Looks like an elegant system, it nicely hides the complexity of updating the common tree- (or DAG-)like dependency chains between AI components. Something similar is in Spring itself actually; each world object maintains a recursive collection of listener objects that are updated upon that object's death. Good jaaab.
Joined: 10 Mar 2006, 10:24 Location: waiting in line for The Expendables 2
or much simpler, put in a tag for transports that causes units with that tag to attempt to load enemy units with the commander=1; property. then when they have somthing loaded move to the enemies startpos instant comnap + bomb in AI, gg vs all other AIs (and noobs)
Regarding unit statistics (what kills what etc) - such data are available.. There is global stats tracking system in place. Its mainly used for assesing game balance but could be used as input into AI. However afaik only CA and S44 take advantage of it.
SpringDownloader submits stats from all games to this central database.
I can't get it to work currently. The AI seems to initialize just fine (and also creates those buildtree / costs logs but it doesn't move the Commander at all (neither with MA nor XTA). Using latest Spring version (beta)...
Hmmm I'll try to find out whats going on, there have been some changes regarding to the float3 vector. Anyway about MA I'm surprised it works even =). UnitCategorization has been tailormade to XTA so far. The categorizationtable is constructed already, but not parsed yet by the system. Once this is the case (in the nearby future) it will perform a lot better.
Although do note iirc MA doesn't allow for assisting labs? If so E323AI will not perform good anyway. It requires a different kind of A.I.
it is always better to incldue the whole infolog, not just the stack trace, and use pastebin and include only the link. this makes the thread less cluttered, and makes translating it on the buildbot easier.
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