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 Post subject: Re: RAI v0.601
PostPosted: 16 Jun 2009, 01:00 
P.U.R.E. Developer
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Joined: 21 Feb 2005, 03:38
Location: Herding cats uphill whilst wearing roller skates.
RAI's crashing over here, it's just a matter of when, not iff (win32, XP). Seems like it's something to do with Units getting stuck:

http://planetspring.free.fr/spring/stac ... 10066.html

As this is the last AI that still worked with P.U.R.E., it's rather disappointing that it's failing now. I guess it's time to switch to C.R.A.I.G. whether Tobi's done with his rewrite or not.


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 Post subject: Re: RAI v0.601
PostPosted: 18 Jun 2009, 20:38 

Joined: 05 May 2009, 12:57
Reth wrote:
just happened to be around today..

Societal wrote:
* Aircraft carriers end up with too high of a priority and stockpile quite a lot of missiles even when no nukes have been used. I don't know if there is any check at the moment for a unit being destroyed by a nuke launcher. I believe some sort of ramping formula for anti-nuke priority would make more sense. I've seen a lot of RAI navies and ports destroyed when they had built 5 carriers each trying to stockpile 10 missiles... but had only built one or two battleships.
.. sometimes units like this are built simply for the sake of energy production, other times as air-pads,.. and also as anti-nukes... I'd have to look at the log file to know for sure which lists it was assigned to. Normally there would only be 1 or 2 anti-nukes, but you're right I should probably have it consider the total anti-nukes built & being built.


Code:
Anti-Missile Build-List:   Protector(1) Hedgehog(disabled) Scarab(disabled) Fortitude(1)
. . .
Air Base Build-List:   Air Repair Pad(1) Colossus(1) Air Repair Pad(1) Hive(1)

Yeah I should have looked earlier. It ends up in Air Base.


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 Post subject: Re: RAI v0.601
PostPosted: 18 Jul 2009, 19:08 

Joined: 17 Jul 2009, 17:27
Observation about this AI - it seems to send it's commander towards the front-line early game with an aim of expanding its base. Problem is, it walks into my front line and then doesn't even try to back down / run away. (using the version that comes with spring - I'm guessing it's this one given the dates)


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 Post subject: Re: RAI v0.601
PostPosted: 11 Aug 2009, 11:40 

Joined: 27 Jun 2009, 00:32
Location: Germany
Crashes for me too - seems to be due to a specific command...
Was this fixed in the meantime (e.g. beta executable)?

Code:
[  30288] Spring 0.79.1.2 (0.79.1.2-0-gbb45722{@}-cmake-tdm) has crashed.
[  30288] Exception: Access violation (0xc0000005)
[  30288] Exception Address: 0x0094b6fc
[  30288] DLL information:
[  30288] 0x00400000   spring
[  30288] 0x7c910000   ntdll
[  30288] 0x7c800000   kernel32
[  30288] 0x10000000   DevIL
[  30288] 0x77be0000   MSVCRT
[  30288] 0x01c40000   ILU
[  30288] 0x77da0000   ADVAPI32
[  30288] 0x77e50000   RPCRT4
[  30288] 0x77fc0000   Secur32
[  30288] 0x68fc0000   GLU32
[  30288] 0x5f0d0000   OPENGL32
[  30288] 0x77ef0000   GDI32
[  30288] 0x7e360000   USER32
[  30288] 0x736d0000   DDRAW
[  30288] 0x73b30000   DCIMAN32
[  30288] 0x76c50000   IMAGEHLP
[  30288] 0x6fbc0000   mingwm10
[  30288] 0x7e670000   SHELL32
[  30288] 0x77f40000   SHLWAPI
[  30288] 0x71a10000   WS2_32
[  30288] 0x71a00000   WS2HELP
[  30288] 0x01c60000   SDL
[  30288] 0x76af0000   WINMM
[  30288] 0x7c340000   MSVCR71
[  30288] 0x66fc0000   freetype6
[  30288] 0x61b80000   zlib1
[  30288] 0x6ed80000   glew32
[  30288] 0x6b180000   vorbisfile
[  30288] 0x63e00000   vorbis
[  30288] 0x01cb0000   ogg
[  30288] 0x01cd0000   OpenAL32
[  30288] 0x76330000   IMM32
[  30288] 0x02210000   guard32
[  30288] 0x77bd0000   VERSION
[  30288] 0x5e160000   fltlib
[  30288] 0x773a0000   comctl32
[  30288] 0x5d450000   comctl32
[  30288] 0x02cc0000   raphook
[  30288] 0x76bb0000   PSAPI
[  30288] 0x746a0000   MSCTF
[  30288] 0x02d80000   HsSrv
[  30288] 0x73e70000   DSOUND
[  30288] 0x774b0000   ole32
[  30288] 0x76bf0000   WINTRUST
[  30288] 0x77a50000   CRYPT32
[  30288] 0x77af0000   MSASN1
[  30288] 0x72c90000   wdmaud
[  30288] 0x72c80000   msacm32
[  30288] 0x77bb0000   MSACM32
[  30288] 0x77ba0000   midimap
[  30288] 0x75250000   msctfime
[  30288] 0x69030000   atioglxx
[  30288] 0x037a0000   atiadlxx
[  30288] 0x778f0000   SETUPAPI
[  30288] 0x78130000   MSVCR80
[  30288] 0x719b0000   mswsock
[  30288] 0x66710000   hnetcfg
[  30288] 0x719f0000   wshtcpip
[  30288] 0x770f0000   OLEAUT32
[  30288] 0x06120000   Cm_Oal
[  30288] 0x06150000   wrap_oal
[  30288] 0x05bb0000   AIInterface
[  30288] 0x05f20000   SkirmishAI
[  30288] 0x060c0000   hook
[  30288] 0x59dd0000   DBGHELP
[  30288] Stacktrace:
[  30288] (0) D:\Spring79\spring.exe(skirmishAiCallback_Unit_CurrentCommand_0ARRAY1VALS0getParams+0x123cc) [0x0094B6FC]
[  30288] (1) D:\Spring79\spring.exe [0x007F9D84]
[  30288] (2) D:\Spring79\spring.exe [0x007FB232]
[  30288] (3) D:\Spring79\spring.exe [0x004688EF]
[  30288] (4) D:\Spring79\spring.exe [0x00468E47]
[  30288] (5) D:\Spring79\spring.exe [0x007BFB25]
[  30288] (6) D:\Spring79\spring.exe [0x007B13B5]
[  30288] (7) D:\Spring79\spring.exe [0x007816A3]
[  30288] (8) D:\Spring79\spring.exe [0x007818D1]
[  30288] (9) D:\Spring79\spring.exe [0x00408FFF]
[  30288] (10) D:\Spring79\spring.exe [0x0041D6B0]
[  30288] (11) D:\Spring79\spring.exe [0x00421E32]
[  30288] (12) D:\Spring79\spring.exe [0x008BA365]
[  30288] (13) D:\Spring79\spring.exe [0x008C3A94]
[  30288] (14) D:\Spring79\spring.exe [0x008B914C]
[  30288] (15) D:\Spring79\spring.exe [0x008B9336]
[  30288] (16) D:\Spring79\spring.exe [0x0095F7B8]
[  30288] (17) D:\Spring79\spring.exe [0x0040124B]
[  30288] (18) D:\Spring79\spring.exe [0x004012B8]
[  30288] (19) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C817077]


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 Post subject: Re: RAI v0.601
PostPosted: 13 Aug 2009, 22:35 
Spring Developer
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Joined: 22 Sep 2007, 08:51
yes, fixed now.

(pastebin.ca the whole infolog is better (sorry, i know i told you in other thread already ;-) ))


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 Post subject: Re: RAI v0.601
PostPosted: 14 Aug 2009, 17:58 
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Joined: 02 Jan 2007, 16:18
Location: Bremen, Germany
In that game with this Spring version I was spammed with "ERROR: No Build-List Choice Available."..

Dunno if that is anything bad but since it says ERROR I thought I'd let you know.


Attachments:
File comment: Replay and Infolog
RAI Errors.7z [378.35 KiB]
Downloaded 24 times
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 Post subject: Re: RAI v0.601
PostPosted: 24 Aug 2009, 14:16 

Joined: 11 May 2008, 22:29
Why does it give frame sync errors when playing two persons in networks ?

this did not happen in 0.79 i remember...


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 Post subject: Re: RAI v0.601
PostPosted: 24 Aug 2009, 14:34 
Spring Developer
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Joined: 22 Sep 2007, 08:51
yeah.. its a bug that is fixed in current ev version.. quite annoying, i know, coted me more then two days to find it.
i am sorry but you have to wait for next release.. i hope it will come soon.


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 Post subject: Re: RAI v0.601
PostPosted: 24 Aug 2009, 15:01 

Joined: 24 Aug 2009, 14:17
Hi Reth,

I really like your AI for three things - first being wide range of compatibility with many mods, second - always utilising land, sea and air units, even if poorly at times, third - being least resource heavy out of the other decent AI's.

I've got few suggestions for you for next release:

- make the AI more aggressive, as quite often it won't attack me even if that meant dealing to me heavy loses and giving the AI an upper hand - it needs to do very early harassment with bombers and gunships, followed by hovercraft on the sea and fast wehicles/kbots on the land

- learn the AI to make an aircraft army composition that makes sense - as of late on supreme battlefield they keep making ONLY those funny torpedo bombers and never build any other unit, funnily enough, I never intended to go by sea! (I've vanquished them solely by air + land + stationary artillery + nukes/high tech weapons)

- learn the AI to actually USE nukes as well as other experimental weapons such as orbital laser or nuclear cannon from NOTA, not to mention building and using even typical Big Berthas

- give AI very high priority of anti-air defense and anti-air interceptors early in the game, then learn it to decide what's best for it's defensive structures depending on player's strategy? (e.g. it's pointless to build too many AA turrets when the player sends in heavy tanks, but in case player deploys a more though-out strategy there are already too many turrets to hurt the AI by air without massive forces)

- learn the AI to make an army composition countering player's troops? (e.g. bombers and gunships with navy support in land-sea maps versus player focusing on land armies, fast rush of air units and fast, manoeuvrable forces versus a teching player, teching and focusing on advanced troops and fortifications versus swarm player, but NOT giving away ground due to emergency Air forces?)

I have bolded out parts which are critical for improvement, nevertheless your focus should be deploying good fortifications for the AI based on needs and using high tech buildings such as Bertas, nukes etc.

Finally, I have some questions:

- what's the current state of the development of the AI? Are you alone in this or someone helps you full- or half-time?
- when do you play to release next version and what will it hopefully include? (when do you plan =/= when you will) Will there by any mod-specific touches?


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 Post subject: Re: RAI v0.601
PostPosted: 27 Aug 2009, 01:10 
AI Coder

Joined: 15 Aug 2006, 13:05
My main focus since the last release had been overhauling the economy and expansion. My second, more intelligent military behavior.

Economy
Well.. to give the short explanation this will resolve a number of the issues that you mentions. The AI will have more units to throw around and become more aggressive, build higher tech weapons and nukes sooner. The current RAI tends to waste resources on extra factories, use 5 workers to build 5 building of the same type, leave factories to slowly construct inexpensive units by themselves.. those types of issues are being addressed.

Expansion
I mentioned this a page or 2 ago in less detail, the current system is a mess. Expand too much and constructors get killed off and wasted, expand too little and it will loss in a sheer competition of resources. Right now its deliberately limiting its expansion speed to try to fit that balance. I intend on lifting that limit entirely for resources with little threat and completely preventing expansion to resources of a high threat. It just currently doesn't have a system for determining this.

Military
Most of my recent work in this area has been basic logic. A group member is being attacked, the whole group will fight or flee. A structure is being attacked, defend it or abandon it. An enemy is spotted, attack it if its weak or defenseless. The army is retreating, one group met little or no resistance, it will continue its attack.

Achilla wrote:
- give AI very high priority of anti-air defense and anti-air interceptors early in the game, then learn it to decide what's best for it's defensive structures depending on player's strategy? (e.g. it's pointless to build too many AA turrets when the player sends in heavy tanks, but in case player deploys a more though-out strategy there are already too many turrets to hurt the AI by air without massive forces)
- learn the AI to make an army composition countering player's troops? (e.g. bombers and gunships with navy support in land-sea maps versus player focusing on land armies, fast rush of air units and fast, manoeuvrable forces versus a teching player, teching and focusing on advanced troops and fortifications versus swarm player, but NOT giving away ground due to emergency Air forces?)
This is beyond my current developments plans at the moment. Just an FYI, the current system tries to build a balanced number of units capable of fighting against all unit types based on how much of the map is water.

Achilla wrote:
- what's the current state of the development of the AI? Are you alone in this or someone helps you full- or half-time?
Just me. Although, hoijui deserves full credit for maintaining RAI with the current version of spring.

Achilla wrote:
- when do you play to release next version and what will it hopefully include? (when do you plan =/= when you will) Will there by any mod-specific touches?
Probably not soon, I might be the only programmer here stupid enough to waste my time trying to get git to work in vista - next time i'll try with ubuntu, I recently set my computer back up as a dual boot... after that hard-drive failure... and partition recovery... and reinstalling vista... then using my dying unbootable barely mountable hard-drive to restore some of the files that the vista installer accidentally misplaced... uh, it might be another month before I feel like doing something that requires thinking...


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 Post subject: Re: RAI v0.601
PostPosted: 27 Aug 2009, 04:20 
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Im running Vista x64 and git-gui works here fine


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 Post subject: Re: RAI v0.601
PostPosted: 27 Aug 2009, 13:27 
Spring Developer
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Joined: 22 Sep 2007, 08:51
Rets, just join the dev channel in the lobby, or come to #ai. there are many ppl there, all using git, and i am sure some of them use vista, and most likely one or two of them had the same problems like you.
you dont have to stay there forever, just till your problem is solved :D
really.. they generally like to help, and we have some git experts.. no need to get frustrated about it, trying to learn it all by yourself.


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 Post subject: Re: RAI v0.601
PostPosted: 15 Sep 2009, 15:00 
Map Creator
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Joined: 10 Mar 2006, 10:24
Location: waiting in line for The Expendables 2
viewtopic.php?f=15&t=19583


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 Post subject: Re: RAI v0.601
PostPosted: 28 Oct 2009, 22:29 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
With the latest versions of Spring RAI can't handle "cache" directory. So AI puts .log files & .res files into Spring root folder.

Current RAI resources:
Code:
E:\games\Spring\AI\Skirmish\RAI\0.601\AIInfo.lua
E:\games\Spring\AI\Skirmish\RAI\0.601\AIOptions.lua
E:\games\Spring\AI\Skirmish\RAI\0.601\cache
E:\games\Spring\AI\Skirmish\RAI\0.601\SkirmishAI.dll


You see there is "cache" dir already created. RAI just can't find it.


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 Post subject: Re: RAI v0.601
PostPosted: 04 Nov 2009, 00:57 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
Well, it uses
Code:
   AIHCGetDataDir cmdData = {
      relPath.c_str(),
      writeableAndCreate,
      writeableAndCreate,
      true,
      false,
      NULL
   };
int ret = cb->HandleCommand(AIHCGetDataDirId, &cmdData);

to get absolute path (cb is IAICallback pointer) from relative. Looking at AAI it uses another method:
Code:
cb->GetValue(AIVAL_LOCATE_FILE_W, filename);

Which one is obsoleted?

added
Looks like hoiju has fixed it. Thanx!


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 Post subject: Re: RAI v0.601
PostPosted: 24 Dec 2010, 21:31 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
This patch fixes water support absence. Still there is a bug when AI sometimes tries to build Vehicle Plant after building the first chunk of mexes & tidal generators.


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 Post subject: Re: RAI v0.601
PostPosted: 26 Dec 2010, 15:27 
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Joined: 01 Apr 2010, 20:05
moriarty wrote:
Observation about this AI - it seems to send it's commander towards the front-line early game with an aim of expanding its base. Problem is, it walks into my front line and then doesn't even try to back down / run away.


Well i am wondering about this too?
because on Commander Ends you could beat easily a army of RAI's


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 Post subject: Re: RAI v0.601
PostPosted: 26 Dec 2010, 20:09 
Spring Developer
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Joined: 22 Sep 2007, 08:51
never play AIs with commander-ends. none of the AIs we have supports it.. or say.. they are all way too easy to beat there, cause they do not take special care for the commander.


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 Post subject: Re: RAI v0.601
PostPosted: 27 Dec 2010, 00:04 
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Joined: 01 Apr 2010, 20:05
i am up for that the AI tags the Commander and gets a speciall script for it
to prevent that it makes a boirun on players


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