Views:94
Avg rating:3.0/5.0
Slides: 14
Provided by: RMG11
Learn more at: http://cobweb.cs.uga.edu
Category:
Tags: age | gods | mythology | plan

less

Transcript and Presenter's Notes

Title: Age of Mythology


1
Age of Mythology
  • Scripting Guide

2
Outline
  • Game overview
  • Adding your agent to the game
  • Renaming your agent
  • AI vs. AI were almost there
  • AI vs. AI setup
  • Setting up the AI debugger
  • Scripting overview
  • AI library reference
  • Sample code from default AI
  • Explanation of sample code
  • Link to AoM scripting website

3
Game overview
  • Age of Mythology is a real-time-strategy game
    where players start by choosing one of three
    civilizations the Greek, the Egyptian, or the
    Norse. Players choose the gods they wish to
    worship, and each god provides different
    strengths for the player's civilization. Players
    then wage war against other armies and must lead
    their civilization to victory by managing their
    civilizations military and economy.
  • In addition, the game allows you to create AI
    scripts that control the computer players which
    you play against in the game. This guide shows
    how to set up Age of Mythology for AI scripting,
    how to play AI vs. AI games, and provides a brief
    description of AoM scripting.

4
Adding your agent to the game
  • The code for your agent is saved as a .xs file
    (e.g. admiral.xs).
  • Your agent appears in the player-select drop down
    menu when you add the .xml file.
  • To add your agent to the game simply
  • Add your xs file to AoM's AI folder.
  • Add your xml file to AoM's AI folder.
  • If you want to rename your agent, youll need to
    edit the xml file as shown in the next slide.

5
Renaming your agent
  • To rename your agent you need to edit your xml
    file, it should look something like this
  • ltAIgt
  • ltscriptgtthe name of your xs file without the
    file extensionlt/scriptgt
  • ltnamegt the name of your agentlt/namegt
  • ltplayerNamesgt
  • ltnamegtthe name of your agentlt/namegt
  • lt/playerNamesgt
  • lt/AIgt
  • For example, if our agent is admiral.xs, then we
    need an xml file to go with it. We can name it
    admiral.xml and it should look like this
  • ltAIgt
  • ltscriptgtadmirallt/scriptgt
  • ltnamegtAdmiral AIlt/namegt
  • ltplayerNamesgt
  • ltnamegtAdmiral AIlt/namegt
  • lt/playerNamesgt
  • lt/AIgt

6
AI vs. AI were almost there
  • After adding your agent to the AI folder, its
    name should appear in the list of computer player
    opponents, and you can play against your agent.
  • However, if you want to play AI vs. AI random map
    games then we have more work to do because AoM
    doesnt have a graphical interface for assigning
    an AI script to player 1.
  • The next slide shows how to set up AI vs. AI
    matches by using a text editor such as WordPad to
    edit a .prf file, which tells the game that
    player 1 will be controlled by an AI script.

7
AI vs. AI setup
  • To run AI vs. AI battles you'll need to take
    these steps
  • Create a new profile in the options screen, named
    AIvsAI (or anything else)
  • Using that profile, start a 1v1 random map game
    (you vs. AI)
  • Quit a few seconds in and exit AoM
  • Open AIvsAI.prf in the users folder and scroll
    down to playerid 0 data (shown below)
  • Set aiscript to your xml file
  • Set type to 1
  • Save AIvsAI.prf. Your playerdata section for
    playerid 0 would look like this
  • ltsingleplayerrandommapdatagt
  • ltplayerdatagt
  • ltplayeridgt0lt/playeridgt
  • ltaiscriptgtname of your xml file without
    the file extensionlt/aiscriptgt
  • lttypegt1lt/typegt
  • ltcivilizationgt9lt/civilizationgt
  • lt/playerdatagt
  • When you want to set up AI vs. AI battles select
    the AIvsAI profile.

8
Setting up the AI debugger
  • The following changes provide access to AI
    debugging info. Without this, if your script has
    an error the compiler will tell you, but the
    compiler will not tell you on what line it
    detected the error. To find the error type
    Alt-Shift-d. If your agent compiled
    successfully and you want to see what goes on
    behind the scenes, type Alt-q.
  • Create a user.cfg file in your AoM startup
    directory, and include these three lines in it
  • aiDebug
  • showAIEchoes
  • developer
  • Create a user.con file in the AoM startup
    directory, and add this line
  • map ("alt-shift-d", "root","gadgetToggle(\"XSDeb
    ugger\")")

9
Scripting overview
  • Age of Mythologys AI uses a new language called
    XS (expert system), which combines the simplicity
    of a rule-based system with the power of the C
    language. In XS, most of the time, you are
    sending commands to an AI library and interacting
    with this library.
  • As far as syntax is concerned, XS allows you to
    declare variables, write methods, and use
    condition statements. In almost every case with
    AoM scripting you will be using the int, string,
    and float data types methods are declared and
    used in the same way that they are in C and
    there are two types of condition statements in
    the XS language, the if-else approach and the
    switch approach.

10
AI library reference
  • The AI library reference is a list of AoM
    variables and function calls, located in AoMs
    docs folder under the name aom ai script help
    file.rtf, you should become familiar with this
    library.
  • The AI library reference provides descriptions in
    the following manner
  • int aiPlanCreate( string planName, int typeName
    )
  • Creates a plan of the given name and type.
  • The first thing this description tells us is that
    the function aiPlanCreate returns an integer. The
    second thing we know about this function call is
    that we need to give it two parameters, a string
    and an integer. The integer it returns is the
    plans ID, which is always non-negative the
    string parameter is an arbitrary name we give to
    the plan and the integer parameter is an AoM
    constant that identifies the plan type, e.g.
    cPlanAttack or cPlanExplore.
  • The next slide has sample code from the games
    default AI. Line 18 makes a call to aiPlanCreate.

11
Sample code from default AI
  1. //
  2. // RULE startLandScouting
  3. //
  4. // grabs the first scout in the scout list and
    starts scouting with it.
  5. // this rule runs just once, creates a land
    scouting plan, and disables itself.
  6. //
  7. rule startLandScouting // marks the start of the
    rule
  8. minInterval 1 // ensures that this rule will
    not run more frequently than once a second
  9. active // indicates that this rule starts
    out active, so it will automatically run very
    early in the game
  10. //If no scout, go away.
  11. if (gLandScout -1) // tests that
    gLandScout has a valid value, the value was
    assigned elsewhere
  12. xsDisableSelf() // turns this rule off,
    so that we dont create a new land scouting rule
    several times a second
  13. return // exits the startLandScouting
    rule
  14. //Land based Scouting.
  15. gLandExplorePlanIDaiPlanCreate("Explore_Land",
    cPlanExplore) // creates an explore plan, gives
    it a name, assigns plan ID to a variable

12
Explanation of sample code
  • Line 18 gLandExplorePlanIDaiPlanCreate("Expl
    ore_Land", cPlanExplore)
  • Creates an explore plan. An explore plan merely
    assigns living units to exploration, which is
    different from creating units for exploration.
    Plans know how to perform specific tasks such as
    exploring, gathering, attacking, defending,
    fishing, and many more. Each plan created
    generates a plan ID number. Line 18 assigns the
    plans ID number to the variable
    gLandExplorePlanID. You will need the plan ID
    later on when you set the plans behavior in
    lines 21 and 22.
  • Line 21 aiPlanAddUnitType(gLandExplorePlanID,
    gLandScout, 1, 1, 1)
  • Assigns a unit of type gLandScout to the explore
    plan. The unit assigned to the plan is the unit
    that will explore. The arguments 1, 1, 1
    represent the need, want, and max values for the
    assigned unit.
  • Line 22 aiPlanSetActive(gLandExplorePlanID)
  • Activates the explore plan. At this point a unit
    of type gLandScout is exploring the map.

13
Link to AoM scripting website
  • A tutorial for AI scripting, written by one of
    the games programmers is available. Download
    AoM tutorial (revision 2) from the following
    website
  • http//aom.heavengames.com/downloads/lister.php?ca
    tegoryai
  • Another tutorial
  • http//aom.heavengames.com/scendesign/advanced/ais
    cript
Write a Comment
User Comments (0)
About PowerShow.com