AAI 0.70 released - Win + Linux version included - Page 5

AAI 0.70 released - Win + Linux version included

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

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keithjr
Posts: 110
Joined: 30 Jun 2006, 18:45

Post by keithjr »

What is the last AAI version to be compatible with 0.72b1, and where can one download it? This (AAI 0.7) only works in trunk.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

AAI 0.7 is the onyl version fo AAI compatible with 0.72b1.

It seems you're compiling the AAI from the svn and thus are getting an AAI compatible only with the svn build of spring.

0.73/svn builds of AI's will not work with 0.72 and vice versa
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

@keithjr easiest way is to download the precompiled one from this thread. Works for me, once u setup AAI conf files same as u do for svn version
keithjr
Posts: 110
Joined: 30 Jun 2006, 18:45

Post by keithjr »

then something must be wrong with Ubuntu's ability to unroll a 7z file, because the precompiled one still crashes my game after a clean rebuild of 0.72b1. I've redownloaded the archive several times and I still have corruptions in the aai/cache dat files. At least, I think they are (250kb of garbage characters and then a numerical matrix).

even if I delete this folder, or simply clear its contents, it still crashes out. Probably other corruptions somewhere else.

guess I'm just lucky.
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

AAI 0.7 crashes if any units or buildings have been disabled for the game. Right after the 3 secong start up, it crashes to the desktop with the "Error in global ai" message box

Additionally, although its not all that nessessary, the "choose in game" option for the "start position" doesn't seem to work.
hazard
Posts: 11
Joined: 10 Aug 2006, 16:36

Post by hazard »

Reth wrote:AAI 0.7 crashes if any units or buildings have been disabled for the game. Right after the 3 secong start up, it crashes to the desktop with the "Error in global ai" message box

Additionally, although its not all that nessessary, the "choose in game" option for the "start position" doesn't seem to work.
I think submarine said somewhere in this thread that "disable unit" features aren't supported by the AI and lead to crashes.
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

yea, no ai's support disabled units. But the ai still crashes for me on any maps with water anyhow.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

NTai will discard entries referencing disabled untis as they'll return bad on the engine altho the unit that had the task may end up frozen and not used by the AI whcih si very bad. So dont use disabled untis with an AI.
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

sintri wrote:yea, no ai's support disabled units. .
kai works with disabled units (unless you do something stupid like blocking all factories), and the other AIs should too, theres no reason why it should be otherwise :?
CoolColJ
Posts: 15
Joined: 18 Aug 2006, 02:19

Post by CoolColJ »

IS it me or does this AI not tech up? :?
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

It does tech up.

Just need it to learn that tech2 is worth more, so it techs up
My advice play again a game with aai bots & ally yourself with one.

Btw techs up for me & 2 days ago it built a bertha against me :)
Also see it build lvl3 factory in AA, had to go didnt have time to see if it would built unit.
Vehementi
Posts: 67
Joined: 28 Apr 2005, 23:27

Post by Vehementi »

I seem to have "trained" mine to not tech up, as I played one game against them wiht a lot of L1 stuff... So it uses some sort of cost check based on how effective it thinks the unit is, then builds the best one according to that?
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

The easy way of teaching AAI is to watch a game AAI vs. AAI and .give each one a couple dozen of units so they can quickly throw something against each other. For instance, giving one lots of mavs and the other one lots of lvl1 stuff may result in valueing mavericks higher if they kill all that lvl1 stuff (which usually happens). Then you could give the other side a goliath and let it tear the mavs apart and so on. I once spammed 40 flashes and it quickly adapted it into it's arsenal, right now it builds them from time to time.

Would be nice if it was possible to define some more group types, e.g. HARASS armflash armpw which would be used by the AI to harass the enemy base/outposts (if they were scouted) or be used as mex raiding groups (they could be blindly sent to some metal spots in enemy territory).
CoolColJ
Posts: 15
Joined: 18 Aug 2006, 02:19

Post by CoolColJ »

WOot! AAI finally beat NTAI on the open battle map! Not just beat it totally owned it! :shock: 8)

In Absolute Annihilation 2.11

It was after a game where I played against it, which went on for quite some time. He was lobbing some big shells my way after I repulsed every attack he made with a wall of light lasers, light AA, and some mobile Tachyon vehicles. Turns out those shells came from 4 big Berthas! :P

I teched up to 5 Orcone mechs and then proceded to wipe him out, along with some patroling gunships a support from a rapid fire long range gun

anyway I then put him up against NTAI, and what do you know he started putting up walls of light lasers and AA. And used those Mobile Tachyon to awesome effect :-)
He even built that level 3 building, but only built a low level mech from it occasionally...

But he hasn't been able to beat NTAI again :?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

AA isnt a fair mod to play NTai with untill I fix metatags. For all intensive purposes any test or comparison ivnolving NTai and any version of AA is unfair.
CoolColJ
Posts: 15
Joined: 18 Aug 2006, 02:19

Post by CoolColJ »

Sorry I meant KAI not NTAI :-)

KAI is hard to beat, but AAI did it once as noted above
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rattle
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Post by rattle »

AAI often wins through massive amounts of units and better economy overall usually...
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

just a few words to break the silence:

im staying in hungary unil the end of august, unfortunately there have been some problems with taking aai source with me (this laptop is not suitable for development/testing anyway but i wanted to upload the project files as well as some minor fixes i coded a few weeks ago)

i'll be attending a seminar on machine learning at a sumer school in september.

if i have enough time to go to tuebingen (my main spring dev pc is there) i'll try to upload the project files for vs.net users as well as the following fixes:

- AAI now tries to get a safer rally point if combat units are killed en route

- Builders now try to flee when attacked

- Fixed a bug that caused AAI to temporarily run out of scouts when requesting several scouts it could not build at that time

at the end of september i'll continue with my work. currently i'm thinking about a posibility to inlcude some of that machine learning stuff (especially reward learning drew my attention)
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

FYI, I have patched AAI in SVN to use the new AIVAL_LOCATE_FILE_R & AIVAL_LOCATE_FILE_W. Using this makes AAI multi-datadir aware (as one can have multiple data directories on Unix based systems now).
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

One observation. Last AAI from SVN crashes on a map without metal. I know it is not important, but it is worth knowing.

The problem is in function SearchMetalSpots at line:

MexArrayB = TempAverage * 255 / MaxMetal;

Maybe you could put a message and abort running the AI if this is the case ? (for example I was playing with AI-s and suddenly on a map the game crashed.... i had to recompile it with debug on and see what was the problem).
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