AAI v0.86 released - AAI v0.875 in SVN
Moderators: hoijui, Moderators
AAI v0.86 released - AAI v0.875 in SVN
Changelog: (from v0.85 that comes with spring 0.76b1 installer)
- Added NON_AMPHIB_MAX_WATERDEPTH float (default is 15) statement to mod cfg file, specifies the max water depth non amphibious ground units can cross
- Added detection of amphibious units
- Added new continent detection system: AAI will divide the map into continents marking connected land(water)masses AAI will make a lot of use of this knowledge in future versions
-> map cache file version bumped to 0.86
- Improved base expansion on water maps (e.g. AAI should no longer expand into a small pond on Small Supreme Battlefield rather than the big ocean next to it)
- Added COST_MULTIPLIER key word to mod cfg file, it allows to override the costs of a unit, e.g. COST_MULTIPLIER armzeus 0.5 causes AAI to treat Arm Zeus as if it would cost half as much as it really does. This feature has been requested by Argh to porperly deal with unit squads (building a single unit will provide the player with several independent units)
- Fixed a stupid bug that prevented AAI from placing static defences according to terrain if map has already been played before (bug in loading routine of map cache file)
Download:
http://www.unknown-files.net/spring/3962/AAI_v086/
edit: newer versions can be obtained from the spring installer
- Added NON_AMPHIB_MAX_WATERDEPTH float (default is 15) statement to mod cfg file, specifies the max water depth non amphibious ground units can cross
- Added detection of amphibious units
- Added new continent detection system: AAI will divide the map into continents marking connected land(water)masses AAI will make a lot of use of this knowledge in future versions
-> map cache file version bumped to 0.86
- Improved base expansion on water maps (e.g. AAI should no longer expand into a small pond on Small Supreme Battlefield rather than the big ocean next to it)
- Added COST_MULTIPLIER key word to mod cfg file, it allows to override the costs of a unit, e.g. COST_MULTIPLIER armzeus 0.5 causes AAI to treat Arm Zeus as if it would cost half as much as it really does. This feature has been requested by Argh to porperly deal with unit squads (building a single unit will provide the player with several independent units)
- Fixed a stupid bug that prevented AAI from placing static defences according to terrain if map has already been played before (bug in loading routine of map cache file)
Download:
http://www.unknown-files.net/spring/3962/AAI_v086/
edit: newer versions can be obtained from the spring installer
Last edited by submarine on 26 Oct 2008, 20:46, edited 1 time in total.
Re: AAI v0.86 released (link to binaries included)
this seems to work really well, a little tweaking of the configs can produce better results though, mainly the max mex distance. I assume this is set low to accomodate the smaller maps? Perhaps this could be changed to be a percentage of the map size in this case?
thanks for all the work so far! looking forward to the next version...
thanks for all the work so far! looking forward to the next version...
Re: AAI v0.86 released (link to binaries included)
nope, you can set the max_mex_distance as high as you want to (well it should be within the range of an integer
), aai will reduce the value to the maximum possible distance (on the specific map you are playing) automatically. i just wanted to save some cpu time by preventing aai from checking metal spots that are on the other side of the map

Re: AAI v0.86 released (link to binaries included)
@submarine
That's not quite what I meant, although I didn't explain it very well.
If you take two maps, small divide and altored divide and take a 1v1 instance on both. On altored divide aai can build mexes to a much larger distance without running into the enemy. Where as on small divide the same max mex distance would see aai sending con units into its opponents base.
I was thinking that if max mex distance became a percentage of of the map size this could be alleviated and aai could use more metal when playing on the bigger maps - which does yield much improved performance.
That's not quite what I meant, although I didn't explain it very well.
If you take two maps, small divide and altored divide and take a 1v1 instance on both. On altored divide aai can build mexes to a much larger distance without running into the enemy. Where as on small divide the same max mex distance would see aai sending con units into its opponents base.
I was thinking that if max mex distance became a percentage of of the map size this could be alleviated and aai could use more metal when playing on the bigger maps - which does yield much improved performance.
Re: AAI v0.86 released (link to binaries included)
ah ok, i know what you mean
well, IN THEORY, aai should not sent con units into dangerous territory. However it does not work very well, I think it would be better to improve/fix the detection of dangerous sectors, maybe I'll have a look at that
well, IN THEORY, aai should not sent con units into dangerous territory. However it does not work very well, I think it would be better to improve/fix the detection of dangerous sectors, maybe I'll have a look at that
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Re: AAI v0.86 released (link to binaries included)
Is it compatible with 0.76b1 ?
Re: AAI v0.86 released (link to binaries included)
yes, the binaries are compatible with 0.76b1
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Re: AAI v0.86 released (link to binaries included)
in that case can i suggest that in your configs you increase the max mex distance? It really does improve the performance...
Re: AAI v0.86 released (link to binaries included)
default value is 7, what do you suggest? (7 should be ~ 0.75% of a 16x16 map)
Re: AAI v0.86 released (link to binaries included)
well ideally it would take all metal spots in none contested areas... Perhaps changing the config to allow more construction units. Let me do some testing and i'll try get some actual figures on a few different maps.
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Re: AAI v0.86 released (link to binaries included)
Website is down, i cannot download it.
Re: AAI v0.86 released (link to binaries included)
Could someone post a mirror link please ? i really would like try AAI 

Re: AAI v0.86 released (link to binaries included)
i tried on FU , but there is only old build.
could i re initat my request to get the binaries , you could send it on griffhendrix@yahoo.com, as soon as i have an hand on it , i will seed it with CA downloader.
could i re initat my request to get the binaries , you could send it on griffhendrix@yahoo.com, as soon as i have an hand on it , i will seed it with CA downloader.

Re: AAI v0.86 released (link to binaries included)
im sorry, i dont have the binaries of the old release on my pc
does anyone know when unknown files will be back?
does anyone know when unknown files will be back?
Re: AAI v0.86 released (link to binaries included)
Here it is - AAI from current svn compiled for Spring 0.76b1. I tested it, it doesn't crash. Should be mostly (if not exactly) the same as the one posted above.
I only compiled a Windows binary though, so if someone wants to help more, they can make a Linux binary. Re-hosting the file somewhere else than Rapidshare would be good, too.
I only compiled a Windows binary though, so if someone wants to help more, they can make a Linux binary. Re-hosting the file somewhere else than Rapidshare would be good, too.
Re: AAI v0.86 released (link to binaries included)
hhhaaaa thanks guys ! 

Re: AAI v0.86 released (link to binaries included)
I have AAI crashing spring regulary.
Stacktrace:
(0) C:\games\TASpring\AI\Bot-libs\AAI.dll [0x6D7D6144]
(1) C:\games\TASpring\AI\Bot-libs\AAI.dll [0x6D7DE57D]
(2) C:\games\TASpring\spring.exe [0x005AC361]
(3) C:\games\TASpring\spring.exe [0x005D941C]
(4) C:\games\TASpring\spring.exe [0x005F495A]
(5) C:\games\TASpring\spring.exe [0x005F684B]
(6) C:\games\TASpring\spring.exe [0x00855AB9]
(7) C:\games\TASpring\spring.exe [0x0085ED08]
(8) C:\games\TASpring\spring.exe [0x0085F0DE]
(9) C:\games\TASpring\spring.exe [0x0085F316]
(10) C:\games\TASpring\spring.exe [0x0095D309]
(11) C:\games\TASpring\spring.exe [0x004010A7]
(12) C:\games\TASpring\spring.exe [0x00401123]
(13) C:\WINDOWS\system32\kernel32.dll(GetCurrentDirectoryW+0x44) [0x77E814C7]
It might not be directly related to AAI tho, because I had KAIK crash spring with a similar error too. But with AAI its much much more likely to occur.
Stacktrace:
(0) C:\games\TASpring\AI\Bot-libs\AAI.dll [0x6D7D6144]
(1) C:\games\TASpring\AI\Bot-libs\AAI.dll [0x6D7DE57D]
(2) C:\games\TASpring\spring.exe [0x005AC361]
(3) C:\games\TASpring\spring.exe [0x005D941C]
(4) C:\games\TASpring\spring.exe [0x005F495A]
(5) C:\games\TASpring\spring.exe [0x005F684B]
(6) C:\games\TASpring\spring.exe [0x00855AB9]
(7) C:\games\TASpring\spring.exe [0x0085ED08]
(8) C:\games\TASpring\spring.exe [0x0085F0DE]
(9) C:\games\TASpring\spring.exe [0x0085F316]
(10) C:\games\TASpring\spring.exe [0x0095D309]
(11) C:\games\TASpring\spring.exe [0x004010A7]
(12) C:\games\TASpring\spring.exe [0x00401123]
(13) C:\WINDOWS\system32\kernel32.dll(GetCurrentDirectoryW+0x44) [0x77E814C7]
It might not be directly related to AAI tho, because I had KAIK crash spring with a similar error too. But with AAI its much much more likely to occur.
Re: AAI v0.86 released (link to binaries included)
hmm, I built spring and AAI with vc8 myself, and played one game against AAI and another where two AAI's went against eachother (for like 3 hours game time). Haven't had any crash incident yet.
Normally it would have crashed much earlier already.
The AAI in the (spring) release, is it built by the buildbot when the (spring) release is made?
Normally it would have crashed much earlier already.
The AAI in the (spring) release, is it built by the buildbot when the (spring) release is made?