View topic - CT test-921 vs E323AI



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 Post subject: CT test-921 vs E323AI
PostPosted: 25 Dec 2010, 00:31 
AI Coder

Joined: 17 Mar 2008, 19:03
Location: RF
I made some tracing and found this:
Code:
[00:00] (II): mIncome = 0; mNow = 1000; mStorage = 1e+023
[00:00] (II): eIncome = 0; eNow = 1000; eStorage = 1000

So there is no limit for metal storage. *A AIs may have difficulties with this logic because they are heavy dependent on sensible storage limit. Is it hard for you to increase this storage dynamically on metal income? E.g. initial storage is 1000. When metal is over 1000 increase storage value also. When metal is less than do NOT decrease storage.

Also i wonder what is happening here:
Code:
[00:00] (II): CGroup::addUnit Mobile Headquarters (AI)(199, -1) to Group(0): range(128), speed(0), strength(1470), amount(1) [Mobile Headquarters (AI)(199, -1)]
[00:00] (II): CIntel::onEnemyCreated Unit(710)
[00:00] (II): CIntel::onEnemyCreated Unit(630)
[00:00] (II): CIntel::onEnemyCreated Unit(242)
[00:00] (II): CIntel::onEnemyCreated Unit(552)
[00:00] (II): CIntel::onEnemyCreated Unit(1366)
[00:00] (II): CIntel::onEnemyCreated Unit(419)
[00:00] (II): CIntel::onEnemyCreated Unit(852)
[00:00] (II): CIntel::onEnemyCreated Unit(259)
[00:00] (II): CIntel::onEnemyCreated Unit(750)
[00:00] (II): CIntel::onEnemyCreated Unit(332)
[00:00] (II): CIntel::onEnemyCreated Unit(626)
[00:00] (II): CIntel::onEnemyCreated Unit(693)
[00:00] (II): CIntel::onEnemyCreated Unit(302)
[00:00] (II): CIntel::onEnemyCreated Unit(832)
[00:00] (II): CIntel::onEnemyCreated Unit(681)
[00:00] (II): CIntel::onEnemyCreated Unit(936)
[00:00] (II): CIntel::onEnemyCreated Unit(1426)
[00:00] (II): CIntel::onEnemyCreated Unit(573)
[00:00] (II): CIntel::onEnemyCreated Unit(949)
[00:00] (II): CIntel::onEnemyCreated Unit(1455)
[00:00] (II): CIntel::onEnemyCreated Unit(97)
[00:00] (II): CIntel::onEnemyCreated Unit(441)
[00:00] (II): CIntel::onEnemyCreated Unit(1015)


I thought this is metal/rocks created everywhere (always 23 pieces) on the map, but they are triggered as enemies and not as features. Is there any mistake on game side? Please, clarify.


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PostPosted: 25 Dec 2010, 00:42 
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21
Location: Tucson
The rocks are units controlled by gaia. They are not features. Our mining gadget works by having the miners "attack" the rocks, and the amount of metal they get is determined from the damage they deal to the rocks.


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PostPosted: 25 Dec 2010, 01:34 
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Joined: 17 Mar 2008, 19:03
Location: RF
Isn't gaia a neutral side?


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PostPosted: 25 Dec 2010, 03:52 
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21
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Yes. Not sure why (I'm guessing) the AI is looking at them as enemies.


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PostPosted: 25 Dec 2010, 03:54 
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Joined: 22 Feb 2006, 01:02
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gaiea is always hostile to all players, everybody can attack and be attacked. only neutral thing about it is that usually no player or ai controlls it.

Quote:
rocks created everywhere (always 23 pieces) on the map
See infolog for messages of the "resourcespawner" gadget. It will say something like "found map resource config, using it" or "no map config found, placing rocks by metalmap - placed 23 rocks"
http://code.google.com/p/conflictterra/ ... psAndRocks
Rocks have custom parameter is_mineable=true
Atm these are "bminerals" and "bmeteorimpact" and "bmeteorimpactbig" or similiar names.
All units have nochase and badtarget category bla set for rocks so they can not attack them.

Quote:
So there is no limit for metal storage. *A AIs may have difficulties with this logic because they are heavy dependent on sensible storage limit.
*A AIs are also heavy dependent on
-commanders being small mechs with a dgun
-factories being immobile buildings and you only need one per type
-getting resources by building mex
-attacking enemy by killing mex
-having their base stay in the same corner for course of game
-....

Basically I think it is not possible to make CT playable for *a AIs or making *a AIs able to play CT, it would require heavy modifying and then would not be a *a AI anymore.
Factory/Cruiser morphing, jumpjets, mining, base managment, commander is all quite different to *a.
Yes, there is some gadget by zwszg that makes cruisers randomy morph into factories and there are special "easier to use for ai versions" of units added that helps ie RAI play but what kind of playing is that? It does not "understand the game", does not try to deploy its resource depots near rocks but just randomly puts them anywhere etc.
All the non-ta games s44, kp and zk use a custom ai and I think that is the way to go.
See KTAI ("knorkes test ai") for a very basic dirty AI that does nothing but build miners, sends them to mine and moves the flagship around the map (also morphing for landing) to the nearest rocks.
http://code.google.com/p/conflictterra/ ... .lua?r=921
Atm it is propally broken because of the "AI gets a special ai flagship" hack, you might have to cheat in a "bflagshipbase2" or "bflagship"
tl;dr
Dynamically increasing storage is obviously just some if metal > bla then blub thing but i dont see how this would help *a AIs because of all the other things.


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PostPosted: 25 Dec 2010, 04:47 
Conflict Terra Developer
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Joined: 29 Aug 2009, 19:12
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Knorke if you ever wanted to make ktai a viable AI for ct, i'll gladly revert all of ct's AI hax :-)


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PostPosted: 25 Dec 2010, 14:40 
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Joined: 22 Feb 2006, 01:02
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nah, making a real ai like CAI (zerok) or CRAIG (s44) is way out of my reach.


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