AAI 0.70 released - Win + Linux version included
Moderators: hoijui, Moderators
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- Joined: 06 Jun 2006, 19:49
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.
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.
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.
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.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.
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- Posts: 665
- Joined: 06 Jun 2006, 19:49
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.
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.
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).
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).
WOot! AAI finally beat NTAI on the open battle map! Not just beat it totally owned it!
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!
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


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!

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

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)
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)
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).
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).