Skirmish AI: E323AI 3.22.4 - Page 35

Skirmish AI: E323AI 3.22.4

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

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elias79
Posts: 57
Joined: 11 May 2008, 23:29

Re: Skirmish AI: E323AI 3.19.1

Post by elias79 » 17 Sep 2010, 02:35

slogic wrote:It is your mod sucks. Check the build tree, i told you and i don't like to repeat.
I was not complaining so no need feel insulted, and saying that your mod sucks is not very objective.

Keep up the good work.
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Umrug
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Re: Skirmish AI: E323AI 3.22.4

Post by Umrug » 19 Sep 2010, 22:09

It needs saying that while I keep quiet in forums recently, Error and slogic are my two favorite peoples on this planet.


Last time any AI was playable with NOTA was... was... well dunno the year but i remember hearing sabretooth roar in the background.

<3
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pingved
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Joined: 17 Sep 2008, 12:22

Re: Skirmish AI: E323AI 3.22.4

Post by pingved » 21 Sep 2010, 16:16

I request nuclear missiles and anti for AI. Thx.
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pingved
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Re: Skirmish AI: E323AI 3.22.4

Post by pingved » 21 Sep 2010, 16:44

+ fixing crash after commander has been attacked
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slogic
AI Developer
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Re: Skirmish AI: E323AI 3.22.4

Post by slogic » 21 Sep 2010, 17:53

Umrug wrote:...Last time any AI was playable with NOTA was... was... well dunno the year but i remember hearing sabretooth roar in the background.
Well, i tested this AI versus RAI. So RAI can play NOTA too.
pingved wrote:+ fixing crash after commander has been attacked
I hear about this crash for the first time. Play your games with turned on log file and post here infolog.txt and AI log file please. Also AI has no reaction algorithm when commander (or any other unit) is under attack, so this sounds for me unbelievable. I mean the source of the crash is not commander attacking but smth else.

What i'm doing now is implementing coverage layers. I hope this can help me to introduce AA defenses, jammer towers, nano towers, shields, anti-nukes & CA economy boosters (Pylons?) at once.
Last edited by slogic on 21 Sep 2010, 19:19, edited 1 time in total.
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AF
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Re: Skirmish AI: E323AI 3.22.4

Post by AF » 21 Sep 2010, 18:29

When this crash occurs, are there any other AIs running? Do you mean the AIs commander or your own?
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pingved
Posts: 21
Joined: 17 Sep 2008, 12:22

Re: Skirmish AI: E323AI 3.22.4

Post by pingved » 22 Sep 2010, 11:52

After switching to t2 AI building too many units t1 and too little t2, and t3 do not build on the DSD.
In the first picture (screen00007.png) shows that the AI is unable to properly manage the units.
The second image (screen00010.png) shows that some units sometimes get stuck (at the bottom of the tanks).
The third picture (screen00015.png) shows that he has no defense against nuclear attack and the commander is not hiding (+does not clocked).
He is not building a plasma deflectors and it is easy to dunk him.
So little building nuclear reactors and metal makers (t2) are built.
More often happens that the commander could escape when his base is almost destroyed, but remains and explodes: (
Attachments
screen00015.png
(2.34 MiB) Downloaded 2 times
screen00010.png
(2.87 MiB) Downloaded 2 times
screen00007.png
(3.07 MiB) Downloaded 2 times
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pingved
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Re: Skirmish AI: E323AI 3.22.4

Post by pingved » 22 Sep 2010, 11:55

2AF
When this crash occurs, are there any other AIs running? Do you mean the AIs commander or your own?
Crashes happen, now it's hard to reproduce their cause.
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pingved
Posts: 21
Joined: 17 Sep 2008, 12:22

Re: Skirmish AI: E323AI 3.22.4

Post by pingved » 22 Sep 2010, 12:03

LLT in the bottom is stupid.
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pingved
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Re: Skirmish AI: E323AI 3.22.4

Post by pingved » 22 Sep 2010, 12:07

To me occurred an interesting idea.
It may be that when the AI team play - choose different strategies of behavior or something like that.
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AF
AI Developer
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Re: Skirmish AI: E323AI 3.22.4

Post by AF » 22 Sep 2010, 14:15

I mean is E323AI the only AI, or are there RAIs/AAIs/Shards also in the game?
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pingved
Posts: 21
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Re: Skirmish AI: E323AI 3.22.4

Post by pingved » 22 Sep 2010, 14:17

only E323AI
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slogic
AI Developer
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Re: Skirmish AI: E323AI 3.22.4

Post by slogic » 22 Sep 2010, 16:07

17 E323AI bots?! Pity i can't see FPS counter. Also i could not run them all on my CPU.
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slogic
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Re: Skirmish AI: E323AI 3.22.4

Post by slogic » 04 Oct 2010, 22:26

New release.

v3.23.0 [2010-10-04]
* AI can build anti-air defenses, jammers, shields, nano-towers & anti-nukes, though you need updated config files to see them in action
* AI can't properly use anti-nukes yet
* nano-towers are set on patrol order for now and do not have separate behaviour yet
* refactored to support unlimited number of categorization tags
* added new categorization tags: SUB, JAMMER, NUKE, ANTINUKE, PARALYZER, TORPEDO, TRANSPORT, EBOOSTER, MBOOSTER,SHIELD, NANOTOWER, REPAIRPAD
* added calculation of two more threatmap layers for: floating units & underwater units
* improved AI behaviour when starting the game without initial resources
* assisting units will prefer to assist factories according to max techlevel state instead of strictly closest ones
* added new attack behaviour for air fighters
* slightly improved auto-categorization of units
* added detection & removing of stuck unit in a moving group
* fixed improper loading of categorization file when using DOS style EOL markers under *nix OS
* fixed memory leak in defense matrix module
* fixed build task ETA when builder is in micro-mode
* fixed attack stall when target gotten via enemyScan() is cloaked
* updated BA & CA config files

Please test and report _crash_ bugs. Logging is turned ON by default.

DLL is compatible with 0.82.5.x and older. DO NOT use it with Spring 0.82.6.x.
Attachments
e323ai-3.23.0-win32-debug.zip
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Last edited by slogic on 17 Oct 2010, 13:16, edited 1 time in total.
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hoijui
Former Engine Dev
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Re: Skirmish AI: E323AI 3.22.4

Post by hoijui » 04 Oct 2010, 23:14

wow! :-)
big change list!

3.22.4 builds fine on GCC

edit: fixed compile errors on GCC for 3.23.0
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Zydox
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Re: Skirmish AI: E323AI 3.22.4

Post by Zydox » 14 Oct 2010, 15:55

Seems to work fine for me... no crashes...
Though I don't think the AI should be spending that much resources on AA... from my point of view it's become much easier to beat the AI with this latest version...

I would suggest that it only starts spamming AA when it first detects air... as that's basically what a normal player would do :)
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slogic
AI Developer
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Joined: 17 Mar 2008, 19:03

Re: Skirmish AI: E323AI 3.22.4

Post by slogic » 14 Oct 2010, 19:08

It acts like you said. If not then provide replay and approx. time when AI built first AA defence. Personally i see the problem with nano-towers cause they can't be paused for now and eating resources even when AI is stalled.
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Zydox
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Re: Skirmish AI: E323AI 3.22.4

Post by Zydox » 18 Oct 2010, 12:49

Think you can provide a new DLL for the lastest spring version?
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slogic
AI Developer
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Re: Skirmish AI: E323AI 3.22.4

Post by slogic » 18 Oct 2010, 15:31

I will. With new features only. :P
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Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Re: Skirmish AI: E323AI 3.22.4

Post by Chojin » 23 Oct 2010, 23:39

Very cool, aggressive and entertaining AI! It's fun to play against. Thank you very much :)

--
Chojin aka Napkin
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