Skirmish AI: E323AI 3.22.4 - Page 22

Skirmish AI: E323AI 3.22.4

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

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Achilla
Posts: 79
Joined: 24 Aug 2009, 15:17

Re: Skirmish AI: E323AI v3.14.3 - High Templar

Post by Achilla »

Error323 wrote:No haven't!!! Just extremely busy, was even during holidays. I don't wanna make any promises as to when I'll have a new version but I'm working on it.
I'm active modder of other games so I fully understand it. Giving a date and then having it stalk you till you do your stuff sucks, and usually 'it's done when it's done' is best. Heck, there is one warcraft mod 8 years since development and not any close to finishing :twisted: though, that's extreme case I guess.

Take your time, it's all fine. Just give us a heads up from time to time on the progress. It's best fun to test new version and give feedback and in absence of it, duh, all we know or don't know is based around what you post here 8)
slogic
AI Developer
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Re: Skirmish AI: E323AI v3.14.3 - High Templar

Post by slogic »

Here is config file for BOTA 1.6 beta (fix-8).
Attachments
BOTA16b4-categorization.zip
(3.3 KiB) Downloaded 17 times
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: Skirmish AI: E323AI v3.14.3 - High Templar

Post by merijn »

I'd like to create a config for NOTA, is there an easy way to get started with a list of all units in a mod?
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Error323
AI Developer
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Joined: 28 Nov 2006, 16:46

Re: Skirmish AI: E323AI v3.14.3 - High Templar

Post by Error323 »

Hi Merijn,

Just start the AI with NOTA and it should build the basic template files for you wrt NOTA. From there you can adjust them to your needs.
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: Skirmish AI: E323AI v3.14.3 - High Templar

Post by merijn »

Ah thanks, i see thats a new feature. I still use 3.10.1 because its stable (or is there a newer version which does not crash?).

Anyway, it generated the files as you said. NOTA is a bit different from BA/XTA so hope i can get it to work. Right now its doing something at least (when starting with commanders in addition to the nota command towers).

The bot does not seem to use the construction towers (LAND,STATIC,BUILDER,ASSISTER,COMMANDER,ATTACKER,ANTIAIR)

The towers in NOTA perform all important construction, including teching up. Another gotcha with NOTA is the factories cannot be assisted (but havent seen the bot try to do that yet, so might be good). And air is a bit different too, bombers can only be hit by flakkers and fighters, not other AA. Thats probably gonna be impossible to grasp for the bot whithout changes.

Used your bot with BA and works like a charm. If you mix your bot with KAIK and RAi you get a nice mix in bot strategies to play against :)

Merijn
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Error323
AI Developer
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Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by Error323 »

E323AI v3.13.1 - High Templar
Changelog:
  • Group merging
  • Generation of config files on new mod
  • Config updates in BA and XTA
  • Epic target selection
  • More defensive on close units
  • Removed state debuggin info
  • Auto vehicle/kbot selection
  • Commander walking reduced (thx for pointing out)
  • No watermaps support yet
E323AI SO/DLL: E323AI-HighTemplar
E323AI SRC: E323AI@github

Reversion to v3.13.1 - so watermap support is completely disabled again. Working on the problem, its... annoying >_<

- Error323
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by merijn »

I set E323AI v3.13.1 against E323AI v3.10.1. in a BA 704 game.

It crashed bacause of E323AI v3.13.1
inflog snippet:
[ 67408] (0) Unknown [0x3D9390D9]
[ 67408] (1) C:\games\TASpring\AI\Skirmish\E323AI\3.13.1\SkirmishAI.dll [0x3B9F4154]
[ 67408] (2) C:\games\TASpring\AI\Skirmish\E323AI\3.13.1\SkirmishAI.dll [0x3B9F3285]
[ 67408] (3) C:\games\TASpring\AI\Skirmish\E323AI\3.13.1\SkirmishAI.dll [0x3BA06239]
[ 67408] (4) C:\games\TASpring\AI\Skirmish\E323AI\3.13.1\SkirmishAI.dll [0x3BA2F8C3]
[ 67408] (5) C:\games\TASpring\AI\Skirmish\E323AI\3.13.1\SkirmishAI.dll [0x3BA127F0]
[ 67408] (6) C:\games\TASpring\AI\Skirmish\E323AI\3.13.1\SkirmishAI.dll(handleEvent+0x96) [0x3BA04887]
[ 67408] (7) C:\games\TASpring\spring.exe [0x0084B946]
[ 67408] (8) C:\games\TASpring\spring.exe(skirmishAiCallback_Unit_CurrentCommand_getOptions+0xcfc6) [0x0086A666]
[ 67408] (9) C:\games\TASpring\spring.exe [0x00880B4F]
[ 67408] (10) C:\games\TASpring\spring.exe(skirmishAiCallback_Unit_CurrentCommand_getOptions+0x1198c) [0x0086F02C]

last lines in the bots log:
[37:26] (II): CE323AI::UnitDestroyed Rocko(335, 80)
[37:26] (II): CUnit::remove Rocko(335, 80)
[37:26] (II): CGroup::remove unit(335)

For the record, 3.10 was winning. 3.13 built alot of units which stayed at the base and did nothing, while 3.10 used them all in groups running around. (3.13 had groups too, but just did not use all units)

Merijn
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by hoijui »

stack traces are still not usefull here ;-)
but the log lines .. i guess it was the alreyad known bug for 3.13.1, which happens when lots of units die.. something to do wiht group management or so.

next spring will come with 3.13.1, if i dont change anything. maybe we would need more tests (eg agasint humans or other AIs) to see if 3.10.1 is better/stable (i dont remember). i could put this version in then.
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by merijn »

Yeah i know, but it shows which version of the bot caused the crash.

I played a several big games with a friend against 3.10.1 + KAIK + RAI. Didn't have a crash in any of those games. However, yesterday when trying to build a NOTA config for 3.10.1 it crashed during a match against RAI (i was spec). I think just before its commander got wasted. So its not entirely stable either.

stability is more important than features tho. a crashing bot is of no use at all ;) .

Merijn
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Error323
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Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by Error323 »

I can only guarantee a stable E323AI for XTA and BA (its original supported mods) when someone wants to create configfiles for E323AI for a different mod this guarantee is gone.
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by merijn »

fair enough

and maybe in some future if we can use stacktraces again, crashes for other mods could be investigated too ;)

anyway, played another game against 3.10.1 (BA) on sunday and again no crashes. It does tend to collect some clutter of units around its base near the end. but could be something fixed in newer version, i dunno.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by Jazcash »

This AI is awesome, however it does have a few flaws. I think a nice thing to program in an AI would be to only build what is needed. For example, if the AI spots the enemy is using AA, it will build it. It shouldn't spam 5 Jethros at game start.

This includes resources. It should only build energy when needed or if it's maxing resources, it should think about spending them quicker.

I've found this Error AI the best of all the AI also, however, it tends to build solars everywhere even when it has full energy and doesn't have anything else. I played one game vs this AI where all he did for the whole game was make solars :P

This bot is good at raids though, very nice stuff so far.
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FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by FaerieWithBoots »

I tried to make a config file for XTAPEV96 today, but the ai generates its own (with a generated mod name) instead of using my file.
I named the files XTAPEV96-categorization.cfg and XTAPEV96-config.cfg this should work right? or am i missing something?
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by hoijui »

hmm.. if it generates its own.. why not move your file to to that file.. ro say.. replace it?
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FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by FaerieWithBoots »

yes, i could do that, but it isnt supposed to be work like this i guess :-) And error might want to know about it
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hoijui
Former Engine Dev
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Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by hoijui »

i mean...
if it generates files its self, that means, yours were incorrectly named, no?
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FaerieWithBoots
Posts: 149
Joined: 17 Jun 2009, 13:21

Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by FaerieWithBoots »

yes, thats what i assumed, but the ai's filenames look more like checksums then distinguishable modenames :P
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Error323
AI Developer
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Re: Skirmish AI: E323AI v3.13.1 - High Templar

Post by Error323 »

FaerieWithBoots wrote:I tried to make a config file for XTAPEV96 today, but the ai generates its own (with a generated mod name) instead of using my file.
I named the files XTAPEV96-categorization.cfg and XTAPEV96-config.cfg this should work right? or am i missing something?
It only uses the first two characters of the modname. I did this on purpose so that when a new version of a mod comes out, it won't generate a new modfile which then needs to be merged with the previous one, as the generated is just a bootstrap and is never correct.

The reason for two characters is that the mod BA has only two characters, after which the version number is presented.

-- No longer the case, full modnames are used now --
Last edited by Error323 on 23 Jan 2010, 23:04, edited 1 time in total.
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Error323
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Re: Skirmish AI: E323AI v3.14.5 - High Templar

Post by Error323 »

E323AI v3.14.5 - High Templar
Changelog:
  • Group merging re enabled
  • Watermap support
E323AI SO/DLL: E323AI-HighTemplar
E323AI SRC: E323AI@github

So finally I fixed the bug that caused SIGSEGV wrt ATask::remove(). Performed several extensive tests on multiple partial water maps and no weird behaviour was found. Of course, I would like you guys to test also as it will increase probabilities to find more errors. So if you want to try / test please report your findings here, also in case of success :).

- Error323
slogic
AI Developer
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Joined: 17 Mar 2008, 19:03

Re: Skirmish AI: E323AI v3.14.5 - High Templar

Post by slogic »

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