View topic - Skirmish AI: E323AI 3.22.4



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PostPosted: 20 Jul 2009, 18:10 
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Joined: 08 Oct 2006, 15:58
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. ;)


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PostPosted: 20 Jul 2009, 19:19 
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Joined: 22 Aug 2006, 15:19
i use boost.signals for all my generic callback, delegate and event handling needs in KPAI. you could also use libsig++.


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PostPosted: 21 Jul 2009, 06:12 
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Nifty, I myself use a message based setup, but wrapping that in a method liek that sounds like a neat idea


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PostPosted: 21 Jul 2009, 14:57 
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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)


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PostPosted: 21 Jul 2009, 20:11 

Joined: 22 Jul 2006, 18:58
its crashing for me at game start :/ heres infolog http://pastebin.com/m17e0ce97
starts erroring with
Warning: AI for team 0 failed handling event with topic 1, error: -2


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PostPosted: 21 Jul 2009, 21:54 

Joined: 05 Jul 2008, 03:10
Tim-the-maniac wrote:
its crashing for me at game start :/ heres infolog http://pastebin.com/m17e0ce97
starts erroring with
Warning: AI for team 0 failed handling event with topic 1, error: -2


E323AI only works with the newest development version of Spring.


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PostPosted: 22 Jul 2009, 17:09 
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imbaczek wrote:
i use boost.signals for all my generic callback, delegate and event handling needs in KPAI. you could also use libsig++.

Ah right, something similar is achievable using that probably.

P.S. I'll be on holiday for a week, and afterwards a zillion ideas to work on :D


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PostPosted: 30 Jul 2009, 14:09 
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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.


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PostPosted: 02 Aug 2009, 11:20 
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ahh.. i didnt know that..
more info pls, Licho!!

this would be worth some writing in the AI pages of the Wiki.
How could we access this data?


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PostPosted: 02 Aug 2009, 11:50 
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Yeah, I would be interested in this too. More information please! Though its a pitty BA and XTA don't use it.


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PostPosted: 12 Aug 2009, 21:58 

Joined: 27 Jun 2009, 00:32
Location: Germany
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)...


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PostPosted: 13 Aug 2009, 12:57 
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Hi Master-Athmos,

What version of spring are you using exactly (git rev)?
Which version of E323AI are you using exactly (git rev)?
Are you running spring on windows or linux?
Could you attach the logfile of E323AI?

I have not tested E323AI with MA at all, so it could very well be possible that it doesn't work there.


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PostPosted: 13 Aug 2009, 13:10 

Joined: 27 Jun 2009, 00:32
Location: Germany
I used the latest build that buildbot provided - tried to use E323AI with two versions of the new 0.80 executables (using Windows)...

As for the AI itself I used the latest dll you linked in your opening post...


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PostPosted: 13 Aug 2009, 13:15 
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Ah ok, well latest working verrsion in spring 0.80 is E323AI v2.11, I'm working on the windows compilation for it, just need to fix some more stuff. I'll release it today!


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PostPosted: 13 Aug 2009, 16:54 

Joined: 27 Jun 2009, 00:32
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Allright - if I can get it to work I'll add some videos showing it in action to the Dot Wars AI videos... :-)


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PostPosted: 13 Aug 2009, 17:09 
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LOL love the dotwars, on another note I won't be releasing today I'm getting compiling errors on E323AI when compiling for windows, and I just can't fix them :cry:


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PostPosted: 13 Aug 2009, 18:44 
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UPDATE v2.11 Thu Aug 13 19:42:46 CEST 2009
Version 2.11 (Ultralisk) is out, changelog:
  • Massive refactored internals
  • Lots of bugfixes (memleaks etc)
  • Dynamic group merging
  • Economic side also uses pathfinder now
E323AI SO/DLL: E323AI-Ultralisk-v2.11
E323AI SRC: E323AI@github

Thanks to kloot for compiling for windows!

Have fun!


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PostPosted: 13 Aug 2009, 21:15 

Joined: 27 Jun 2009, 00:32
Location: Germany
It crashed for me after a while:

Image

Infolog:
Code:
[  12381] Spring 0.80+.0.0 (0.80.0-5-gc2da36c-cmake-mingw32) has crashed.
[  12381] Exception: Breakpoint (0x80000003)
[  12381] Exception Address: 0x77c05b61
[  12381] DLL information:
[  12381] 0x00400000   spring
[  12381] 0x7c910000   ntdll
[  12381] 0x7c800000   kernel32
[  12381] 0x10000000   DevIL
[  12381] 0x77be0000   MSVCRT
[  12381] 0x01ba0000   ILU
[  12381] 0x77da0000   ADVAPI32
[  12381] 0x77e50000   RPCRT4
[  12381] 0x77fc0000   Secur32
[  12381] 0x68fc0000   GLU32
[  12381] 0x5f0d0000   OPENGL32
[  12381] 0x77ef0000   GDI32
[  12381] 0x7e360000   USER32
[  12381] 0x736d0000   DDRAW
[  12381] 0x73b30000   DCIMAN32
[  12381] 0x76c50000   IMAGEHLP
[  12381] 0x6fbc0000   mingwm10
[  12381] 0x7e670000   SHELL32
[  12381] 0x77f40000   SHLWAPI
[  12381] 0x71a10000   WS2_32
[  12381] 0x71a00000   WS2HELP
[  12381] 0x6e940000   libgcc_s_dw2-1
[  12381] 0x01bc0000   SDL
[  12381] 0x76af0000   WINMM
[  12381] 0x7c340000   MSVCR71
[  12381] 0x66fc0000   freetype6
[  12381] 0x61b80000   zlib1
[  12381] 0x6ed80000   glew32
[  12381] 0x6b180000   vorbisfile
[  12381] 0x63e00000   vorbis
[  12381] 0x01c10000   ogg
[  12381] 0x01c30000   OpenAL32
[  12381] 0x76330000   IMM32
[  12381] 0x773a0000   comctl32
[  12381] 0x5d450000   comctl32
[  12381] 0x746a0000   MSCTF
[  12381] 0x10d00000   GameHook
[  12381] 0x02a20000   lgscroll
[  12381] 0x78130000   MSVCR80
[  12381] 0x7c420000   MSVCP80
[  12381] 0x77660000   NTMARTA
[  12381] 0x774b0000   ole32
[  12381] 0x71b70000   SAMLIB
[  12381] 0x76f20000   WLDAP32
[  12381] 0x75250000   msctfime
[  12381] 0x69030000   atioglxx
[  12381] 0x77bd0000   VERSION
[  12381] 0x02da0000   atiadlxx
[  12381] 0x778f0000   SETUPAPI
[  12381] 0x76bf0000   WINTRUST
[  12381] 0x77a50000   CRYPT32
[  12381] 0x77af0000   MSASN1
[  12381] 0x72c90000   wdmaud
[  12381] 0x72c80000   msacm32
[  12381] 0x77bb0000   MSACM32
[  12381] 0x77ba0000   midimap
[  12381] 0x73e70000   dsound
[  12381] 0x76f90000   CLBCATQ
[  12381] 0x77010000   COMRes
[  12381] 0x770f0000   OLEAUT32
[  12381] 0x73e40000   KsUser
[  12381] 0x05970000   ct_oal
[  12381] 0x02f80000   CTDPROXY
[  12381] 0x719b0000   mswsock
[  12381] 0x66710000   hnetcfg
[  12381] 0x719f0000   wshtcpip
[  12381] 0x61a40000   AIInterface
[  12381] 0x10d10000   SkirmishAI
[  12381] 0x02f10000   hook
[  12381] 0x59dd0000   DBGHELP
[  12381] Stacktrace:
[  12381] (0) C:\WINDOWS\system32\MSVCRT.dll(assert+0x5fb) [0x77C05B61]
[  12381] (1) D:\Spring80test\AI\Skirmish\E323\0.1\SkirmishAI.dll [0x10D378C8]
[  12381] (2) D:\Spring80test\AI\Skirmish\E323\0.1\SkirmishAI.dll [0x10D233F1]
[  12381] (3) D:\Spring80test\AI\Skirmish\E323\0.1\SkirmishAI.dll [0x10D11D32]
[  12381] (4) D:\Spring80test\AI\Skirmish\E323\0.1\SkirmishAI.dll(handleEvent+0xda) [0x10D219EA]
[  12381] (5) D:\Spring80test\spring.exe [0x00839F36]
[  12381] (6) D:\Spring80test\spring.exe(skirmishAiCallback_Unit_CurrentCommand_getTag+0xb59a) [0x00856FFA]
[  12381] (7) D:\Spring80test\spring.exe [0x00867659]
[  12381] (8) D:\Spring80test\spring.exe(skirmishAiCallback_Unit_CurrentCommand_getTag+0xe8c4) [0x0085A324]
[  12381] (9) D:\Spring80test\spring.exe [0x006AB886]
[  12381] (10) D:\Spring80test\spring.exe [0x006AC81B]
[  12381] (11) D:\Spring80test\spring.exe [0x006AC8C7]
[  12381] (12) D:\Spring80test\spring.exe [0x006A80AE]
[  12381] (13) D:\Spring80test\spring.exe [0x00752F2D]
[  12381] (14) D:\Spring80test\spring.exe [0x00753050]
[  12381] (15) D:\Spring80test\spring.exe [0x0075043E]
[  12381] (16) D:\Spring80test\spring.exe [0x00756DF9]
[  12381] (17) D:\Spring80test\spring.exe [0x007763C2]
[  12381] (18) D:\Spring80test\spring.exe [0x007507B8]
[  12381] (19) D:\Spring80test\spring.exe [0x00422482]
[  12381] (20) D:\Spring80test\spring.exe [0x0042370C]
[  12381] (21) D:\Spring80test\spring.exe [0x007E5A2A]
[  12381] (22) D:\Spring80test\spring.exe [0x007EC827]
[  12381] (23) D:\Spring80test\spring.exe [0x007E4855]
[  12381] (24) D:\Spring80test\spring.exe [0x007E4D26]
[  12381] (25) D:\Spring80test\spring.exe [0x00869DF8]
[  12381] (26) D:\Spring80test\spring.exe [0x0040124B]
[  12381] (27) D:\Spring80test\spring.exe [0x004012B8]
[  12381] (28) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C817067]


Small note:
In MA its performance wasn't too outstanding. Will try it in XTA later...


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PostPosted: 13 Aug 2009, 21:45 
AI Coder
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Joined: 28 Nov 2006, 16:46
Location: Netherlands
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.


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PostPosted: 13 Aug 2009, 21:51 
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Joined: 22 Sep 2007, 08:51
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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