TSI 0.24 beta released! (compatible with Spring 0.74b3) - Page 2

TSI 0.24 beta released! (compatible with Spring 0.74b3)

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

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tow_dragon
Posts: 45
Joined: 05 May 2006, 13:53

Post by tow_dragon »

Be patient. I am working by making 0.73 compatible version (based on 0.12 version from tags).

[edit]
I've made TSI 0.12 RC1 for Spring 0.73
You can download it from http://www.unknown-files.net/index.php? ... &dlid=1775

PS: This is only a test version.
[/edit]
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Tow_IMPono
Posts: 12
Joined: 21 Aug 2006, 23:58

Post by Tow_IMPono »

Im releasing (probably) final version of TSI 0.12.
It's compatible with Spring 0.73b1 and Absolute Annihilation mod.

This is last version with our AI without support for other mods.
0.2 won't have really Universal Mod Support - it will need a config files with unit names, but we will make such files for all major mods.

Changes:
0.11 -> 0.12
Better support for nukes
Constructors can guard factories
Constructors are trying to run away when attacked
Code optimaliztion
Minor improvements and bugfixes
Still \AI\TSI subfolder must exist in your TASpring folder.

This version don't create any logs.

DOWNLOAD:
http://spring.bee.pl/TSI_0_12.zip
kvdd
Posts: 25
Joined: 27 Jan 2006, 23:44

Post by kvdd »

YESS :D

now i can use ur AI, but.. they build much much more and more buildings and airplanes, but... they dont fly :P

and the have at the much 30 units :P

anyway i overrule that AI wit 100 rockers ;)
CoolColJ
Posts: 15
Joined: 18 Aug 2006, 02:19

Post by CoolColJ »

huh?

I doesn't even show up in the AI list in the new spring when I install it?
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

install it in the proper place
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Also don't use SpringSP just yet. It looks for the AI dlls in the wrong place.
CoolColJ
Posts: 15
Joined: 18 Aug 2006, 02:19

Post by CoolColJ »

krogothe wrote:install it in the proper place
where we that be?

I put it into the AI folder, either by itself or into a TSI sub-dir, no workie
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tow_dragon
Posts: 45
Joined: 05 May 2006, 13:53

Post by tow_dragon »

proper place (for SpringSP v 0.6.1) is TASpring\aidll\globalai, but this dll should be in AI\Bot-libs\ (doesn't work with SpringSP v 0.6.1)
CoolColJ
Posts: 15
Joined: 18 Aug 2006, 02:19

Post by CoolColJ »

ahh ok

Well I use the MP lobby to play skirmish
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

how's things?
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Tow_IMPono
Posts: 12
Joined: 21 Aug 2006, 23:58

Post by Tow_IMPono »

We are still working on support for mods other than AA.
Here you can see some eyecandies:
http://www.antypika.aplus.pl/ttai/screen064.jpg - TSI running E&E 1.63
http://www.antypika.aplus.pl/ttai/screen063.jpg - First experiments with support for water maps.

We will probably release TSI 0.2 within 2 weeks.
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tow_dragon
Posts: 45
Joined: 05 May 2006, 13:53

Post by tow_dragon »

It is closer and closer to TSI 0.2. It will support AA, EE, NanoBlobs and maybe something else. If you would be happy to see support for mod X, write it here and we will try to provide it.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Kewl. Will be interesting to pit TAI vs. NTAI in NB :-)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I say add generic support for arbitrary mods, the necessary changes will make your construction system immensely flexible compared to hardcoded systems already in place. Trust me when I say the benefits far outweigh the costs by a longshot. And it isnt as hard as it may seem either.
Dii
Posts: 1
Joined: 24 Oct 2006, 23:41

Post by Dii »

A small bugreport:
If you choose "Choose in game" option for the start position, the bot won't do anything. AAI was able to manage this, I guess only a minor function is needed for this.
Have a nice day! :)
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hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

Tried one match of CSAI vs TSI 0.12 on CometCatcher Remake v02, AA2.23. The replay is at:

[http://manageddreams.com/csai/061025-Comet Catcher Remake-v02-0.73b1-3.sdf]

(CSAI is bottomleft, in red; TSI is topright, in blue)

*Your building positioning is excellent. Your solar cells are right up next to each other, whilst your factories are well spaced away from other obstructions
*Sending out plasmas at the start is very agressive
*Your production speed is excellent

The building positioning is very nicely done. Could you describe the algorithm you are using for that? It works very well.
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hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

Played a couple more games, one in SmallDivide, one in SpeedMetal.

Also, tried using XTA but I dont think TSI supports it yet?

Here are the replays on AA2.23:

*http://manageddreams.com/csai/061025-Sp ... -aa223.sdf
*http://manageddreams.com/csai/061025-Sm ... -aa223.sdf

The non-metal games are very exciting. Each game is very close, and the bots both play very agressively. I keep thinking CSAI will lose, but then it just pulls through at the end ;-)
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

the 5 meg cometcatcher demo doesn't work? The comms just stay in one place.
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hughperkins
AI Developer
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Joined: 17 Oct 2006, 04:14

Post by hughperkins »

bamb wrote:the 5 meg cometcatcher demo doesn't work? The comms just stay in one place.
You may need to wait 1 or 2 real-time minutes for the commanders to start moving.
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

hughperkins wrote:
bamb wrote:the 5 meg cometcatcher demo doesn't work? The comms just stay in one place.
You may need to wait 1 or 2 real-time minutes for the commanders to start moving.
Why is that? And the speed was set to 3 or 3.5... i even upped it myself too.
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