Search found 235 matches
- 08 Nov 2009, 14:20
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.2 - High Templar
Lets stop poluting the thread with this, I'm currently in #main as [CoW]Error323, contact me there and lets figure this out.
- 08 Nov 2009, 13:27
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.2 - High Templar
As for pathfinding. I see you operate with groups, not a single units. I guess you should introduce new "amphibious" tag, because SEA means floating. Right? I don't know your plans, so i'm trying to guess. So, there should be at least two groups of land units: land & amphibious. For a...
- 08 Nov 2009, 13:20
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.2 - High Templar
If you could give some more information I can help you. Did you copy the config files in the right place?, what does the logfile say? The directory structure must be:jeykey wrote:Finally there I've those so-files... but error remains...
Code: Select all
AI/Skirmish/E323AI/3.0.2/configs
- 08 Nov 2009, 12:29
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.2 - High Templar
GRMBL, github cached the old tgz file and when I upload a file with the same name it didn't overwrite it, bah.
http://cloud.github.com/downloads/Error ... emplar.tgz
http://cloud.github.com/downloads/Error ... emplar.tgz
- 08 Nov 2009, 12:04
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.2 - High Templar
In 3.0.2 there is an so file. Please try that version.
- 08 Nov 2009, 11:48
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.2 - High Templar
Try again, forgot to include linux *.so file.
- 08 Nov 2009, 11:23
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.0 - High Templar
E323AI v3.0.2 - High Templar
Changelog:
E323AI SRC: E323AI@github
Changelog:
- Defense placement now incorporates heightmap
- Added Umrug's categorization for BA (thanks Umrug)
- TECH 1, TECH 2, TECH 3 fixed now
- Configuration per mod
- No watermaps support yet
E323AI SRC: E323AI@github
- 08 Nov 2009, 11:05
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.0 - High Templar
Question about state machine (config.cfg): what is the max number of states, is it limited to 6? You can have as many states as you like. Another question: can the state machine config be also read from mod-specific cfg? That will make supporting non-TA mods/games easier, since they can have metal/...
- 08 Nov 2009, 11:03
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.0 - High Templar
Can you make sure you installed the configs correctly and try other maps? Is there a case where it doesn't crash? (It really shouldn't crash )FluXy wrote:Great to see it progressing :)
I tested it against KAIK but it crashed.
- 08 Nov 2009, 11:01
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.0 - High Templar
ZOMFG it rapes, it rapes so bad! I'm making new config for BA (half done). Several issues: - Defense placement is weird, it makes some little def early in the game (goood!), and almost nothing in late game (pity) - Never went t3, even having ton of income - log is full of [36:33] (EE): CUnitTable::...
- 08 Nov 2009, 10:58
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.0 - High Templar
To be safe, just don't play watermaps :) I've rechecked the first page to make sure you've written smth about problems with water before my report. There was nothing related to water. Worth to write i think. And i don't think Tangerline is a watermap (because every part of land is connected in grap...
- 08 Nov 2009, 00:00
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.0 - High Templar
Pathfinding is not yet fixed, I'll check that out lateron. Geo isn't marked EMAKER since it requires a special spot and not all maps are fitted with geos, so this should be kept the way it is for now. The two builders doing nothing were probably trying to build land defense in the water. To be safe,...
- 07 Nov 2009, 22:53
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v3.0.0 - High Templar
E323AI v3.0.0 - High Templar All new, All fresh, All epic! Changelog: Smart defense placement Configurable (See AI/Skirmish/E323AI/3.0.0/configs/config.cfg) TECH 1, TECH 2, TECH 3 (Epic shit) Memory leak fixes Better economy Fixed SIGSEGV Tested extensively with BA704, XTA might need a configfile u...
- 03 Nov 2009, 21:32
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v2.13.5 out
Hell yeah,
The first clustering algorithms / raw defense system is already in the master branch. See attachement.
The first clustering algorithms / raw defense system is already in the master branch. See attachement.
- 03 Nov 2009, 14:13
- Forum: AI
- Topic: Feature request: Remove unit cheat and/or Reset/restart game
- Replies: 8
- Views: 1021
Re: Feature request: Remove unit cheat and/or Reset/restart game
Hi allanmc, As I am a student A.I. I would really like to know some of the details of the RL approach like: How did you define the states? What actions have you got? What is the reward function? What RL algorithm are you using specifically? (Q-Learning, Sarsa,...) I have been thinking about an RL ap...
- 03 Nov 2009, 11:45
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v2.13.5 out
UPDATE v2.13.5 Tue Nov 3 10:21:16 CET 2009
Changelog:
E323AI SRC: E323AI@github
Changelog:
- Massive threatmap optimization by ~ factor 10
- Memory leak fixes
- Less antiair units
- Fixed SIGSEGV (thanks Hoijui for pointing out)
E323AI SRC: E323AI@github
- 01 Nov 2009, 21:39
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: Skirmish AI: E323AI v2.13.4 out
How do you 'update' the config files? I simply pasted entire E323AI where it's due, having original folder structure in mind and it pops up in as a choice already. That is indeed what I mean by update. Comet Catcher remake02, one E323AI vs two KAIK ... and it indeed beat them. It was funny to watch...
- 31 Oct 2009, 22:39
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: A new artificial intelligent opponent - E323AI
Hey Everyone, After a day of some hardcore debugging I found two serious segfaults within the dungeons of my code. Also I improved the config parsing system and target selection for scouting. It kicks some serious ass now, that is, it beats KAIK on comet in a 2v1!! (see attachement). Please report a...
- 31 Oct 2009, 11:29
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: A new artificial intelligent opponent - E323AI
Hey Umrug, Slogic, Yuritch Just to let you all know I'm working on it right now. I would like to go into detail on these matters, however that quite directly results in less time spent on development. I'll perform some real proper testing before next release and make sure it will spawn no (EE) msgs....
- 30 Oct 2009, 10:07
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133643
Re: A new artificial intelligent opponent - E323AI
Hmmm thanks, the config files are definitely not correct yet then. My pc is probably just to fast to notice, didn't crash here when I tested... Anyway if the logs get flooded, the performance drops. I'm gonna work on a improved categorization parsing system tonight/tomorrow and give it some proper t...