AAI 0.70 released - Win + Linux version included

AAI 0.70 released - Win + Linux version included

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submarine
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AAI 0.70 released - Win + Linux version included

Post by submarine »

It has taken quite a long time (and many unexpected breaks) but finally AAI 0.70 is there. Due to private reasons there has not been much beta-testing the last weeks. Furthermore there aren't any advanced learning files included but AA 0.211S. This means that AAI will very likely improve its behaviour after some matches - dont expect sensible buildchoices at the beginning.

A big "thank you" goes to Nicklas Marcusson and Acidd_UK for debugging/code improvements, Krogothe for his mex spot class and other help, Firenu and Tournesol for helping me with the debugger and lust but not least all beta-testers!

I also want to thank Nicklas for hosting this file until fileuniverse allows me to upload it...



Download: (AAI 0.70 win + linux)

http://jujutsu.ungaornar.se/AAI_0_70rc.7z



Here's the changelog:

- AAI now handles anti air/assault units, bombers and fighters with different groups (requieres a little bit of learning to work properly)

- Added new category SUBMARINE_ASSAULT to improve AAI's behaviour on water maps

- Added MAX_ANTI_AIR_GROUP_SIZE, MAX_NAVAL_GROUP_SIZE, MAX_SUBMARINE_GROUP_SIZE and MAX_ARTY_GROUP_SIZE (not in use yet) statement to mod cfg

- Added FAST_UNITS_RATE and HIGH_RANGE_UNITS_RATE statements to mod.cfg

- Added different sub-groups for air only mods (light, medium, heavy & super heavy air assault)

- Added a message being displayed from time to time when AAI has not been loaded succesfully

- Completly new combat unit selection (in theory, aai should react more dynamically to its opponent's behaviour - requieres some learning to work porperly)

- Improved/fixed building of stationary defences - only terporary, defence placement will be reworked within the next versions (MIN_SECTOR_THREAT statement added to mod.cfg)

- Idle builders will now try to reclaim wreckages/features in/close to the base

- Improved unit detection a bit (some bogus weapons like mobile jammers in aa will not be considered being combat units anymore, static mobile units (like dragons claw) will be filtered out as well)

- Improved assistance management e.g. factories will now call assisters both based on buildque length and buildtime of single units (thx to accid_uk for his suggestion)

- Added MIN_ASSISTANCE_BUILDSPEED statement to mod cfg

- Improved AAI's building placement at the beginning of the game (buildings will not be spread out that much anymore to reduce wlaking time of commander (thx to acid uk for the idea)

- AAI now takes the position of its base into account when placing stationary defences for extractors outside of its base

- New power plant selection (fixed AAI not building pocket fusions in ff)

- Fixed a spelling bug when reading cfg files (keyword had been MAX_ASSITANTS instead of MAX_ASSISTANTS) (thx to Acidd_UK for reporting this bug)

- Fixed a bug that prevented AAI from upgrading metal extractors

- Fixed a bug that could cause AAI to freeze when builders get stuck

- Fixed scout spamming bug

- Fixed possible buffer overflow when reading cfg files (thx to FizzWizz for reporting)

- Fixed a bug that crashed the game on small maps when MAX_MEX_DISTANCE was greater than map size (e.g. small divide)

- Fixed a bug that prevented AAI from rebuilding killed builders




Download: (AAI 0.70 win + linux)

http://jujutsu.ungaornar.se/AAI_0_70rc.7z
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DUMBHA
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Post by DUMBHA »

Nice.
Targon
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Joined: 16 Dec 2005, 05:15

Post by Targon »

...And it works on small divide!

this is great!
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Kuroneko
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Post by Kuroneko »

FAPPITY FAP FAP!!!

-e-

It beat me! Sending bombers with fighter escorts to draw fire. BAH!
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rattle
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Post by rattle »

Some first feedback:
Played a round of XTA7 on Comet Catcher Remake v2, me vs. AAI.

AAI didn't attack once! It stacked about 300 units (RadarAI detected 320+, once I spammed some radar planes) in the top center of the map. After sending some units in and decimating the blob of units, it slowly sent some units towards my base. I've been killing off it's base before, mostly mexes/turrets/guarding units but it never fought back. I was sitting there appr. 30 mins waiting for it to attack... I've been watching some KAI vs. AAI games and it was attacking in these (AAI was dominating the first 20 minutes)
submarine
AI Developer
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Post by submarine »

do you remember if aai scouted you? i noticed aai sometimes doesnt build scouts (or wants to build a certain scout but has to build the proper factory first)

maybe the xta profile is bad (no scouts defined....) - i never play xta, tried a few days ago but the mod is really awful imho
danpaul88
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Joined: 04 Jul 2006, 17:23

Post by danpaul88 »

tried it in AA 2.11, one of the two AAI's I had in the game built two solar collectors and then stopped doing anything, the other built up well and had some large groups of units, but when I watched its scouts it only seemed to scout to the top right corner, never anywhere else... perhaps it needs to do some more learning on mars

but overall very good work, happy to have an ai that works with aa2.11 properly :)

EDIT: Fixed typos
Last edited by danpaul88 on 20 Jul 2006, 00:05, edited 1 time in total.
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FizWizz
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Post by FizWizz »

I like AAI, but there is a behavior that it exhibits that needs to be stopped. This is regarding anti-aircraft units.
In E&E, AAI likes to spam anti-aircraft units and send them to their opponent, which usually kills them swiftly.

This is a picture showing that behavior in action:
Image
from the minimap you can see that red has beaten green back up into the corner where it only has about a handful of units now. Red has only two assault units (1/8th of a full group, using my profile), but it has 4 anti-aircraft units coming along for the attack as well (2 full anti-aircraft groups, again my profile). You'll even notice that even though green is on the brink of death, it built an anti-aircraft unit, and you can see it circled in green in the picture.

I would like to make the following suggestions:
Instead of being allowed to go out alone, anti-aircraft groups should be restricted completely to guarding ground assault groups that go out to attack. This is important to prevent anti-aircraft groups from going anywhere unescorted. It should also be restricted to a single anti-aircraft group guarding each assault group. This is important to keep the computer from using throwing all the anti-aircraft groups in one basket, and helps reinforce the ratio of assault to anti-aircraft units. Any time there are not available assault groups, anti-aircraft groups should just sit in and guard the base.
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krogothe
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Post by krogothe »

Sub awesome to have you back, i was genuinely missing seeing you around :wink:
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rattle
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Post by rattle »

submarine wrote:do you remember if aai scouted you? i noticed aai sometimes doesnt build scouts (or wants to build a certain scout but has to build the proper factory first)

maybe the xta profile is bad (no scouts defined....) - i never play xta, tried a few days ago but the mod is really awful imho
I prefer XTA over AA but that's me. Anyway, you're probably right, can't remember seeing any scouts of it in my base.

As for anti-air, it really needs some AA detection, because it used Jethros/Crashers as meat shields most of the time in AA221 games.

Another thing to say is, that it should use some sort of priority system for unit construction management like KAI. So it builds units by it's own learning file's efficiency calculations and unit stats in general. In most games I watched today, AAI refrained from either teching up or building stronger units, like at least some Bulldogs/Goliaths/Reapers/etc or lvl 2 kbots.
It kept spamming Samsons/Slashers or Jethros/Crashers and occasionally a mixture of random lvl 1 units. It built by far too little lvl 2 units and got a resource excess in the later game.
If I wiped the learning files and let it learn from scratch would that fix it?


Now for defenses, it spams the entire map with either LLTs or MTs and barely uses stronger defenses. Does this behaviour depend on the learning file too?


Oh almost forgot: good job :P. It's a lot of fun after all.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

XTA works fine... I dont like AA much and it actually plays XTA better than AA anyhow.. It still cant beat KAI but I love this AAI.. LEARNING FTW.. when will comm d-gunning be impimented?
danpaul88
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Joined: 04 Jul 2006, 17:23

Post by danpaul88 »

Further to the comments about Anti-Air, in the game I tried of AA2.11 it build a LOT of jethros and sent them out as an attack group, at which point they found some enemy units and stood still while they got destroyed... (presumable trying to fire at said enemy units, but being unable to as they only have AA weapons).

Guessing it just needs to do some learning about how useless Anti-Air units are as attack units :P

Still, as I said before, I am very happy with the AI overall, and glad to see your still commited to it :)
submarine
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Post by submarine »

in theory aai should learn which units are aa units - look at the buildtable log file (in log subfolder), it tells you about the type of an armed unit

concerning spamming aa in e&e: i experienced that in the beginning as well, but it had been gone after some matches. aai probably just needs more time to learn

concerning scouts:
look at the buidltable log if aai actually detected any scout units

if not - adjust the cfg file (an mail it to me), if thats not the case, it may be another bug
submarine
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Post by submarine »

actually you cant compare kai and aai, since they are based on different design philosophies and play the game in a completely different way. i've hardly seen aai defating kai, but since its a cheating ai it doesnt make much sence to me to compare them (however i'm pretty happy to have a stronger opponent to test my ais - thx a lot krog *g*)
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FizWizz
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Post by FizWizz »

I looked at the buildtable for E&E, and it shows the level 1 GD tank as "Ground Assault." In fact, no units in the mod at all are placed into any anti-aircraft category.
Actually, I think I might know why... here's a question: does AAI just search for the weapon tag "toairweapon=1;" to discern anti-aircraft units from assault units? If that's so, that would explain why AAI does not recognize any anti-aircraft units in E&E; none of them use the "toairweapon=1;" tag.
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yuritch
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Post by yuritch »

To make AAI use strong units and good defences do the following: play some games against it and show it how good those things are. Like build some Guardians and Annihilators and allow AAI to waste a few hundreds L1 units on them, then roll in with Bulldogs and what other units you consider powerful. After some games (2-4) AAI will "understand" those units are strong and will build them itself. I did that in different mods and usually it worked, AAI's unit selection improved quite fast.
Targon
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Post by Targon »

I'm getting crashes with AAI on Land/Water maps like deltasiege and on ringatolremake, sometimes as soon as the map starts and othertimes after about 20 seconds.

I probably don't know what I'm talking about, but I think this only happens when it wants to build a shipyard. tried it with both EE epic and the latest version of AA.

Otherwise it's looking very good
submarine
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Post by submarine »

FizWizz wrote:does AAI just search for the weapon tag "toairweapon=1;" to discern anti-aircraft units from assault units? If that's so, that would explain why AAI does not recognize any anti-aircraft units in E&E; none of them use the "toairweapon=1;" tag.
no since i dont know much about those tags and how they work aai detects aa units based on its learning data. this also menas that the type is not static but may change from game to game. at the beginning, all units are considered to be assault units - it usually took 2-3 games in aa 2.11 for aai to learn that.

you may help the ai by building some bombers/fighters and let them get shot down by enemy aa

anyway, if anybody has decent learning files for a mod, mail them. i would like to include them in the version i 'll upload to fu when its working again
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

sub, can you put commander D-gunning in it next? like, high priority? the biggest prob with AAI is it is vunerble early game to rushes (as KAI likes to do). If the comm could D-gun effectively, then AAI wouldnt get to many beats at the start and will get a stronger eco faster.. just a thought.
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rattle
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Post by rattle »

submarine wrote:actually you cant compare kai and aai, since they are based on different design philosophies and play the game in a completely different way. i've hardly seen aai defating kai, but since its a cheating ai it doesnt make much sence to me to compare them (however i'm pretty happy to have a stronger opponent to test my ais - thx a lot krog *g*)
As long as KAI doesn't annoy AAI with microed units, AAI expands fairly well and a tad faster than KAI (depends on the map). In most games, AAI lasted for over 60 minutes. I usually ended the game then, because it could fight back for another hour.
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