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by gajop
13 Oct 2010, 15:25
Forum: AI
Topic: AILadder and SpringGrid
Replies: 25
Views: 3620

Re: AILadder and SpringGrid

A small update on the progress: - Botrunner is excluded from springgrid, they are now separate projects. Reason for this is justified as my assumption that most people will just want to run botrunners on some of the available springgrids, and well, they are used separately. - All projects are using ...
by gajop
05 Oct 2010, 22:50
Forum: AI
Topic: AILadder and SpringGrid
Replies: 25
Views: 3620

Re: AILadder and SpringGrid

Could you allow an export feature that exported a lua XML or son format with basic stats? Nothing too much, just basic probability stats, e.g. Shard 0.4 versus 0.5 what is the probability of 0.4 winning drawing or loosing, and the 3 totals, no per battle details, that can be for another API. That w...
by gajop
05 Oct 2010, 22:42
Forum: AI
Topic: AILadder and SpringGrid
Replies: 25
Views: 3620

Re: AILadder and SpringGrid

a VirtualBox image for a botrunner .. i would like that. a problem i see there though, is how to maintain it painlessly. redistributing a 1GB image each time a new spring version comes out is not a nice thing of course. same with new AI versions. well, if i do that, ill probably use a distribution ...
by gajop
05 Oct 2010, 18:54
Forum: AI
Topic: AILadder and SpringGrid
Replies: 25
Views: 3620

Re: AILadder and SpringGrid

I'm not so sure about that. I'll probably provide you with a reasonably easy API for xmlrpcs to query completely played leagues, and we can see how Glicko or Trueskill does on it. One of the key things that bothers me with human-based systems is having a perception of time, learning and similar. AIs...
by gajop
05 Oct 2010, 17:59
Forum: AI
Topic: AAI v0.90 in SVN / latest Spring release
Replies: 64
Views: 16218

Re: AAI v0.90 in SVN / latest Spring release

I'm not 100% sure on what caused the issue, but AAI would block the game and start using more and more memory (until it got killed or killed my system :). The issue got resolved by removing cached files. My guess is, since I used multiple spring-headless instances (4 to be exact) at the same time, a...
by gajop
05 Oct 2010, 17:43
Forum: AI
Topic: AILadder and SpringGrid
Replies: 25
Views: 3620

Re: AILadder and SpringGrid

Oh, and a couple of things I'd like to ask for general oppinions. Assuming league involves each member of the league playing the same amount of matches against each other: 1. What kind of league scoring do you want? And should there be multiple ones, and you get to choose which one you want on deman...
by gajop
05 Oct 2010, 17:25
Forum: AI
Topic: AILadder and SpringGrid
Replies: 25
Views: 3620

Re: AILadder and SpringGrid

Interesting, one of the major problems with the spring grid and AI league projects was that their aim was not to provide an AI league and spring grid, but were instead a means to an end to make hughperkins more employable. Hence the rampant restructuring, dependencies, and feature additions, rather...
by gajop
05 Oct 2010, 17:22
Forum: AI
Topic: AILadder and SpringGrid
Replies: 25
Views: 3620

Re: AILadder and SpringGrid

I have a 512 core linux cluster with 2TB ram at work, which sits idle most of the time... If anyone would want to do some neural or other learning AI projects on that, I could be of assistance. sounds fun, i guess i could have it set up to have low process usage with niceness; it already kills the ...
by gajop
04 Oct 2010, 13:10
Forum: AI
Topic: AILadder and SpringGrid
Replies: 25
Views: 3620

Re: AILadder and SpringGrid

Way back, BrainDamage and I talked to Hugh about interfacing the AIladder with our ladder system http://ladder.springlobby.info/. I have no recollection whatsoever what the result was, but if you want catch either of us on lobby. so you're the ones responsible for springlobby :twisted: well, sure, ...
by gajop
04 Oct 2010, 13:07
Forum: AI
Topic: AILadder and SpringGrid
Replies: 25
Views: 3620

Re: AILadder and SpringGrid

i would be willing to help solving problems with AAI and HughAI. i remember that HughAI supports one or more AI options that allow disabling the GUI, or maybe it was in a config file... anyway, i have commit access to HughAI and AAI. i'd do everything from rewriting HughAI stuff to better with with...
by gajop
04 Oct 2010, 01:20
Forum: AI
Topic: AILadder and SpringGrid
Replies: 25
Views: 3620

AILadder and SpringGrid

Ok, so here's a small update regarding the projects AILadder and SpringGrid. For those of you who don't know what those projects are, you can take a look in these two threads: http://springrts.com/phpbb/viewtopic.php?f=15&t=20830 http://springrts.com/phpbb/viewtopic.php?f=15&t=20358 Basicall...
by gajop
03 Oct 2010, 00:52
Forum: Feature Requests
Topic: specify infolog.txt output destination
Replies: 2
Views: 517

Re: specify infolog.txt output destination

yey, nice, that works just fine for what i need it
by gajop
02 Oct 2010, 19:22
Forum: Feature Requests
Topic: specify infolog.txt output destination
Replies: 2
Views: 517

specify infolog.txt output destination

By default spring outputs infolog.txt into ~/.spring on linux and probably spring install directory in windows(?). Would it be possible to have a flag specify a different output directory or file? That would make it possible to have multiple valid infolog.txt from multiple spring instances. I could ...
by gajop
26 Sep 2010, 22:14
Forum: AI
Topic: Headless Spring?
Replies: 10
Views: 2040

Re: Headless Spring?

As a result, for this semester I am creating a Neural Net and/or Genetic Algorithm based AI. Now, NNs require training in order to be effective so I was thinking, if I could somehow have a headless version of Spring I could run multiple copies of the game on my home PC and let the AI 'learn' that w...
by gajop
24 Sep 2010, 19:32
Forum: AI
Topic: Feature request: Feature events :D
Replies: 0
Views: 564

Feature request: Feature events :D

Thread title sounds a bit confusing, but I'd like to get onCreate, onDestroy and similar events for features (those little things you reclaim), just as they exist for team/enemy units. Not sure if C/C++ APIs have it, but java one doesn't, for both the normal and OO version: http://abma.de/projects/a...
by gajop
19 Sep 2010, 11:29
Forum: AI
Topic: New C++ AI Interface
Replies: 53
Views: 5668

Re: New C++ AI Interface

Well the two parts I mentioned are just string literals so that isn't getting checked anywhere before it's called, which might cause a problem. But anyhow, it would be great if you could show some error logs you were sent to better pinpoint the source of the problem. oh and btw, this is also one cas...
by gajop
18 Sep 2010, 22:11
Forum: AI
Topic: New C++ AI Interface
Replies: 53
Views: 5668

Re: New C++ AI Interface

i glanced over your code from git, and from what i understand you never check to see whether it's a null pointer, eventually ending up sending it as a null pointer to lua is that what you intended to do? i have no idea how swig handles c++ -> lua transitions of null pointers, does c/c++ null become ...
by gajop
18 Sep 2010, 21:00
Forum: AI
Topic: Turn off target pos fluctuation for cheating AI
Replies: 37
Views: 4457

Re: Turn off target pos fluctuation for cheating AI

I wouldn't know much about Shard personally, I've only seen one replay of it on evolution (it doesn't come to linux out-of-the-box and i'm too busy to look at those cmake files you mentioned), which btw looks like fun, and even though it managed to win in a 3 shard vs 3 humans game, it wasn't that i...
by gajop
18 Sep 2010, 15:40
Forum: AI
Topic: New C++ AI Interface
Replies: 53
Views: 5668

Re: New C++ AI Interface

Namely whenever someone misspells a unitname in Shard, then attempts to find a location to build it, the engine crashes inside closestbuildsite. The only logical explanation is an invalid unitdef structure caused by attempting to retrieve a unitdef for a unitname that has been misspelt. I'm just gu...
by gajop
18 Sep 2010, 15:35
Forum: AI
Topic: Turn off target pos fluctuation for cheating AI
Replies: 37
Views: 4457

Re: Turn off target pos fluctuation for cheating AI

I might have not understood the entire discussion completely but from what I saw the main argument is that AI's ability to use perfect map information malfunctions when picking targets? If so, that feels more like a bug than normal behavior. Creating AIs that can play competitively against human opp...

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