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by submarine
10 Nov 2005, 18:43
Forum: AI
Topic: 2 preview pics of AAI
Replies: 49
Views: 6988

it is stable right now if you use it on maps with "sharp" metal spots (not on small divide), because cain's metal spot finder class had some problems with it (don't know if he released an updated version, but tell me if so) apart from capturing enemy units i had no crashes, but i didnt tes...
by submarine
10 Nov 2005, 09:04
Forum: AI
Topic: 2 preview pics of AAI
Replies: 49
Views: 6988

I'll do that after teh first release; due to my studies i dont have much free time right now and i first want to spent it on improving the ai itself...
by submarine
08 Nov 2005, 21:48
Forum: AI
Topic: 2 preview pics of AAI
Replies: 49
Views: 6988

probably i should consider it beeing a complement that aai will crush all other ais - but i just showed you nothing more than two pictures. so keep cool and avoid predictions that are not supported by facts besides zaphod surely is not jealous and he helped me a lot, without his advice it would have...
by submarine
08 Nov 2005, 13:05
Forum: AI
Topic: Message to AI Creaters
Replies: 11
Views: 2183

i dont think there would be any benefit at all; each ai is based on a different philosophy and we all code in a very different way. there is very few common ground as there aren´t any rules how to make an ai. its not about just putting together several parts... i often discuss things with zaphod;...
by submarine
08 Nov 2005, 07:16
Forum: AI
Topic: 2 preview pics of AAI
Replies: 49
Views: 6988

dont overestimate learning effect right now, i hope to be able to improve that in the future. in the beginning, all units are considered equally effiecient against other unit categories; it saves its updated values after each game, so after some time, pewees or aks get much lower eff. values - stump...
by submarine
07 Nov 2005, 21:25
Forum: AI
Topic: 2 preview pics of AAI
Replies: 49
Views: 6988

what i definitely should implement before release:
- aai doesnt use constr. units right now
- improve the scout code
- improve base defence
- improve search for suitable construction sites
by submarine
07 Nov 2005, 21:21
Forum: AI
Topic: 2 preview pics of AAI
Replies: 49
Views: 6988

AAI doesnt use any predefined buildscripts or hardcoded unit defs at all; it reads everything it needs directly from the unit definitions and sorts units into groups (like mexes, power plants, scouts, etc.) the only thing it has to know is the name of the starting units of every side; i tested it wi...
by submarine
07 Nov 2005, 21:13
Forum: AI
Topic: 2 preview pics of AAI
Replies: 49
Views: 6988

2 preview pics of AAI

These are two pictures of the first working (= builds units and tries to attack enemy) version of my ai called AAI i hope to be able to release a first version soon after the release of the next ta spring version (which comes with my extended ai interface) http://www.fileuniverse.com/images/AAI%201_...
by submarine
07 Nov 2005, 21:04
Forum: AI
Topic: spectating AI vs AI
Replies: 6
Views: 1569

hmm i got another solution: you select the same team as on of the ai players, and then use cheat function to become spectator...

it works...
by submarine
07 Nov 2005, 20:44
Forum: AI
Topic: spectating AI vs AI
Replies: 6
Views: 1569

spectating AI vs AI

It may be very stupid to ask, but i want my ai to fight vs another ai; so if i add 2 ais in the spring client and select spectator for myself, the start button becomes deactivated...
by submarine
06 Nov 2005, 20:13
Forum: AI
Topic: NTAI 0.26 + Other goodies
Replies: 19
Views: 3035

does anyone know when there will be a new release, so all ais work with the same spring.exe that comes with the "official" update?
by submarine
03 Nov 2005, 20:26
Forum: AI
Topic: Detecting which unit killed another one
Replies: 8
Views: 2134

i (or zaphod to be more precisely) updated spring cvs so it now provides the attacker in EnemyDestroyed and UnitDestroyed
by submarine
27 Oct 2005, 15:23
Forum: AI
Topic: Detecting which unit killed another one
Replies: 8
Views: 2134

i just talked to sj, he proposed to use the units experience instead; i´m not quite happy with that, so im thinking of etending the ai interface..

what do other ai devs think about it?
by submarine
27 Oct 2005, 13:51
Forum: AI
Topic: Detecting which unit killed another one
Replies: 8
Views: 2134

ok agreed, but this still only provides my ai with information about enemy killers, it´s necessary to get the own killers as well... theres only enemydestroyed(int enemy), but i don´t know how to get the killer from that edit: its not absolutely necessary, but it´ll take more time to get se...
by submarine
27 Oct 2005, 13:28
Forum: AI
Topic: Detecting which unit killed another one
Replies: 8
Views: 2134

that means i would have to check it every time, damage is beeing dealt to a unit - isn´t that a waste of cpu power? at first, i wanted to keep it very simple: if a unit gets killed by another type, the effincy of the killer is increased a little bit and vice versa for the killed unit. the increas...
by submarine
27 Oct 2005, 13:17
Forum: AI
Topic: Detecting which unit killed another one
Replies: 8
Views: 2134

Detecting which unit killed another one

To be able to implement some basic learning system for my ai, i want the ai to store information about which unit types get often killed and which often kill others. the first thing is not a problem, but is there any way to do the second one? there is EnemyDestroyed(int enemy), but theres no direct ...
by submarine
25 Oct 2005, 19:32
Forum: AI
Topic: GetUnitDef(int id) causing trouble
Replies: 2
Views: 1085

lol thanks cain :) i´ve been trying to hunt that bug for hours

i confused UnitDef->id with the unit ids spring assigns to units in the game...

how stupid... :|
by submarine
25 Oct 2005, 18:54
Forum: AI
Topic: GetUnitDef(int id) causing trouble
Replies: 2
Views: 1085

GetUnitDef(int id) causing trouble

GetUnitDef(int id) return a null pointer when called during initialization of an ai

however, GetUnitDef("ARMCOM") works fine for me; is it possible that the unit ids are not set when spring ai intefrace calls InitAI() ??
by submarine
21 Oct 2005, 11:52
Forum: Off Topic Discussion
Topic: Single most retarded statement I have ever heard...
Replies: 32
Views: 3270

well i dont know the context, but it is stupid in that way, as you can´t prove empirism itself (i think he refers only to natural sciences)

but most of the time those (natural) science vs. religion guys never heard anything about scientific method, logic and things like that.....
by submarine
19 Oct 2005, 00:06
Forum: AI
Topic: NTAI
Replies: 73
Views: 11473

i tried it out, on some maps it crashes right at the beginning (hill heaven for example) on other maps (hills and plains) it builds metal makers like hell but nearly no other buildings (especially it doesn´t build more tahn one or two mexes)

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