I’d like to do some work on creating build orders that extend the work already done by others. Some of them become a bit vague and don’t fully define what to do past a certain point. So I’ve found myself attempting to extend them, but the problem is that I can’t execute them well enough myself to accurately test them.
So I had the thought of programming the AI to execute my build orders, so I can see a perfect execution of them, and hence tweak them to optimise the allocation of villagers to activities at every point in time.
I saw this thread for a python AI creating app:
but it works in terms of fixed percentages of villagers on resources, whereas I need to micro-manage at the level of individual villagers.
I’ve looked at the source code for the above, and the per files included with it, and I can see that there would be much to learn to really get into creating an AI, but what I want to do is much more limited, so I was wondering if anyone who is already very familiar with AI creation could give me some pointers as to which specific things to research to do what I want to do? Is it even possible to make the AI micro-manage the villagers to exactly execute a build order at the level of detail they’re usually presented, e.g. send the nth villager to lure a boar, build a barracks when 60% of the way up to Feudal, move 2 from food to wood when you click up to Feudal etc.