Testing AAI

Testing AAI

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

Moderators: hoijui, Moderators

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alaney3
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Joined: 26 Nov 2005, 16:09

Testing AAI

Post by alaney3 »

I tryed the Ai using XTA 0663 on the map wideopencombat and it crashed :( , Played it on painted desert and I am impressed as it kept me very busy, I can not wait till air support is added. after about 2 hours it even built annilitors, I am very impressed, keep up the great work!
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krogothe
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

quick question:
is that 2 hours game time? (120 mins) or normal time?
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AF
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Joined: 14 Sep 2004, 11:32

Post by AF »

Wishing you had your AI's latest version out to counter Krogy?
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krogothe
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Post by krogothe »

lol i wish i could start coding new stuff instead of doing the shitty rewriting and optmizing job im stuck at now... I wont be able to counter the current AAI for a month or so, and by that time AAI will be very advanced!
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Triaxx2
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Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

I'm going to spend the next week coding. Perhaps I'll make mine able to take down every other AI in a single week... Or it'll have it's robot ass handed to it consistently. Ah well, it's nice to have a goal to shoot for.
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alaney3
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Joined: 26 Nov 2005, 16:09

Post by alaney3 »

RE: quick question:
is that 2 hours game time? (120 mins) or normal time?

Yes 120 minutes game time, I was playing me against 3 AAi's. Also the Ai needs a little bit better base defence, but so far it is the best Ai going. And Im not complaining :)
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Kuroneko
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Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

alaney3 wrote:RE: quick question:
is that 2 hours game time? (120 mins) or normal time?

Yes 120 minutes game time, I was playing me against 3 AAi's. Also the Ai needs a little bit better base defence, but so far it is the best Ai going. And Im not complaining :)
AAI's base defence will change with each battle. It'll remember where it last got attacked, and add more defence there accordingly.
Targon
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Joined: 16 Dec 2005, 05:15

Post by Targon »

Does AAI also learn about what defences are effective against what?

because mine likes to clump depth charge launchers on desert dunes.
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Kuroneko
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Post by Kuroneko »

AAI is unable to learn about naval units currently, afaik
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Triaxx2
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Post by Triaxx2 »

The launcher he means is the shore based AA depth charge launcher.

Just attack it from out of range with artillery units, and it'll get the message.
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AF
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Post by AF »

NTAI is ill too, subs been lucky releasing at the right tiem when every other project cant counter.

Not that that's too bad, AAI 0.32 si still beaten by NTAI 0.28 and OTAI 1.03 given that you're playing XTA, which si what we've balanced for.
submarine
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Joined: 31 Jan 2005, 20:04

Post by submarine »

aai learns about ships as well. after a while, it should realise that depth charge launchers are not suitable to counter ground units. but this will take some time (and a lot of depth ch.launchers to be killed by ground units)
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krogothe
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Post by krogothe »

Sub, how big do the learn tables get?
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Kuroneko
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Post by Kuroneko »

krogothe wrote:Sub, how big do the learn tables get?
Depends on the number of units in the mod
submarine
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Post by submarine »

unit tables always have the same size (depending on the number of units), the size of map-caches and map-learn files depend on the size of the map
submarine
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Post by submarine »

a short update of my work:

work towards aai 0.4 is progressing well, a new and better scouting system and the ability of factories to call builders to assist construction have been implemented.

the next step will be assisting other builders as well as an improved ressource management.

Image
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krogothe
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Post by krogothe »

(notice how it places mexes properly!) :wink:
looking good!
Man it sucks to go away for almost a month and not be able to catch up!
I really like the grouped solars btw, they look really cute!
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Maelstrom
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Post by Maelstrom »

Grouped buildings really make the AI look better. I dunno why, but it just does.
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DeathHawk
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Joined: 19 Oct 2005, 02:02

Post by DeathHawk »

Sub U never seize to amaze me This AI is getting better and better each time Well done :-) !!

Just a question can you give us a rough idea when you will be implanting Plains and water units and underwater bases?

other then that i hope you get well Ur AI is exellent :wink:
submarine
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Post by submarine »

the biggest problem ist do determine what kind of map aai is playing on. i already detect water and thus aai would be able to build water buildings as well, but i dont know how to distinguishbetween
- pure water map
- water/land map
- water map with starting pos above sea level
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