Phew, thought I was going a bit nuts.
Thanks, i'll handle it with some strategically placed try catch statements.
Search found 14 matches
- 11 Jul 2012, 18:50
- Forum: AI
- Topic: A threading issue?
- Replies: 2
- Views: 1366
- 11 Jul 2012, 18:10
- Forum: AI
- Topic: A threading issue?
- Replies: 2
- Views: 1366
A threading issue?
Good day, I hope someone can give me a few pointers on an issue. I've noticed that when you have multiple occurances of the same bot that events are called multiple times. I'll give an example to explain what i'm trying to say Firstly I'm working with java, so the best place to start is with the Nul...
- 07 Dec 2010, 13:46
- Forum: AI
- Topic: Weapon v unit bonus
- Replies: 8
- Views: 2377
Re: Weapon v unit bonus
Hey Knorke, I'm using BA as my test platform. I'm not keen on hardcoding counters to enemy units. Rather I want to use a weighted roulette, the inital weights will need to be hardcoded but will be updated depending on unit successes. I hope in this way to produce a Bot that will be less predictable ...
- 06 Dec 2010, 19:40
- Forum: AI
- Topic: Weapon v unit bonus
- Replies: 8
- Views: 2377
Re: Weapon v unit bonus
Good advice, i've been reading through HughAI, which gives me something more interesting to read at work, plus my boss hasn't got a clue what it is that i'm reading so I tell him it's an advanced algorithm to return statistics from our database, then he runs away... As far as I could tell HughAI doe...
- 06 Dec 2010, 19:19
- Forum: AI
- Topic: Weapon v unit bonus
- Replies: 8
- Views: 2377
Re: Weapon v unit bonus
Thanks for the reply zwzsg, as I continued reading the javadoc I started to think that perhaps I was trying to oversimplfy things. I was thinking along the lines of what you suggested, but have weighted random selection in favour of weapons that had a bonus against armour types, then in turn record ...
- 06 Dec 2010, 18:11
- Forum: AI
- Topic: Weapon v unit bonus
- Replies: 8
- Views: 2377
Weapon v unit bonus
Hello all, Things are progressing nicely albeit slowly with my bot. It can beat RAI no probs, may be not the worlds biggest achievement but I was well happy with myself when it won. So next I to expand the decision making of the bot in particular building units to meet a certain threat. Lets say the...
- 22 Nov 2010, 21:55
- Forum: AI
- Topic: Mex built above and left of metal spot
- Replies: 19
- Views: 3472
Re: Mex built above and left of metal spot
I've been in the channel tonnes of times. Usually there's one or two people in there and getting a reply takes about 10 minutes and usually I'm at work most of the day. Why, what's wrong with asking questions on a forum? At least that way there's an audit trail so if other people have the same/simil...
- 21 Nov 2010, 19:32
- Forum: AI
- Topic: Mex built above and left of metal spot
- Replies: 19
- Views: 3472
Re: Mex built above and left of metal spot
You guys seem to have you own language or something :lol: i've been on the thread that discusses the pureint changes and there's nothing to download or links to a page that allows you to download the pureint version. Of course I have been to the download page and can only see that I can download the...
- 16 Nov 2010, 11:35
- Forum: AI
- Topic: Mex built above and left of metal spot
- Replies: 19
- Views: 3472
Re: Mex built above and left of metal spot
That's a fair comment and indicative of my desire to crack on with developing the AI element of the bot. I was simply returning the results to a log so I could examine the return values and were not to going to be apart of the final code. But why does the getMoveData method not work for air type uni...
- 15 Nov 2010, 13:52
- Forum: AI
- Topic: Mex built above and left of metal spot
- Replies: 19
- Views: 3472
Re: Mex built above and left of metal spot
Wow, cool links. Although I was thinking of something for my bot to learn...true AI stylie. I'll figure it out... Anyone know why the getMoveData() methods would cause spring to crash when applied to Air units? I'm trying to make my bots build units based on their qualities, as opposed to their name...
- 13 Nov 2010, 13:43
- Forum: AI
- Topic: Mex built above and left of metal spot
- Replies: 19
- Views: 3472
Re: Mex built above and left of metal spot
Thanks for your advice the other day. I've altered my code so it build units based on UnitDef properties as opposed to unit name, which in case anyone was wondering is why my bot worked in CA and not BA - rookie mistake. So i'm thinking about long term memory for my bot. Would something like an XML ...
- 12 Nov 2010, 15:45
- Forum: AI
- Topic: Mex built above and left of metal spot
- Replies: 19
- Views: 3472
Re: Mex built above and left of metal spot
lol, a lot of what you say goes right over my head! Sorry. I have another question if that's okay? My bot is working fine in the CA mod, but not the BA mod. I think it's something to do with how i'm creating a command, like this... AICommand command = new BuildUnitAICommand(this.commander, -1, new A...
- 08 Nov 2010, 20:20
- Forum: AI
- Topic: Mex built above and left of metal spot
- Replies: 19
- Views: 3472
Re: Mex built up and left of metal spot
Oh yeah, i just tried it and took control of a commander, built a mex right on top of a metal spot and it was producing 1.99, then resigned to examine the mexes the AI had built and likewise producing 1.99. Thanks for the reply, i'll not worry about the cosmetics and crack on with the next bit. Than...
- 08 Nov 2010, 19:21
- Forum: AI
- Topic: Mex built above and left of metal spot
- Replies: 19
- Views: 3472
Mex built above and left of metal spot
Hello, Got a tad excited when I found out about the spring project, been keeping an eye for something like this for a while. Anyway I have a noob question so please forgive me if this is obvious. So on unitFinished the economy manager i built makes a list of all the metal spots and then the method n...