[Bug(whatever?)] in aai.dll bot single player game

[Bug(whatever?)] in aai.dll bot single player game

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kvdd
Posts: 25
Joined: 27 Jan 2006, 23:44

[Bug(whatever?)] in aai.dll bot single player game

Post by kvdd »

I started a game with 4 players:

1) Myself :P
2) Bot (aai.dll)
3) Bot (aai.dll)
4) Bot (aai.dll)


Okay... play ... play ... play ...

Now check this screen, this is my Ally-mate in the game, a bot.


Image


THAT BOT MORONS BUILD EVERY WHERE IN THE GAME STUPID ~~ metal extractors ~~ :| :? :( :o :shock:

Whats up man?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

lol build placement algorithm bug...
kvdd
Posts: 25
Joined: 27 Jan 2006, 23:44

Post by kvdd »

I used this AAI AI with TA:AA...


Nobody have comments? :P
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Check .\aidll\globalai\AAI\cfg\map\<mapname>.cfg if it was detected as metal map. Other than that, I don't know. You should've posted this in the AAI thread and bugger submarine. :-)
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

-> it very much seems like aai considered that map being a metal map...
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Might concern me then, since its likely a metal class issue! Whats the map called?
kvdd
Posts: 25
Joined: 27 Jan 2006, 23:44

Post by kvdd »

krogothe wrote:Might concern me then, since its likely a metal class issue! Whats the map called?
The map was called 2_Valleys-v04
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

If this happens in AAi then it should happen in NTai and KAI too as they all use the same algorithm.

I have a fix however that I've been suggestignf or a very long time.

Krogs mex class fitlers out metal values below a certain value as they're insignificant, which is good. The problem arises in how he does it. Instead fo doign ti absed on how much the average mex would give at that point, he does it based on the value on the metalmap in the range 0->255. This doesnt take into account any situations where say 1 == +5 metal and 255 = 2000 metal and the whole map is 1's exept a spot in the centre which is 2000. Go play core prime industrial estate and you'll see this in action. All the AI's go to the middle top and bottom to build their mexes despite it being a metal map.

Increasing the contrast of the metalmap before running it through the algorithm would also improve results and filter out those faint traces inbetween mexspots that AI's try to build on. Look at aGorms Blackstar and you'll see despite there being a ring of mex spots the AI's try to build on the faint spot in the middle thats almost worthless and barely visible.
kvdd
Posts: 25
Joined: 27 Jan 2006, 23:44

Post by kvdd »

In C:\Program Files\TASpring\aidll\globalai\AAI\cfg\map\2_Valleys-v04.cfg

Its a LAND_MAP 8)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

LANDMAP has nothing todo with metalmap

press f4, and you'll see the way metal is distributed.

If a map has metal and it's uniformly distributed it's considered a metal map. aka plonk a mex down anywhere and it extracts metal.

It's possible for maps to be both land maps and metal maps at the same time.

metal heck is a prime example.
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mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

its not only possible, its usually expected :P
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