View topic - Does TAspring skip AI process when it run in lower framerate



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PostPosted: 19 Dec 2010, 11:40 

Joined: 15 Dec 2008, 01:02
I did the experiment and the result show the differences if i accelerate the speed of game (when i accelerate the game, framerate drop). Therefore, if you have any suggestion please help advice on the questions above.
Thank you.


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PostPosted: 19 Dec 2010, 12:36 
Spring Developer
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Joined: 22 Sep 2007, 08:51
i ma not sure what you mean, but the framerate does not affect the AI, except it takes special actions to let that happen (like, measure wall-clock-time between game frames, and do more/less depending on that). no AI i know of does that, to my knowledge, and that is good so.

it is Spring, not TASpring. the name changed many years ago.


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PostPosted: 19 Dec 2010, 15:37 
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Joined: 22 Feb 2006, 01:02
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I guess he means if an AI takes too long to do its calculations. ie if that will slow the game down or orders by AI be ignored or something.


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PostPosted: 19 Dec 2010, 16:09 

Joined: 15 Dec 2008, 01:02
I mean like..
My AI in lua script(use widget, modify form E323) process every 3 sec so if I run it with speed x30. The framerate will drop from 100+ frames to around 1 or 2 frames. Then I check the games results(game time, number of each unit, the winner of each game) and I feel weird because when I set speed x10 the winner and loser is about 50%/50% from all test games but when speed x30 is about 80%/20%(My test use same AI in team 1 and team 2).
Moreover, I try to keep the result from AAI vs AAI too. The result show that team 1 usually win more than team 2. All of my test use map "SmallDivide" which is a symmetrical map.


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PostPosted: 19 Dec 2010, 18:33 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
When you say AI process, we understand AI process, not widget.

Don't be surprised to get the wrong answer when you ask the wrong question.


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PostPosted: 19 Dec 2010, 18:43 

Joined: 15 Dec 2008, 01:02
zwzsg wrote:
When you say AI process, we understand AI process, not widget.

Don't be surprised to get the wrong answer when you ask the wrong question.


Sorry my question was not clear. I used topic above because I also tested AAI vs AAI without widget too.


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PostPosted: 19 Dec 2010, 19:17 
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Joined: 22 Sep 2007, 08:51
aehm.. Lua AIs are gadgets, not widgets, and E323AI is a Legacy C++ AI. how did you base your Lua AI on that?

i can not explain why results are different at different speeds, if it is statistically proven. it also seems like a too unimportant and too hard to track down problem to care about it.
what is your native language, picme? are you that malaysia/thailand guy?


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PostPosted: 19 Dec 2010, 19:22 
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Native AIs are not skipped over if the simulation is lagging.

What happens is the simulation gets further and further behind and eventually the client hosting the AI drops out if in a multiplayer game.

gadget based lua AIs I cannot speak for


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PostPosted: 19 Dec 2010, 21:00 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
  • C or Java AI won't skip frames.
  • Synced gadget AI won't skip frames.
  • Unsynced gadget AI will skip frames.
  • Widget AI (??) will skip frames.


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PostPosted: 21 Dec 2010, 13:53 
Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
zwzsg wrote:
  • C or Java AI won't skip frames.
  • Synced gadget AI won't skip frames.
  • Unsynced gadget AI may skip frames.
  • Widget AI (??) may skip frames.

Fixed

(Depends on whether they do all their calculations in GameFrame [or other Sim call-ins] or Update [or other Draw call-ins].)


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