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by AF
05 May 2017, 16:46
Forum: Feature Requests
Topic: ValidAIs.lua
Replies: 125
Views: 15284

Re: ValidAIs.lua

Then we use the tried and tested method everybody else uses outside our community and attach version numbers to stuff. E.g. Instead of an AI saying it supports EvoRTS, it says it supports EvoRTS <= 5.0 or something to that effect. Then if the game moves on, fine, the AI dev tests and updates to 6.0....
by AF
05 May 2017, 16:21
Forum: AI
Topic: ShardLua games configurations dev
Replies: 17
Views: 1962

Re: ShardLua games configurations dev

Well, very well... Happy to see your interest abma, though I don't know what are the steps to fix your issues, at least I understand that not all is loosed! Now the next step is get a road map to get a ShardLuaAI working framework. To do this is absolutely necessary the convergence between spring e...
by AF
05 May 2017, 16:15
Forum: AI
Topic: ShardLua games configurations dev
Replies: 17
Views: 1962

Re: ShardLua games configurations dev

Someone have a vague idea about a "Shared ShardLua Road map" ? make shard load the lua ai from an archive file or directly the game archive. thats imo the best solution: - no git submodules required - can be updated independently - is only downloaded when needed - ... There are no VFS APIs for the ...
by AF
05 May 2017, 16:13
Forum: AI
Topic: ShardLua games configurations dev
Replies: 17
Views: 1962

Re: ShardLua games configurations dev

also ALL automatic builds were randomly broken due to removals / renames of git repositories. This is why Shard is cloned to https://github.com/spring/Shard as all other submodules required to compile the spring engine. I'm fine with having a separate repository that I can PR against, it improves r...
by AF
01 May 2017, 19:10
Forum: AI
Topic: AI whitelists, a trivial solution
Replies: 5
Views: 1372

Re: AI whitelists, a trivial solution

The problem with wrapping native AIs in Lua is that it's not something that's easy to do, lua is a scripted language running in a VM, all manner of chaos could happen just trying to build that.

Killing AI players who do nothing before a set time is also another option
by AF
27 Apr 2017, 16:27
Forum: AI
Topic: AI whitelists, a trivial solution
Replies: 5
Views: 1372

Re: AI whitelists, a trivial solution

If an AI has done nothing with its units 20 seconds into the game I'd say its a safe assumption it doesn't support the game, having a hardcoded list of AIs shouldn't be necessary. Eitherway the end result is a superior experience to the current one. As a sidenote, AIInfo.lua could contain a list of ...
by AF
26 Apr 2017, 14:27
Forum: AI
Topic: AI whitelists, a trivial solution
Replies: 5
Views: 1372

AI whitelists, a trivial solution

I would like to note the following things: - When a native AI doesn't support a game, it shouldn't attempt to play it and say so. It also shouldn't crash - LuaAIs are gadgets and have full control over event handling With those 2 things in mind, lets remember that LuaAIs have to figure out which tea...
by AF
19 Apr 2017, 19:27
Forum: General Discussion
Topic: Community News Tags
Replies: 7
Views: 598

Re: Community News Tags

Is there a better tag we can use? Such as the name of the game? Or '[game:name]'? https://github.com/spring/spring-website/blob/master/wwwroot/includes/news.php#L37 idea was/is to add icons for the known "tags". This might work for the homepage, but it falls flat if you try to share things outside ...
by AF
18 Apr 2017, 03:17
Forum: General Discussion
Topic: Community News Tags
Replies: 7
Views: 598

Community News Tags

Historically we've tried to show that the Spring Engine is not a game, but an engine, but our community news has items that start with '[game]'. When shared this kind of implies the opposite.

Is there a better tag we can use? Such as the name of the game? Or '[game:name]'?
by AF
30 Mar 2017, 18:37
Forum: Game Development
Topic: Introducing the SpringRTS kernel
Replies: 15
Views: 1826

Re: Introducing the SpringRTS kernel

Ah, when I tried using it I was directed towards Anaconda and similar as it was easier to get up and running quickly
by AF
29 Mar 2017, 18:08
Forum: Game Development
Topic: Introducing the SpringRTS kernel
Replies: 15
Views: 1826

Re: Introducing the SpringRTS kernel

I'd suggest using Anaconda to install Jupyter, which has a windows installer. The rest is primarily python, so in theory it should all be doable

https://www.continuum.io/downloads

My understanding is that Jupyter already has some plotting stuff, it just needs a data source, which you've provided
by AF
29 Mar 2017, 16:27
Forum: General Discussion
Topic: Best AI for 'Air' only maps ?
Replies: 16
Views: 1319

Re: Best AI for 'Air' only maps ?

I made several modifications to the Shard AI, I don't think they'll fix the problem, but they'll make diagnosing the problem significantly easier, as well as show up any unexpected situations. The infolog suggests that the Shard AI lua files are either missing, misplaced, or are missing certain thin...
by AF
27 Mar 2017, 15:47
Forum: Game Development
Topic: Introducing the SpringRTS kernel
Replies: 15
Views: 1826

Re: Introducing the SpringRTS kernel

Jupyter lets you write up notebooks that contain code that runs. E.g. you can include a data set then tell it to print out a lot of graphs and it will go away and do all the necessary work. You can write python directly in the doc and transform the results and do some basic data science and analysis...
by AF
21 Mar 2017, 18:59
Forum: Game Development
Topic: Introducing the SpringRTS kernel
Replies: 15
Views: 1826

Re: Introducing the SpringRTS kernel

This looks very useful
by AF
19 Mar 2017, 10:47
Forum: Off Topic Discussion
Topic: Hello!
Replies: 7
Views: 1790

Re: Hello!

TLDR:

Hello! Have there been any recent advances?
by AF
13 Mar 2017, 23:47
Forum: General Discussion
Topic: Best AI for 'Air' only maps ?
Replies: 16
Views: 1319

Re: Best AI for 'Air' only maps ?

Oh dear, that's a hard crash, I'll look into the cause and see about a fix, but it'll require recompiling Shard once done. Thanks for the infolog!
by AF
12 Mar 2017, 01:23
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 72051

Re: Shard 0.4/dev

That is incorrect For the Native Shard that comes bundled with spring, If Shard is located at: spring/engines/103.0/AI/SKIRMISH/Shard/dev/AI Then Shard will search for files here: spring/engines/103.0/AI/SKIRMISH/Shard/dev/AI and here: spring/engines/103.0/AI/SKIRMISH/Shard/dev/AI/SHORTGAME Where sh...
by AF
11 Mar 2017, 23:23
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 72051

Re: Shard 0.4/dev

This file seems to implement a number of translation functions:

https://github.com/eronoobos/ShardSprin ... /shard.lua

Systematising this would be useful so that these aren't dangling functions in the global namespace
by AF
11 Mar 2017, 23:21
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 72051

Re: Shard 0.4/dev

That interface provides the means for Shard to use the Spring Gadget API, but it does something needs to load and create an instance of Shard, and pass events to it. That part is missing. I can infer a few things based on a read of Eronoobos' work, I can infer that this file is what SpringLobby need...
by AF
11 Mar 2017, 18:56
Forum: AI
Topic: Shard 0.4/dev
Replies: 839
Views: 72051

Re: Shard 0.4/dev

Nooo I mean the whole subfolder to override Shard files for a game thing, you definitely need to put Shard inside the game. So this folder: https://github.com/tomjn/Shard/tree/master/data/ai Is fine as is, you don't need to create another subfolder for each game, e.g. BA will still work without this...

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