
Tweaking AI parameters means that I need to make informed decisions about preferring one setup over the other, where due to the random nature of the game, results are very “noisy” and meaningful statistical difference starts to show up only after hundreds of games results are averaged out. For practical purposes, no more than 7 threads could be used, which is still some impressive 4.8 game minutes per 1 real second.
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In other words, my current PC working at full load is capable of simulating ~5.5 minutes per second.īeing able to simulate whole minutes in a mere second is an amazing result, but it means that I can barely use the PC during that as CPU load is 100% and there’s little to no processing power left for other things.

Given that KP is a single-threaded application, it multithreads very well and it also takes full advantage of Hyper-Threading – we can have a total of 8 threads, it gives us 16 hours simulated in 175 seconds. To make a reference point, let’s take a 4p Crossing map – a 2 hour game takes 175 seconds to complete in one thread. It is old, but still quite capable of running the game in Stadium in 8 threads and producing meaningful results in a sane amount of time (see previous blog post). My current PC is an i7 870 Lynnfield, with 4 cores dating back to 2010 or so. Larger target being – let the machine do the dirty work of discovering bugs instead of players. These things go hand in hand – better AI can use more of game mechanics and features, which lead to more bugs being discovered and more sub-systems being used that affect the game’s performance, making it more representative of what actual players will experience. Such automation is good not only for AI tweaks, but also for tracking down bugs and improving overall game performance and balance.

To prevail, you must defeat your opponent's army as well as all of his structures.As shown in a previous blog post, KP development suite has a great automation tool – Runner / Stadium which can crunch simulations of hundreds of games with AI players in a matter of hours. Each of these classes has different subspecies of troops. Battles in Knights and Merchants take place among cavalry, riflemen, infantry, and lances. Settlement workers are divided into servants, builders, stonemasons, lumberjacks, carpenters, peasants, bakers, cattlemen, butchers, miners, smelters, blacksmiths and recruits. Food is delivered to the warriors by a messenger. Troops get provisions through the "Provide Meals" feature.

A total of 20 missions in the campaign and 6 of them are combat in nature. There are peaceful missions, where the player has to deal with the economy and construction, and military scenarios where the construction of buildings is inaccessible, and the main goal is to defeat the enemy. Since all the resources are in warehouses, the enemy only needs to destroy them to cut off the opponent from many opportunities. These will include: Stones, Logs, Wine, Ore, Gold, Hides, Horses, Axes, Bows, Armour, Swords etc. The gameplay is implemented by a system of resources, including primary, secondary and tertiary. Numerous resources and a wide variety of trades. Knights and Merchants, also known as "War and Peace" or "Divide and conquer" is an economic RTS.
