View topic - RAI v0.601



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 Post subject: Re: RAI v0.553
PostPosted: 17 Jun 2008, 13:30 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
AIs cant tell wether enemy players are human or AIs unless they're programmed to search through script.txt. And even then they cant distinguish all the time.


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 Post subject: Re: RAI v0.553
PostPosted: 17 Jun 2008, 14:17 

Joined: 12 Apr 2008, 12:19
Location: Oxford, United Kingdom
AF wrote:
AIs cant tell wether enemy players are human or AIs unless they're programmed to search through script.txt. And even then they cant distinguish all the time.


The point isn't that it should be able to distinguish -- the point is that there's a problem that means that AIs aren't getting the same information back when playing against other AIs, compared to humans.


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 Post subject: Re: RAI v0.553
PostPosted: 17 Jun 2008, 20:50 
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Joined: 15 Aug 2006, 13:05
The current RAI is kinda passive about defending its territory, as long as it's buildings aren't being damaged and it hasn't gathered enough units it won't attack. This problem is probably a lot more noticeable for AI vs AI since AIs tend to expand as much as possible, even into each other's territories.


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 Post subject: Re: RAI v0.553
PostPosted: 25 Jun 2008, 17:30 

Joined: 12 Apr 2008, 12:19
Location: Oxford, United Kingdom
Ah, this was all due to a bug upstream. Now fixed :)


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 Post subject: Re: RAI v0.553
PostPosted: 15 Jul 2008, 22:24 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
That explains why it goes all rambo on me when I kill it's constructors.

Could you add the ability for the ai to see that a mex is already built at a location?


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 Post subject: Re: RAI v0.553
PostPosted: 15 Jul 2008, 22:41 
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Joined: 15 Aug 2006, 13:05
did you mean for enemies or allies? For allies this issue is more or less be solved. For enemies it's not as simple since they may simply be guarding it rather than using it.


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 Post subject: Re: RAI v0.553
PostPosted: 16 Jul 2008, 21:24 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
allies


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 Post subject: Re: RAI v0.553
PostPosted: 17 Jul 2008, 02:16 
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Joined: 15 Aug 2006, 13:05
Right now it is set up to search for ally extractors within half the extractor radius from the metal spot. But if you are referring to maps with off-center building positions then extractors are often only detected in the upper left area of the spot.


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 Post subject: Re: RAI v0.553
PostPosted: 17 Jul 2008, 06:42 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Ally AI's always build mexes next to mine. As upgrading the mexes replaces the unit, that causes a biiiig problem, because once the original mex gets replaced, the AI mex gets priority.


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 Post subject: Re: RAI v0.553
PostPosted: 17 Jul 2008, 09:23 
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Joined: 15 Aug 2006, 13:05
simply replacing an extractor shouldn't prevent it from detecting a newly built one. So, I'm still not clear on the problem you are trying to describe. Just to eliminate my suspicions for good, when they build extractors next to you, is it built to the upper-left of your extractor's position?


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 Post subject: Re: RAI v0.553
PostPosted: 17 Jul 2008, 09:27 
Lua Coder
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Joined: 16 May 2007, 05:34
Location: [W]Evil4Zerggin, [W]DaLicheMob, [W]Mechaveli
I think what he's trying to say is this:

  1. Player builds extractor.
  2. AI builds extractor next to it.
  3. Player upgrades their extractor.
  4. During the replacement, the old player extractor is removed, which means that the AI extractor gets priority.

IIRC the oldest extractor over each metal spot gets priority but I could be wrong.


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 Post subject: Re: RAI v0.553
PostPosted: 17 Jul 2008, 09:38 
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Joined: 15 Aug 2006, 13:05
yeah, I was about to edit the beginning of my last post... oh well

The issue that is bothering me is that I can't think of a case where my AI would built extractors next to ally extractors in the first place. Just to clarify, AIs tend to think that a metal spot's center position is farther off to the top-left, so to me this sounded like the issue is that his extractors were just too far away to be detected.


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 Post subject: Re: RAI v0.553
PostPosted: 17 Jul 2008, 15:32 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Yes it is about the farthest northwest that it could be and still cover the spot.

If you fire up a game of evolution you'll see what I am talking about. Other than that, RAI rocks ass in evolution.


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 Post subject: Re: RAI v0.553
PostPosted: 17 Jul 2008, 20:48 
AI Coder

Joined: 15 Aug 2006, 13:05
yeah.. its fixed in the next version. Its really more an issue of the metal algorithm choosing bad positions, I just didn't want to make a false claim if something else were broken.

With ally AIs I just get into the habit of building them off-center in the same way, in RAI's case it is willing to build around a position to some extent but detects other extractors to the same extent, most other AIs will give up if the exact metal position it choose could not be built at.


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 Post subject: Re: RAI v0.553
PostPosted: 17 Jul 2008, 21:07 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
AHA, I can beat the curse yet!

erm... New version plz kthx?

Something to add would be the ability for them to be able to use what is essentially a stationary con that is a building.


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 Post subject: Re: RAI v0.600
PostPosted: 25 Jul 2008, 03:51 
AI Coder

Joined: 15 Aug 2006, 13:05
Before I start making any more major changes, I figured it would be best get this released, there's no telling how long it will be before my AI is stable again. Since the last version I had been trying to rework and/or expand a lot of the older code, but you probably won't notice a great deal of change since the economy and unit behavior are almost identical. Rather than my AI doing anything new in version, this release is more of an issue of all the stupid things it won't do anymore.


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 Post subject: Re: RAI v0.600
PostPosted: 25 Jul 2008, 15:48 
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Joined: 16 May 2007, 17:33
Reth, could you create a makefile that I can create rpm packages for your AI, please.


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 Post subject: Re: RAI v0.600
PostPosted: 25 Jul 2008, 21:55 
AI Coder

Joined: 15 Aug 2006, 13:05
Keeping in mind that I know next to nothing about programming under a Linux environment, this one was generated while compiling in windows.


Attachments:
Makefile.zip [1013 Bytes]
Downloaded 29 times
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 Post subject: Re: RAI v0.600
PostPosted: 25 Jul 2008, 23:16 
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Joined: 16 May 2007, 17:33
This will not help. I think I must create a make file for my own.


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 Post subject: Re: RAI v0.600
PostPosted: 26 Jul 2008, 00:11 

Joined: 25 Jul 2008, 09:49
Hi, where does it say how to install this? I am new and I've got no idea where to put the dll. I wished you had included a readme file along with the dll.


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