AAI v0.90 in SVN / latest Spring release - Page 3

AAI v0.90 in SVN / latest Spring release

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

Moderators: hoijui, Moderators

User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

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

Post by hoijui »

why not using MinGW? its not hard to setup with the instructions from the wiki (i used them a few months back myself), and if you have problems still, we can help you in the lobby.
Mopar
Posts: 32
Joined: 21 May 2008, 02:06

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

Post by Mopar »

Hi All,

Please find attached AAi 0.90 config for Spring 0.82 and BA713 beta2 mod....

Regards,

Mopar

PS: I hope someone else fins this useful..
Attachments
AAI_Balanced_Annihilation_V7.13_beta2_config.rar
AAI 0.90 BA713beta2 config for AI bots in Spring 0.82...
(560 Bytes) Downloaded 49 times
Mopar
Posts: 32
Joined: 21 May 2008, 02:06

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

Post by Mopar »

Hi All,

Please find attached AAI config for XTA963.... for Spring 0.82 & 08.2.1...
Attachments
XTA_9.6.3.rar
AAI XTA963 config.
(455 Bytes) Downloaded 29 times
Mopar
Posts: 32
Joined: 21 May 2008, 02:06

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

Post by Mopar »

AAI configs for XTA963 & BA715...
Attachments
xta963_&_ba715_aai_configs.zip
AAI configs for XTA963 & BA715... in .ZIP as requested....
(1.03 KiB) Downloaded 42 times
Mopar
Posts: 32
Joined: 21 May 2008, 02:06

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

Post by Mopar »

Can someone please upload a AAI config for XTA 964beta, I tried renaming an existing config and game starts but AI bot commander doesn't build anything... XTA 963 works fine so i assume its just 964 that has an issue... Any help appreciated...
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

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

Post by hoijui »

btw, in next release of spring (and current master), AAI supports version independend mod config files.
for BA for example, it first looks for Balanced_Annihilation_7.15.cfg (full-name). if not found, will look for BA.cfg (short-name).
Mopar
Posts: 32
Joined: 21 May 2008, 02:06

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

Post by Mopar »

ok, thanks hoijui for the quick reply.........

So, should i wait for next version of spring to be released to be able to play AAI and xta96b or stick with xta963 until then....

Also does that also mean that KAIK and RAI will work properly with XTA again..... ???
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

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

Post by hoijui »

this is a pure AAI change, not changing anything for other AIs. i was not aware that KAIK and RAI do not work with XTA. as they do not use config files (only caches, which are non critical for game-play), it is very likely that they would need logic adjustments, code wise, to work with a mod they do not currently support. i am only doing basic maintenence for these AIs (AAI, RAI, KAIK and HughAI), so they do not crash due to engine changes, and still find their config files and so on. so... little luck to get them support mods they do not yet, or not anymore.
Mopar
Posts: 32
Joined: 21 May 2008, 02:06

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

Post by Mopar »

Just Downloaded and installed 082.4 and XTA964b fails to initialise the previous version XTA963 works fine so i think the issue is with XTA mod..

Unable to provide error because error log is an empty file
AAI_log_team_1.txt is created in log folder but is empty file

infolog is as follows:

LogOutput initialized.
Spring 0.82.4.0 (0.82.4)
Build date/time: Aug 31 2010 14:42:55
Available log subsystems: CollisionVolume, unit, ArchiveScanner, VFS-detail, VFS, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
default config file: C:\Users\Mopar\AppData\Local\springsettings.cfg
using default configuration source "C:\Users\Mopar\AppData\Local\springsettings.cfg"
[CMyMath::Init] CPU SSE mask: 126, flags:
SSE 1.0: 1, SSE 2.0: 1
SSE 3.0: 1, SSSE 3.0: 1
SSE 4.1: 1, SSE 4.2: 0
SSE 4.0A: 0, SSE 5.0A: 0
using streflop SSE FP-math mode, CPU supports SSE instructions
OS: Microsoft Windows
Microsoft Windows 7 Ultimate Edition, 32-bit (build 7600)
Intel(R) Core(TM)2 Duo CPU E8200 @ 2.66GHz; 2047MB RAM, 5117MB pagefile
OS: 32bit native mode
Using read-write data directory: D:\Games\Spring\
Using read-only data directory: C:\Users\Mopar\Documents\My Games\Spring\
Scanning: C:\Users\Mopar\Documents\My Games\Spring\maps
Scanning: C:\Users\Mopar\Documents\My Games\Spring\mods
Scanning: C:\Users\Mopar\Documents\My Games\Spring\packages
Scanning: D:\Games\Spring\maps
Scanning: D:\Games\Spring\base
Scanning: D:\Games\Spring\mods
Supported Video modes: 1680x1050, 1600x1024, 1600x900, 1360x768, 1280x1024, 1280x960, 1280x800, 1280x768, 1280x720, 1152x864, 1024x768, 800x600, 720x576, 720x480, 640x480
Video mode set to 1024x768/32bit
[ 0] SDL: 1.2.10
[ 0] GL: 3.3.0
[ 0] GL: NVIDIA Corporation
[ 0] GL: GeForce 9600 GT/PCI/SSE2
[ 0] GLSL: 3.30 NVIDIA via Cg compiler
[ 0] GLEW: 1.5.4
[ 0] Joysticks found: 0
[ 0] Joystick 0 not found
[ 0] Connecting to local server
[ 0] Starting GameServer: 9 ms
[ 0] Starting demo recording
[ 0] Using map Geyser_Plains_TNM04-V3
[ 0] Recording demo demos/20100901_123412_Geyser_Plains_TNM04-V3_0.82.4.sdf
[ 0] Using mod XTA 9.64 beta
[ 0] Sound: OpenAL info:
[ 0] Sound: Vendor: OpenAL Community
[ 0] Sound: Version: 1.1 ALSOFT 1.11.753
[ 0] Sound: Renderer: OpenAL Soft
[ 0] Sound: AL Extensions: AL_EXTX_buffer_sub_data AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET AL_EXTX_sample_buffer_object AL_EXT_source_distance_model AL_LOKI_quadriphonic
[ 0] Sound: ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_disconnect ALC_EXT_EFX ALC_EXTX_thread_local_context
[ 0] Sound: ALC_EXT_EFX found (required for air absorption): yes
[ 0] Sound: Device: DirectSound Software
[ 0] Sound: Available Devices:
[ 0] Sound: DirectSound Software
[ 0] Sound: air absorption enabled: 0.1
[ 0] Using mod archive XTAPEV964b.sd7
[ 0] Loading client data: 98 ms
[ 0] User number 0 (team 0, allyteam 0)
[ 0] Sound: parsed 4 sounds from gamedata/sounds.lua
[ 0] Loading sounds: 1 ms
[ 0] Camera and mouse: 112 ms
[ 0] Parsing unit icons
[ 0] Loading GameData Definitions
[ 0] WARNING: removed core_mkrogoth unitDef, missing model file (core_mkrogoth.3do)
[ 0] WARNING: removed nuclear_missilex3 weaponDef, missing model
[ 0] Loading all definitions: 0.718000
[ 0] Loading GameData Definitions: 765 ms
[ 0] Parsing Map Information
[ 0] Loading SMF
[ 0] Loading Map
[ 0] Calculating smooth height mesh
[ 0] Calculating smooth mesh: 35 ms
[ 0] Number of damage types: 16
[ 0] Creating unit textures
[ 0] Loading weapon definitions
[ 0] Could not load sound from def: 0
[ 0] Could not load sound from def: corcomhit
[ 0] Could not load sound from def: 0
[ 0] Could not load sound from def: 0
[ 0] Could not load sound from def: 0
[ 0] Loading unit definitions
[ 0] Could not load sound from def: torpadv1
[ 0] WARNING: too many unit categories (32), skipping level10
[ 0] WARNING: too many unit categories (33), skipping ctrl_c
[ 0] WARNING: too many unit categories (34), skipping energy
[ 0] WARNING: too many unit categories (35), skipping carry
[ 0] WARNING: too many unit categories (36), skipping antisub
[ 0] WARNING: too many unit categories (37), skipping all
[ 0] WARNING: too many unit categories (38), skipping core
[ 0] WARNING: too many unit categories (39), skipping phib
[ 0] WARNING: too many unit categories (40), skipping defensive
[ 0] WARNING: too many unit categories (41), skipping metal
[ 0] WARNING: too many unit categories (42), skipping mine
[ 0] WARNING: too many unit categories (43), skipping kamikaze
[ 0] WARNING: too many unit categories (44), skipping ctrl_m
[ 0] WARNING: too many unit categories (45), skipping ctrl_s
[ 0] WARNING: too many unit categories (46), skipping storage
[ 0] WARNING: too many unit categories (47), skipping jam
[ 0] WARNING: too many unit categories (48), skipping ctrl_n
[ 0] WARNING: too many unit categories (49), skipping rad
[ 0] WARNING: too many unit categories (50), skipping ctrl_j
[ 0] WARNING: too many unit categories (51), skipping bomb
[ 0] WARNING: too many unit categories (52), skipping ctrl_u
[ 0] WARNING: too many unit categories (53), skipping stealth
[ 0] WARNING: too many unit categories (54), skipping spy
[ 0] WARNING: too many unit categories (55), skipping extractor
[ 0] WARNING: too many unit categories (56), skipping tll
[ 0] Inconsistent movedata 13 for arm_plesiosaur (moveclass tankhover4): floater, but not a ship movetype
[ 0] Could not load sound from def: hovsmof1
[ 0] WARNING: too many unit categories (57), skipping paral
[ 0] WARNING: too many unit categories (58), skipping armspid
[ 0] WARNING: too many unit categories (59), skipping category=core
[ 0] WARNING: too many unit categories (60), skipping notland
[ 0] WARNING: too many unit categories (61), skipping minelayer
[ 0] WARNING: too many unit categories (62), skipping ctrl_x
[ 0] WARNING: too many unit categories (63), skipping fort
[ 0] Inconsistent movedata 20 for armflea (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[ 0] Inconsistent movedata 20 for armfleaa (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[ 0] WARNING: too many unit categories (64), skipping mobile
[ 0] WARNING: too many unit categories (65), skipping ctrl_k
[ 0] Could not load sound from def: torpadv1
[ 0] WARNING: too many unit categories (66), skipping die
[ 0] Inconsistent movedata 20 for dieflea (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[ 0] Inconsistent movedata 20 for fleagoth (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[ 0] Inconsistent movedata 20 for mflea (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[ 0] Inconsistent movedata 20 for minigoth (moveclass tankhover9): neither canhover nor floater, but not a ground movetype
[ 0] Loading feature definitions
[ 0] Initializing map features
[ 0] Reading estimate path costs
[ 0] [CPathManager] pathing data checksum: 7095dd38
[ 0] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[ 0] Loading .smt tile-file "maps/Geyser_Plains_TNM04-V3.smt"
[ 0] Loading 9079 tiles from file 1/1
[ 0] Reading tiles
[ 0] Reading tile map
[ 0] generating MipMaps: 2 ms
[ 0] Generating 3D trees
[ 0] Creating Projectile Textures
[ 0] Loading console: 1 ms
[ 0] Sound: Unable to open audio file: FailedCommand
[ 0] Sound: CSound::GetSoundId: could not find sound: FailedCommand
[ 0] Loading LuaRules
[ 0] Loaded gadget: CobButton <unit_cobbutton.lua>
[ 0] Loaded gadget: Disable Buildoptions <unit_disable_buildoptions.lua>
[ 0] Loaded gadget: Health Upgrade <unit_health_upgrade.lua>
[ 0] Loaded gadget: Jumpjets <unit_jumpjets.lua>
[ 0] Loaded gadget: No Self Pwn <unit_noselfpwn.lua>
[ 0] Loaded gadget: Production Rate <unit_buildspeed.lua>
[ 0] Loaded gadget: Repair Pad <unit_refuel.lua>
[ 0] Loaded gadget: Spawn <commoption.lua>
[ 0] Loaded gadget: UnitEStallDisable <unit_estall_disable.lua>
[ 0] Loaded gadget: UnitMorph <unit_morph.lua>
[ 0] Loaded gadget: UnitStealth <unit_stealth.lua>
[ 0] Loaded gadget: lups_wrapper.lua <lups_wrapper.lua>
[ 0] Loaded gadget: Area Attack <areaattack.lua>
[ 0] Loaded gadget: Team Com Ends <teamcomends.lua>
[ 0] Loaded gadget: LupsSyncedManager <lups_manager.lua>
[ 0] Loaded gadget: Mex Upgrader Gadget <unit_mex_upgrader.lua>
[ 0] Failed to load: lups_manager.lua ([string "LuaRules/Gadgets/lups_manager.lua"]:105: attempt to index field 'corfus' (a nil value))
[ 0] Loaded gadget: Chicken Spawner <unit_spawner.lua>
[ 0] Loaded gadget: UnitEStallDisable <unit_estall_disable.lua>
[ 0] Loaded gadget: UnitMorph <unit_morph.lua>
[ 0] Loaded gadget: UnitStealth <unit_stealth.lua>
[ 0] Loaded gadget: mo_nowrecks <mo_nowrecks.lua>
[ 0] Loaded gadget: Area Attack <areaattack.lua>
[ 0] Loaded gadget: Mex Upgrader Gadget <unit_mex_upgrader.lua>
[ 0] Loaded gadget: Lups <lups_wrapper.lua>
[ 0] Loading LuaGaia
[ 0] Loading LuaUI
[ 0] Using LUAUI_DIRNAME = LuaUI/
[ 0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[ 0] LuaUI: bound F11 to the widget selector
[ 0] LuaUI: bound CTRL+F11 to tweak mode
[ 0] Failed to load: unit_buildbar_xta.lua (duplicate name)
[ 0] Failed to load: unit_customformations2.lua (duplicate name)
[ 0] Loaded widget from user: HealthBars <unit_healthbars.lua>
[ 0] Loaded widget from mod: HealthBars - XTA <unit_healthbars_xta.lua>
[ 0] Loaded widget from mod: Ally Resource Bars <gui_ally_res.lua>
[ 0] Loaded widget from user: Show Build V2 <unit_showbuild.lua>
[ 0] Loaded widget from user: BuildETA <gui_build_eta.lua>
[ 0] Loaded widget from mod: BuildETA - XTA <gui_build_eta_xta.lua>
[ 0] Loaded widget from mod: Cloak Fire State <unit_cloakfirestate.lua>
[ 0] End spec mode / action finder
[ 0] Loaded widget from user: Action Finder <cmd_actionfinder.lua>
[ 0] Loaded widget from user: Auto First Build Facing <autofirstbuildfacing.lua>
[ 0] BuildBar Warning: you deactivated the "blurApi" widget, please reactivate it.
[ 0] Loaded widget from user: BuildBar <gui_buildbar.lua>
[ 0] BuildBar Warning: you deactivated the "blurApi" widget, please reactivate it.
[ 0] Loaded widget from mod: BuildBar - XTA <gui_buildbar_xta.lua>
[ 0] Loaded widget from mod: DGun Stall Assist <unit_dgun_stall_assist.lua>
[ 0] Loaded widget from user: Defense Range <gui_defenseRange.lua>
[ 0] Loaded widget from user: Display DPS <gui_display_dps.lua>
[ 0] Loaded widget from mod: DontMove - XTA <unit_dontmove_xta.lua>
[ 0] Loaded widget from user: Easy Facing <gui_easyFacing.lua>
[ 0] Loaded widget from user: Group Label <group_label.lua>
[ 0] Loaded widget from mod: Loop Select <unit_loop_select.lua>
[ 0] Loaded widget from user: MinimapEvents <minimap_events.lua>
[ 0] Loaded widget from user: Nuke Button <gui_nukeButton.lua>
[ 0] Loaded widget from user: Pause Screen <gui_pauseScreen.lua>
[ 0] Loaded widget from mod: Pause Screen - XTA <gui_pausescreen_xta.lua>
[ 0] Loaded widget from mod: ReclaimInfo - XTA <gui_reclaiminfo_xta.lua>
[ 0] Loaded widget from user: Show Orders <gui_show_orders.lua>
[ 0] Loaded widget from user: SmoothCam <camera_smoothcam.lua>
[ 0] Loaded widget from mod: Start Point Remover - XTA <init_start_point_remover_xta.lua>
[ 0] Loaded widget from user: Toggle LOS <gui_toggleLos.lua>
[ 0] Loaded widget from mod: Stockpiler (dynamic) <unit_stockpile_dynamic.lua>
[ 0] Loaded widget from user: Unit Ranges <gui_unit_ranges.lua>
[ 0] Loaded widget from user: UnitGroups v5.1 <gui_unitgroups5_1.lua>
[ 0] Loaded widget from mod: UnitGroups v5.1 - XTA <gui_unitgroups5_1_xta.lua>
[ 0] Loaded widget from mod: XTA - Defense Range <gui_xta_defenserange.lua>
[ 0] Loaded widget from mod: Z Selector <unit_z_selector.lua>
[ 0] Loaded widget from mod: Attack AoE - Xta <gui_attack_aoe_xta.lua>
[ 0] Loaded widget from mod: Ceasefire <gui_ceasefire.lua>
[ 0] Loaded widget from mod: Prospector - XTA <gui_prospector_xta.lua>
[ 0] Loaded widget from mod: BA Waypoint Dragger <unit_waypoint_dragger.lua>
[ 0] Loaded widget from user: EnemySpotter <gui_enemy_spotter.lua>
[ 0] Loaded widget from user: Rank Icons <gui_xp.lua>
[ 0] UpdateWidgetCallIn: bad name: TweakKeyPress
[ 0] UpdateWidgetCallIn: bad name: TweakKeyRelease
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Loaded widget from user: IceUI <gui_IceUI.lua>
[ 0] Loaded widget from mod: Select n Center! - XTA <gui_center_n_select_xta.lua>
[ 0] Loaded widget from user: Unit Stats <gui_unit_stats.lua>
[ 0] Loaded widget from mod: LupsManager <gfx_lups_manager.lua>
[ 0] nil~=0
[ 0] Loaded widget from user: HighlightSelectedUnits <gui_hilight_selectedunits.lua>
[ 0] Loaded widget from user: Mouse Buildspacing <gui_buildspacing.lua>
[ 0] Loaded widget from mod: Lups <lups_wrapper.lua>
[ 0] Loaded widget from user: CustomFormations2 <unit_customformations2.lua>
[ 0] LuaUI v0.3
[ 0] Finalizing...
[ 0] Reloaded ctrlpanel with: IceUI_ctrlpanel.txt
[ 0] Connection attempt from UnnamedPlayer
[ 0] -> Version: 0.82.4.0 (0.82.4)
[ 0] -> Connection established (given id 0)
[ 0] Player UnnamedPlayer finished loading and is now ingame
[ 0] GameID: b3bb7d4c030ab1b5f180e4eb1cdf4421
[ 0] UnnamedPlayer added point: Start 0
[ 0] <SkirmishAI: AAI 0.9 (team 1)>: land map detected
[ 0] <SkirmishAI: AAI 0.9 (team 1)>: New map-learning file created
[ 0] <SkirmishAI: AAI 0.9 (team 1)>: AAI loaded
[ 0] <SkirmishAI: AAI 0.9 (team 1)>: ressurected
[ 5] Skirmish AI "Enemy" took over control of team 1
[ 450] <SkirmishAI: AAI 0.9 (team 1)>: Failed to initialize AAI! Please view ai log for further information and check if AAI supports this mod
[ 810] User exited
[ 810] Spring 0.82.4.0 (0.82.4) has crashed.
[ 810] Exception: Access violation (0xc0000005)
[ 810] Exception Address: 0x68d90668
[ 810] DLL information:
[ 810] 0x00400000 spring
[ 810] 0x77780000 ntdll
[ 810] 0x76f40000 kernel32
[ 810] 0x75a60000 KERNELBASE
[ 810] 0x10000000 DevIL
[ 810] 0x77900000 MSVCRT
[ 810] 0x76070000 ADVAPI32
[ 810] 0x774c0000 sechost
[ 810] 0x75c70000 RPCRT4
[ 810] 0x6c2a0000 GLU32
[ 810] 0x68b90000 OPENGL32
[ 810] 0x75bd0000 GDI32
[ 810] 0x775f0000 USER32
[ 810] 0x778e0000 LPK
[ 810] 0x77280000 USP10
[ 810] 0x68a10000 DDRAW
[ 810] 0x6ef60000 DCIMAN32
[ 810] 0x77320000 SETUPAPI
[ 810] 0x759e0000 CFGMGR32
[ 810] 0x75f50000 OLEAUT32
[ 810] 0x76de0000 ole32
[ 810] 0x75a40000 DEVOBJ
[ 810] 0x74460000 dwmapi
[ 810] 0x75f20000 IMAGEHLP
[ 810] 0x6fbc0000 mingwm10
[ 810] 0x76110000 SHELL32
[ 810] 0x77720000 SHLWAPI
[ 810] 0x775b0000 WS2_32
[ 810] 0x778f0000 NSI
[ 810] 0x61b80000 zlib1
[ 810] 0x70780000 vorbisfile
[ 810] 0x68140000 ogg
[ 810] 0x64cc0000 vorbis
[ 810] 0x6b600000 OpenAL32
[ 810] 0x73450000 WINMM
[ 810] 0x66fc0000 freetype6
[ 810] 0x62aa0000 glew32
[ 810] 0x01150000 SDL
[ 810] 0x7c340000 MSVCR71
[ 810] 0x77120000 IMM32
[ 810] 0x774e0000 MSCTF
[ 810] 0x6c1b0000 avgrsstx
[ 810] 0x6fd60000 dsound
[ 810] 0x74690000 POWRPROF
[ 810] 0x75830000 CRYPTBASE
[ 810] 0x75fe0000 CLBCatQ
[ 810] 0x74630000 MMDevApi
[ 810] 0x74530000 PROPSYS
[ 810] 0x73c40000 wdmaud
[ 810] 0x73db0000 ksuser
[ 810] 0x75240000 AVRT
[ 810] 0x6f7f0000 AUDIOSES
[ 810] 0x73c30000 msacm32
[ 810] 0x73ab0000 MSACM32
[ 810] 0x73bb0000 midimap
[ 810] 0x758d0000 profapi
[ 810] 0x744f0000 uxtheme
[ 810] 0x02500000 CurXP0
[ 810] 0x69500000 nvoglv32
[ 810] 0x75a10000 WINTRUST
[ 810] 0x75ab0000 CRYPT32
[ 810] 0x75940000 MSASN1
[ 810] 0x6b8b0000 DINPUT
[ 810] 0x751b0000 HID
[ 810] 0x61a40000 AIInterface
[ 810] 0x68d80000 SkirmishAI
[ 810] 0x69190000 dbghelp
[ 810] Stacktrace:
[ 810] (0) D:\Games\Spring\AI\Skirmish\AAI\0.9\SkirmishAI.dll(release+0xb248) [0x68D90668]
[ 810] (1) D:\Games\Spring\AI\Skirmish\AAI\0.9\SkirmishAI.dll(release+0x4148f) [0x68DC68AF]
[ 810] (2) D:\Games\Spring\AI\Skirmish\AAI\0.9\SkirmishAI.dll(release+0x41398) [0x68DC67B8]
[ 810] (3) D:\Games\Spring\AI\Skirmish\AAI\0.9\SkirmishAI.dll(release+0x96) [0x68D854B6]
[ 810] (4) D:\Games\Spring\spring.exe(skirmishAiCallback_Unit_CurrentCommand_getOptions+0x6659) [0x00A14739]
[ 810] (5) D:\Games\Spring\spring.exe [0x009F914C]
[ 810] (6) D:\Games\Spring\spring.exe(aiInterfaceCallback_DataDirs_getWriteableDir+0x333e) [0x00A2352E]
[ 810] (7) D:\Games\Spring\spring.exe(aiInterfaceCallback_DataDirs_getWriteableDir+0x9173) [0x00A29363]
[ 810] (8) D:\Games\Spring\spring.exe(aiInterfaceCallback_DataDirs_getWriteableDir+0x8aa1) [0x00A28C91]
[ 810] (9) D:\Games\Spring\spring.exe [0x00407B11]
[ 810] (10) D:\Games\Spring\spring.exe [0x0098974C]
[ 810] (11) D:\Games\Spring\spring.exe [0x00991D0B]
[ 810] (12) D:\Games\Spring\spring.exe [0x00992014]
[ 810] (13) D:\Games\Spring\spring.exe [0x009927F0]
[ 810] (14) D:\Games\Spring\spring.exe [0x004010A7]
[ 810] (15) D:\Games\Spring\spring.exe [0x00401123]
[ 810] (16) C:\Windows\system32\kernel32.dll(BaseThreadInitThunk+0x12) [0x76F91194]
[ 810] (17) C:\Windows\SYSTEM32\ntdll.dll(RtlInitializeExceptionChain+0x63) [0x777DB3F5]
[ 810] (18) C:\Windows\SYSTEM32\ntdll.dll(RtlInitializeExceptionChain+0x36) [0x777DB3C8]

Also note that spring crashed when exiting this game after AAI failed to initialise...
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

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

Post by hoijui »

please do not post log-files like this, but attach them as file to your post, or use pastebin.ca.

looks like the crash only happened cause the AI team got no unit until frame 450. in other words, the mod fails to spawn start units.

so.. please try with NullAI, to see if commanders get spawned at all, nad if not, tell XTA guys to fix it.
Mopar
Posts: 32
Joined: 21 May 2008, 02:06

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

Post by Mopar »

OK, thanks for assistance.......
Mopar
Posts: 32
Joined: 21 May 2008, 02:06

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

Post by Mopar »

btw hoijui, I did some more testing and XTA964b works with E32AI, KAIK and even as NullAI it spawns a commander.... but not with AAI, also RAI has issues... Enemy AI Bot commander builds extractors and factories but doesn't build any units for attack or defence....

I suggest you have a few quick games in your spare time to see for yourself... you only need to play AAI and RAI as the others seem to work fine as is...

If you have no spare time I am prepared to create replays for you you to watch if thats an easier option ???

My only wish is is to improve Spring.....
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hoijui
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Re: AAI v0.90 in SVN / latest Spring release

Post by hoijui »

thanks :-)
for real.. it it practically impossible for the problem to lie in the AI. and as we have release time.. i'd rather not spend time for this. i did a fix for AAI not to crash anymore if the mod does not spawn a unit. but basically, if there is no unit spawned, it is the mods fault, no matter what AI controls the team.
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

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

Post by slogic »

Periodically AAI eats huge amount of CPU producing a small gap.
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hoijui
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Re: AAI v0.90 in SVN / latest Spring release

Post by hoijui »

could you please give some more info, like script.txt, how long into the game does it happen, from start, have you seen any relation to something else (eg. number of units on the field)?
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

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

Post by slogic »

I seldom use AAI, but every time i use it i notice these gaps. Map is not matter. Turn on debug mode (Alt+B) and watch for AAI stats. It periodically raises up to 40-42% (from almost zero), and it is constant in time. Interval is about 10-15 sec. on 2x speed. Happens just from the start.
Last edited by slogic on 06 Oct 2010, 09:53, edited 1 time in total.
gajop
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Re: AAI v0.90 in SVN / latest Spring release

Post by gajop »

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, and some time ago I still didn't configure them to use different SPRING_DIRs they (it also happens to be 4 AAIs playing in those games) probably corrupted the files in AI/Skirmish/AAI/... which caused the crash.

Still, I'm not sure exactly if that was the problem, or if it won't reappear now somehow (but at least a couple of games managed to play out fine with those AAI files removed).
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hoijui
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Re: AAI v0.90 in SVN / latest Spring release

Post by hoijui »

on spring master, when compiled with DEBUG, AAI will write profiling stats into its per-team log files at end of game, since today.
I was not able to reproduce this lag. Building-Management seems to take 50+% of the time here, still, it does not use a lot at all.
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

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

Post by slogic »

Compiled AAI by MSVC2008. Could not repeat CPU spikes. But found another issue: AI builds one building per one _minute_ in the beginning (this lasts for about 3 minutes).

Code: Select all

Profiling summary:
                               Part |          Total Time
                             InitAI             0.265s
                        UnitDamaged             0.016s
                        UnitCreated             0.000s
                       UnitFinished             0.000s
                      UnitDestroyed             0.000s
                           UnitIdle             0.031s
                     UnitMoveFailed             0.000s
                     EnemyDestroyed             0.000s
                         Scouting_1             0.000s
                         Scouting_2             0.016s
                             Groups             0.000s
                    Unit-Management             0.000s
                       Check-Attack             0.000s
                Resource-Management             0.000s
                     Update-Sectors             0.000s
                 Builder-Management             0.000s
                      Update-Income             0.016s
                Building-Management             0.061s
       BuilderAndFactory-Management             0.000s
                    Check-Factories             0.000s
                     Check-Defenses             0.031s
                      Upgrade-Mexes             0.000s
               Recheck-Rally-Points             0.000s
       Recalculate-Efficiency-Stats             0.000s
bennyg
Posts: 3
Joined: 29 Aug 2008, 15:43

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

Post by bennyg »

I'm getting the 0.5sec+ minihangs as well (notice them after about 5-10 minutes gametime) when using AAI, even when spectating a 1v1 -it is definitely specific to AAI.

The other major problem for me is inactive Core in BA 7.19, and a clue can be seen from the buildtable log: (AAI/0.9/log)

Code: Select all

defence building Core:
Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    

stationary arty Core:
Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    Consul    
etc.
etc.
All the unit ID stuff above it is normal, but Every entry for every Core category is "consul", so Core commanders just sit there... Arm is fine though and plays normally. Deleting cache/learn/logs made no diff.

edit: system is Asus G51J-A1; Core i7-720QM | 4Gb DDR31066 | GTX260M@560/1400/950 | 15.6" 1080p | X25MG2 80Gb | 320Gb 7200HDD
Attachments
BuildTable_Balanced_Annihilation_V7.19-8cc8bec1.txt
log file from above
(48.3 KiB) Downloaded 22 times
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