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by krogothe
26 Jan 2010, 01:47
Forum: AI
Topic: Off-topic: Starcraft AI competition
Replies: 4
Views: 1353

Re: Off-topic: Starcraft AI competition

Holy shit.
This is an RTS AI builder's dream come true, provided the API is half-decent...

I'm downloading everything and reading up, might have to make it my 20% project :mrgreen: :mrgreen: :mrgreen:
by krogothe
27 Jan 2009, 13:49
Forum: AI
Topic: State of the Nation
Replies: 25
Views: 3567

Re: State of the Nation

Thanks for the feedback guys (feel free to keep it coming!) Regarding #2: afraid not, the tag forest has only grown bigger. Too bad! This really makes it hard to provide universal support, and specializing is a bad idea. This is especially true when a mod can be the most popular today and not played...
by krogothe
23 Jan 2009, 16:01
Forum: AI
Topic: State of the Nation
Replies: 25
Views: 3567

State of the Nation

Hey guys, Its been ages since I've been around these forums, played spring etc... For those that don't know me, I was the guy who started KAI (now called KAIK?). I am applying for my Master's degree, and suddenly the prospects of working on a serious AI became attractive once again, as I need a larg...
by krogothe
17 Aug 2007, 18:32
Forum: AI
Topic: KAIK 0.13 Unofficial (Spring 0.80.5*)
Replies: 322
Views: 58179

Wow, someone actually managed to make sense of my messy, uncommented code! very nice :-) Whats the d-gunning routine like? Id upload my code for predictive dgunning (remember the video i made of it hitting planes/jeffys with it?) but a hard disk failure wiped all my old code... If you have questions...
by krogothe
07 Nov 2006, 11:29
Forum: AI
Topic: Request for Advanced Formation AI
Replies: 41
Views: 5531

It is feasible cpu-wise, its not really all that computationally expensive or that hard to work in most maps (a lot of games have this implemented by default), though the idea itself is pretty useless. A formation as such is expensive, slow, vulnerable to AOE, predictable and ultimately useless due ...
by krogothe
01 Nov 2006, 17:18
Forum: AI
Topic: Common AI failed strategies/tactics we've all seen so far
Replies: 25
Views: 3536

The values are available in the callback, its just theyre coded within an int bitmask. Its done in DamageControl.cpp...
by krogothe
31 Oct 2006, 15:16
Forum: AI
Topic: Common AI failed strategies/tactics we've all seen so far
Replies: 25
Views: 3536

You can simply use a ballistic approximation that automatically calculates the damage over time of any given unit vs another, thus giving you ranked targetting priorities instead of a simple, often misleading tag. Needless to say it would also detect all the units that cant hit others effectively.
by krogothe
30 Oct 2006, 22:38
Forum: AI
Topic: Common AI failed strategies/tactics we've all seen so far
Replies: 25
Views: 3536

KAI doesnt parse weapon files...
by krogothe
30 Oct 2006, 18:26
Forum: AI
Topic: Common AI failed strategies/tactics we've all seen so far
Replies: 25
Views: 3536

You dont need them...
by krogothe
30 Oct 2006, 18:25
Forum: AI
Topic: KAI status and future
Replies: 59
Views: 8644

from a pm i sent to sub: First it needs to generate the chokepoint map. This is done in CreateDefenseMatrix() (in pathfinder.cpp) by finding the starting positions on frame one, checking for all units on the map. Since only comms exist the units returned are in the start locations. It then pathfinds...
by krogothe
30 Oct 2006, 12:38
Forum: AI
Topic: KAI status and future
Replies: 59
Views: 8644

Krogoth, I attempted to integrate the chokepoint and defence placement into NTai and found I had to eventually copy over 95% of KAI to get it to compile. You cant just copy and paste bits of code and expect it to work on a completely different AI. I said use not copy-paste. The idea is you see how ...
by krogothe
29 Oct 2006, 00:09
Forum: AI
Topic: KAI status and future
Replies: 59
Views: 8644

Well, it really is a pain to code someone else's project, so im not surprised no one has stepped up to port it to the latest version...

Since i heard 0.11 was broken (likely due to hurried commenting), ill upload a working (but debug-mode) version of 0.11. its on the SVN now
by krogothe
28 Oct 2006, 23:58
Forum: AI
Topic: Common AI failed strategies/tactics we've all seen so far
Replies: 25
Views: 3536

KAI does 1,2,4,5,6 and 10 to some extent. 7 makes no sense to me, 4 takes a lot of effort to do it properly (no subs in ponds etc). Finally 8 and 9 take too much CPU power and coding/testing time to be anyone's priorities. The main issues with AI's in my eyes are their poor: 1- expansion/economy 2- ...
by krogothe
28 Oct 2006, 23:47
Forum: AI
Topic: KAI status and future
Replies: 59
Views: 8644

KAI is most likely dead, so your best hope is the other AIs... And to make it clear: Feel completely free to use KAI code on your AI's guys, i dont care if there is or isnt a message at startup, or even a comment in the code (though that would be polite). So please at least use the defence placement...
by krogothe
28 Oct 2006, 12:06
Forum: AI
Topic: [AI: KAI] Why it dont work with 0.73b1?
Replies: 25
Views: 4514

The source is there for anyone who wants to recompile it, some people apparently managed to get it working though it would be nice if they uploaded the DLLs
by krogothe
22 Oct 2006, 03:12
Forum: AI
Topic: KAI opensource?
Replies: 24
Views: 4051

Guess ill have to look into it myself, but that could take a LONG while :)
by krogothe
17 Oct 2006, 13:40
Forum: AI
Topic: KAI opensource?
Replies: 24
Views: 4051

lol looks like KAI development will be dead with or without opensource....
by krogothe
16 Oct 2006, 18:53
Forum: AI
Topic: AAI 0.76 released
Replies: 181
Views: 40692

Cant you just ignore data for units that are in the unittable but not unitdef?
by krogothe
16 Oct 2006, 18:52
Forum: AI
Topic: AAI 0.76 released
Replies: 181
Views: 40692

Just get the unit def list, it only shows enabled units, and since AAI already does(or used to) that its just a matter of actually using the information...
by krogothe
15 Oct 2006, 11:04
Forum: AI
Topic: KAI opensource?
Replies: 24
Views: 4051

well, get to work!

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