Search found 235 matches
- 13 Dec 2011, 01:29
- Forum: AI
- Topic: Ideas/references on getting an ai to learn by itself?
- Replies: 17
- Views: 4222
Re: Ideas/references on getting an ai to learn by itself?
Hi, I agree with Tobi on this. Cracked my insignificant nut on this quite some time when I was hyped about GA's and ANN's. There is one project that I know of which implemented ANN's successfully in determining which enemies to attack for group 1 vs group 2. I don't remember the details unfortunatel...
- 16 May 2011, 13:25
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.22.4
This forum needs a like button on posts
- 22 Apr 2011, 18:34
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.22.4
Congratulations!!
- 20 Sep 2010, 18:56
- Forum: SPADS AutoHost
- Topic: Segfault when loading unitsync (PerlUnitSync not regenerated)
- Replies: 4
- Views: 1604
Re: SPADS AutoHost beta release
Oh forgot that regeneration is also required.
Thanks! Btw which release do you recommend?
now getting this error:
ERROR - [SPADS] Unable to retrieve hashcode of mod "XTA_9_641_beta"
Thanks! Btw which release do you recommend?
now getting this error:
ERROR - [SPADS] Unable to retrieve hashcode of mod "XTA_9_641_beta"
- 20 Sep 2010, 12:29
- Forum: SPADS AutoHost
- Topic: Segfault when loading unitsync (PerlUnitSync not regenerated)
- Replies: 4
- Views: 1604
Segfault when loading unitsync (PerlUnitSync not regenerated)
Hey Bibim, Just updated to the latest spads unstable release and I'm having problems with getDefaultModOptions.pl, giving me a segmentation fault. Spring itself is functioning normally. fhuizing@jarvis ~/programs/spads $ ./getDefaultModOptions.pl -o etc/battlePresets.conf LogOutput initialized. Spri...
- 25 May 2010, 21:46
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.19.1
It build something else on top of a mex spot. Next it wants to build a mex, the mex is build as close as possible. But its still outside the extraction radius of the map and the spot (since a building is there). So the mex is build and the spot is still not marked as being "taken", this ke...
- 21 May 2010, 14:34
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.19.1
Well it kind of depends on the type of config I guess. But if e.g. categorization will also be available per map it could result in a shower of issues in the issuetracker because of wrong configs. Guess all I'm saying is that no matter what the contents of the configs is, it should never crash the g...
- 21 May 2010, 14:14
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.21.1
Here are my thoughts on some of the matters discussed here. > Scouts often miss opportunity targets... This is general problem. AI takes a threat at target position, not the position from where it will shoot. Not an easy fix. That is why it "skips" targets. Indeed, I changed it to scan tar...
- 10 May 2010, 10:01
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.19.1
Hey Sgt Doom, In both cases you should really check the logfile of E323AI and the spring logfile for clues as to why. The reason that the AI is idle in 9.602 is because it cannot find any configfiles for that version of XTA, you probably just want to copy them over from XTA 9.6 to 9.602 and it'll be...
- 04 May 2010, 09:44
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.19.1
What Umrug says! :D
- 11 Apr 2010, 15:54
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.19.1
Hey everyone, I'm currently working on a buildmap that allows the AI to plan where to place buildings in order to e.g. keep the entrance of factories clear. As I'm working on that I thought about how it would be nice to have realtime debugging info on maps. So with help from Kloot (he implemented th...
- 03 Apr 2010, 21:02
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.19.1
E323AI v3.19.1 - High Templar
Changelog:
E323AI BUGS: Issues
E323AI SRC: Github
- Error323 & Slogic
Changelog:
- Fixed 2 crashes
E323AI BUGS: Issues
E323AI SRC: Github
- Error323 & Slogic
- 03 Apr 2010, 12:08
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.19.0
It is definitely not less stable... I can't say much more :/ working on it.
- 03 Apr 2010, 10:27
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.19.0
An assert is still raised within CGroup::reset(), just didn't show up during testing, bah. Back to the drawing boards.
- 02 Apr 2010, 23:35
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.19.0
E323AI v3.19.0 - High Templar Changelog: builders now also repair implemented factory pattern solved crash in CGroup.cpp don't build on mexspots taken by allies better profiler, outputs to "timings.dat" E323AI SO/DLL: HighTemplar E323AI BUGS: Issues E323AI SRC: Github And we're back! I fi...
- 19 Mar 2010, 11:18
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.18.0
Zydox,
Could you perhaps record and post a demo of the behavior you are referring to? Also state the ingame times (begin:end) when this occurs so I can get a better understanding of what you mean.
Could you perhaps record and post a demo of the behavior you are referring to? Also state the ingame times (begin:end) when this occurs so I can get a better understanding of what you mean.
- 17 Mar 2010, 15:06
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.18.0
Have you tried playing with the config file? Also I guess it heavily depends on the map. If there is a lot of metal (e.g. comet catcher redux) it'll tech faster.
- 17 Mar 2010, 11:30
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.18.0
Well there you go it seems . I'm currently working on some more sophisticated profiling to see where optimization should occur. And I want nano turrets!
- 15 Mar 2010, 17:42
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.18.0
what aspect is currently being worked on? better group merging and group size esculation over time would improve performance vs noobs + AI the application of aforementioned defence algorithim would certainly help vs small raids vs the AI that currently do massive damage, but most of all I want to s...
- 26 Feb 2010, 14:19
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 130129
Re: Skirmish AI: E323AI 3.18.0
Hi Submarine,
Thanks! The AI does indeed cheat on the enemies location. This is how it constructs the threat/influence map which it then uses for the annoying but oh so effective rushes :). Its kind of its ability to micro.
Thanks! The AI does indeed cheat on the enemies location. This is how it constructs the threat/influence map which it then uses for the annoying but oh so effective rushes :). Its kind of its ability to micro.