NOE AI - development, ideas, manual - Page 2

NOE AI - development, ideas, manual

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PepeAmpere
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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 18 Sep 2012, 20:26

Thx for reporting, yes, i think it is possible.
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yuritch
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Re: NOE AI - development, ideas, manual

Postby yuritch » 21 Sep 2012, 10:02

NOE seems to have problems on maps where metal spots are few, but have high output. It doesn't build enough energy in that case.

Extreme example: 1944_Kiev map (probably any version of it will do, and I know it wasn't meant for non-S44 games), spots give ~10 metal each. AI base needs to be placed so that there are 3 or more spots nearby (else it might stop building after the first mex), then it builds and attacks, but seems to constantly have low energy problems (e-stall while exceeding metal).
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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 24 Sep 2012, 05:57

yuritch wrote:NOE seems to have problems on maps where metal spots are few, but have high output. It doesn't build enough energy in that case.

Extreme example: 1944_Kiev map (probably any version of it will do, and I know it wasn't meant for non-S44 games), spots give ~10 metal each. AI base needs to be placed so that there are 3 or more spots nearby (else it might stop building after the first mex), then it builds and attacks, but seems to constantly have low energy problems (e-stall while exceeding metal).


If you look three or four posts up :-) , you can see I wrote:

PepeAmpere wrote:some issues still not fixed

  • sleeping AI when not enough mexes at start around the base
  • new bug: sometimes energy stall when big metal income for AI in late game


BTW - in current nigtly NOTA revision 60 (last unstable version) these two bugs are fixed, yet, but last public version was NOTA 1.69 (revision 59), so bug are still present for players.

Still, big THX for reporting yuritch 8)
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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 06 Oct 2012, 03:05

New test file NOTA 1.70a (r62)

CHANGES 1.69 => 1.70a (r59->r62)

general
  • bigger groups of builders, lower transfer counts for these groups
  • lrpc's (Bertha/Intimidator) and blueLeaser weapons (Annihilator/Doomsday machine) added to Defence Tech2 nod buildlist
  • the annoying message about units there were not in any group is killed
  • more simple, slower and stupid expansion algorithm ;) for eco bots => new function ChooseClosestSpot(teamNumber,kind,posX,posZ) instead of current ChooseMexSpot(teamNumber,kind))
formations
  • new formation "circle"
functions
  • more simple, slower computed and stupid expansion algorithm ;) for eco bots => new function ChooseClosestSpot(teamNumber,kind,posX,posZ) instead of current ChooseMexSpot(teamNumber,kind))
  • few testing code lines in GlobalVarSet (testing which unit is member of which group)
groupDefs
  • added new guard groups for safe expanding and conquering the territory for both sides
  • bigger transfer numbers for eco guards groups
  • first eco bot is not battlegroup assister, but mex builder (because transfer numbers changed a bit)
  • added expTowers class to some other attack groups
  • enhanced rocko group (bigger) and added the equivalent one to CORe (doesnt had antiarmor group yet)
spirits
  • new spirit "builderDefender" - 8 light bots guarding eco group
  • new spirit "invisible-raider" for snipers, at least! :)
  • new spirit "heavySupportLine" boosting the role of rocket bots against armor spam (simply derivated from secondary line)
  • upgraded "support-line" and "artileryCommander" spirit on planned levels (better copy move of the leader, stop arty when enemy close,...)
  • main tank dont attack factory when weak, look for metal target
  • added part of missing code in "lightAttacker" (more in fix chapter)
classes
  • new class - lessDangerousGroundUnits - containing all fat armored units (as targets for antiground air)
fixes
  • additional units in eco groups now dont stay at base (only 1st unit was doing something)
  • forgotten choosing from list of targets at "lightAttacker" and "raider" spirit added (old code killed), so attackers choose more targets now
  • fixed start game sleeping of AI if not enough mexes around tower
  • fixed energy stall if AI have to big metal income
  • fixed some old mistakes and copleted missing code in "supportLine", "raider" and other spirits
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yuritch
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Re: NOE AI - development, ideas, manual

Postby yuritch » 07 Oct 2012, 11:03

I tried the new build. Got this message:

Code: Select all

NOE debug: This group ecoFarkThree has no unit (0), why it is not sleeping?


(this happened right after a Farck was killed by Shard's units).

Also Farcks still have problems building mexes, they move back and forth a few times before actually starting work (build range too short?). Necros don't have this.
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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 07 Oct 2012, 23:31

yuritch wrote:I tried the new build. Got this message:

Code: Select all

NOE debug: This group ecoFarkThree has no unit (0), why it is not sleeping?


(this happened right after a Farck was killed by Shard's units).

Also Farcks still have problems building mexes, they move back and forth a few times before actually starting work (build range too short?). Necros don't have this.


Thx, know about both, but it was marginal for me in last release to solve it (the first maybe signal some bug, not sure, second seems be spring problem, but maybe not)
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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 11 Oct 2012, 21:03

New test file NOTA 1.70b (r64)

NOE CHANGES 1.70a => 1.70b (r62->r64)

general
  • new table isStaticTargetClass[className] (part of finishing of targeting tool), added in init part
groups
  • new group "stumpy-raider"
classes
  • every class of targets gets "static" = true/false value (for use in targets list)

spirits
  • targeting for "raiders" and "cloacked-raiders" is changed to new one =>
  • => dependable on static value unit attacking group (attacking_by_BigMove) asks for position or not
  • lowered distance of "lightAttackers" from target - 200->100
plans
  • tech2 expansions have endplan patroling hardcoded
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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 17 Oct 2012, 23:11

New NOTA 1.70 (r67)

NOE CHANGES 1.70b => 1.70c = 1.70 (r64->r67)

groupDefs
  • forgotten usage of class "lessDangerousGroundUnits" for antiground planes groups
  • some "lightAttacker" groups of light bots are now "cleaner"s
  • all small ak's groups are cleaners <- raiders spirit
  • many small changes in spirits, numbers, status and preference numbers
  • panther group is "cleaner" now

functions
  • ChooseClosestTargetGivenClass() with parameter class=="all" choose from all targets in list
  • the same function break and return target if its closer then 1000 and dont look for others
  • ChooseClosestSpot() is now using the learning feature of previous function ChooseMexSpot()
  • RealBufferJob() gets PrepareFirstUnit(secondGroup.groupED) before every try to transfer to prevent returning to "new leader's pos"

spirits
  • new spirit "cleaner" derivated from "lightAttacker"
  • "artileryCommander" now stop only leader unit, not full group, when enemy in range
  • "cloacked-raider" is more like "cleaner", then "raider"

formations
  • leader of main attack formation gets better position a bit behind the lines
  • added "standardLineZig" to replace "standardLine2nd" formation as secondary formation, all three (main, zig-version, 2nd) generated from +1 place, because save pos for leader
  • again main formation changed (previouse move of the leader was not good)
  • "artyLine" get bigger X-scale (50->70)
  • "swarm" and "cirlce" gets lower constrainLevel (swarm 4->2, circle 16->2)

fix
  • killed debug message about sleeping group
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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 24 Nov 2012, 01:52

Here is widget-tool for N.O.E. missions creating - some kind of editor, spawn file generator

HOW IT WORKS

You just write "save" in Console and theres made table of all units with their positions - all in correct NOE spawn notation/formalism - and saved in new lua file (in ./LuaUI/noe/editor/)

Tables from these files can be just copied into "spawn.lua" of your mission.

SOME ISSUES

  • because its widget, you can save list of units of one alliance at the same time if you playing as player (for all units you need to change team by /cheat and /team<0..n> and save for each ally) ... cool solution: when you spectator, you can save all at once 8)
  • theres not solved using mission names for teams for spawner.. only this thing you need to change manualy for real use in mission. I mean this parameter:

    Code: Select all

    teamName = "player<0..n>"
Attachments
spawn-creator.zip
just unpack in your spring folder
(1.71 KiB) Downloaded 27 times
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PepeAmpere
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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 25 Nov 2012, 06:40

Another version of editor widget:

NEWS

  • knows features ("dragon_teeths"), their defs (for NOE works like units) - theres small issue with unit names...
  • knows facing of factories (remember them)
Attachments
editor-spawn-creator.zip
v2
(2 KiB) Downloaded 28 times
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PepeAmpere
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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 16 Feb 2013, 17:13

NOE project wiki site - http://code.google.com/p/nota/wiki/NOE_introduction

First pages of manual for AI customization finished.
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PepeAmpere
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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 09 Apr 2013, 04:27

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Re: NOE AI - development, ideas, manual

Postby PepeAmpere » 02 Nov 2013, 18:57

CHANGELOG

Pos exporter 1.1

fast update for ignoring some map features, namely some trees 8) (manual updates of array of ignored units easily possible)

Pos exporter 1.2

compatibility with features spawning, added, tested
Attachments
editor-spawn-creator1-2.zip
version 1.2
(2.2 KiB) Downloaded 7 times
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