KAIK 0.13 Unofficial (Spring 0.80.5*) - Page 3

KAIK 0.13 Unofficial (Spring 0.80.5*)

Here is where ideas can be collected for the skirmish AI in development

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Forboding Angel
Evolution RTS Developer
Posts: 14630
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Kloot wrote:Yeah, 0.12 looks at the ratio between resource
levels and storage capacity to decide if it's low
on something and what to build next, so if it
suddenly gains a huge boost in either metal
or energy storage the decision process gets
thrown off until the balance is restored (which
can take quite a while if every extractor adds
+1000 of each ;)). Shouldn't be hard to fix.
Yep I thought that was it. Could you put out a release (If even only for me) to fix that little bug there? I really really really need KAI for testing, and this bug fucks kai 6 ways from sunday.

Also, something else I forgot to mention. Have kai start checking for the unit restricted tag. ATM it keeps trying to build a restricted unit everywhere and doesn't understand that there can only be 1. Fix plox ;p

And btw, I vote for KAIK. Cause it sounds like Cake, and that's just cool ;p
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Kloot
Spring Developer
Posts: 1865
Joined: 08 Oct 2006, 16:58

Post by Kloot »

@Forb (and any other interested parties):

I've released 0.13 on UF, which shouldn't get
confused about resources anymore (although
I'd be much obliged if you could confirm that by
playing a few games ;)). It will also upgrade its
extractors now and won't go for hovercraft as
eagerly as 0.12, and it favors building factories
over static defenses slightly more. I didn't have
time to implement unit-limit checking yet though,
but expect that in the next build.
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MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Post by MelTraX »

Just crashes for me on load :(

Code: Select all

[GAME]
{
	Mapname=SmallDivide.smf;
	StartMetal=1000;
	StartEnergy=1000;
	MaxUnits=1008;
	StartPosType=0;
	GameMode=2;
	GameType=BA571.sd7;
	LimitDGun=0;
	DiminishingMMs=0;
	GhostedBuildings=1;

	HostIP=localhost;
	HostPort=5501;
	MinSpeed=1;
	MaxSpeed=1;

	MyPlayerNum=0;

	NumPlayers=1;
	NumTeams=2;
	NumAllyTeams=2;

	[PLAYER0]
	{
		name=MelTraX;
		countryCode=de;
		Spectator=0;
		team=0;
	}

	[TEAM0]
	{
		TeamLeader=0;
		AllyTeam=0;
		RGBColor=0.40784 0.97255 0.49412;
		Side=CORE;
		Handicap=0;
	}
	[TEAM1]
	{
		TeamLeader=0;
		AllyTeam=1;
		RGBColor=1.00000 1.00000 0.00000;
		Side=CORE;
		Handicap=0;
		AIDLL=AI/Bot-libs/KAIK-0.13.dll;
	}
	[ALLYTEAM0]
	{
		NumAllies=0;
	}
	[ALLYTEAM1]
	{
		NumAllies=0;
	}
	NumRestrictions=0;
	[RESTRICT]
	{
	}
}
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Forboding Angel
Evolution RTS Developer
Posts: 14630
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

incorrect globalai version? Huh? AI/bot-libs/
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Forboding Angel
Evolution RTS Developer
Posts: 14630
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

insta crash as soon as it tries to load. That's disappointing.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Image

Code: Select all

Using script Commanders
Map: cliffdown.smf
Mod: "Complete Annihilation beta2.2" from ca-beta2.2.sdz
Created server on port 8452
Created local client with number 0
Listening to local client on connection 0
TransportHover: 0 
Opening map file
Loading Map
Loading detail textures
Creating overhead texture
Creating ground shading
Loading tile file
Reading tiles
Reading tile map
Creating projectile texture
Number of damage types: 38
Loading units and weapons
Initializing map features
Generating trees
Parsing unit icons
Creating unit textures
Reading estimate path costs
Analyzing map accessability "8"
Calculating estimate path costs "8" 0/22
...
Calculating estimate path costs "8" 21/22
Reading estimate path costs
Analyzing map accessability "32"
Calculating estimate path costs "32" 0/22
...
Calculating estimate path costs "32" 21/22
Creating sky
LUACOB-MAIN  (GADGETS)
LUACOB-DRAW  (GADGETS)
LUARULES-MAIN  (GADGETS)
LUARULES-DRAW  (GADGETS)
Spring 0.75b2
Player PressureLine joined as 0
AI/Bot-libs/KAIK-0.13.dll has C++ interface
no crash, just *pop* and im back in the lobby
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User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

It's probably built with the svn Spring and that won't work with 0.75b2.
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imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Yup, quite some stuff got changed and added.
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Kloot
Spring Developer
Posts: 1865
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Oops, I accidentally built the .so against the
SVN Spring source (note to self: don't do 3AM
releases in the future) and forgot that buildbot
does the same to produce the .dll. ;) I don't
have a working cross-compiler at the moment
so Windows binaries are going to be delayed a
bit, but a 0.75b2-compatible Linux build is now
on UF. Sorry for the mix-up!
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Forboding Angel
Evolution RTS Developer
Posts: 14630
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

/me cries :cry:
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Kloot
Spring Developer
Posts: 1865
Joined: 08 Oct 2006, 16:58

Post by Kloot »

0.75b2-compatible Windows release of
0.13 (rev. 11/9) is now available as well.
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Forboding Angel
Evolution RTS Developer
Posts: 14630
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

FUCKING WINRAR!

Thanks Kloot!
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Linebacker
Posts: 128
Joined: 25 Jul 2007, 21:30

Post by Linebacker »

Is it possible, that KAI 0.13 does not build a single AA unit? Only rare Slasher/Samsons but no turrets at all. You can also send in some troops to kill the commander in his base. KAIK does not really build base defenses. His squad-attacking is versed though.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Just tested with PURE Alpha, which has two obvious factories, a metal-maker, a Solar-equivalent, mines, radar turrets and many other OTA gewgaws in it... the Commander just sits and does nothing :P

I will be posting the Alpha publicly very soon, I am a bit concerned about this. I have a feeling that KAIK's economic code is probably resulting in no decision being made, because PURE uses different scales than OTA, although the results are very similar.
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Kloot
Spring Developer
Posts: 1865
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Linebacker:

It's not big on AA, no (never really has
been). Also, KAIK emphasizes ground
units over defenses, so if you want to
beat it early you know what to do. ;)

Argh:

I'll know more after you release it.
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User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Yeah, I know, chicken-and-egg there. Can I release it to you privately, to take a look, if you're not too busy? I have another release coming up on Thursday for the team...
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Kloot
Spring Developer
Posts: 1865
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Sure, PM me a link and I'll have a gander.
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AF
AI Developer
Posts: 20671
Joined: 14 Sep 2004, 11:32

Post by AF »

this needs reuploading to UF.
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Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Post by Smiff »

good work.
seems to be the *only* bot that starts its base in the right order (imho. kbot lab then metal makers etc.) and expands with its metal makers properly and in some way that looks like a human.

most other bots seem to be building wind farms and all sorts of strange things! like starting their base with two solar then two metal then a factory.

just about every time i put different bots in, KAIK wins by a long shot..
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Engine Of Darkness
Posts: 87
Joined: 23 Dec 2006, 21:36

Post by Engine Of Darkness »

Is there any download mirror to this AI?
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