NTai XE10.1b - Page 36

NTai XE10.1b

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

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AF
AI Developer
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Post by AF »

My hard drive. I'm just waiting to see if Lindir has any more changes ot make then I'll release.
Egarwaen
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Post by Egarwaen »

AF wrote:RC19 has a stall algorithm that sitn at all optimal, which leads to sometimes very very bad chocies. I beleive you'll be able to turn on interpolation again in rc22, making not to turn it off and then back on againf rot he first 5 or 6 entries in your commanders startup.
Hm. That would be nice. What I'm concerned about, though, is the AI deciding to build an air factory early on because it's a very cheap factory. The problem is that this screws you over in the first 5 minutes of the game, because the air builders suck at expansion and the air units suck at general combat.
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AF
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Post by AF »

The AI doesnt gage thgins that way.

What it does is it lists all the factories it can build with that buidler that the Antistall algorithm gives the go ahead for. Then it randomly picks one.
Egarwaen
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Post by Egarwaen »

AF wrote:The AI doesnt gage thgins that way.

What it does is it lists all the factories it can build with that buidler that the Antistall algorithm gives the go ahead for. Then it randomly picks one.
Okay, but I really don't want that until it has a KBot lab up. Even a random chance of picking an air lab first would be really, really bad.
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Lindir The Green
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Post by Lindir The Green »

That's why I manually enter the factories, and I intentionally tell NTai to build more of them than it can support.

That way B_RULE and B_RULE_EXTREME almost always build infrastucture.
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rattle
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Post by rattle »

Is there some sort of documentation on the buildtrees other than what I've already seen (that incomplete list which is included)?
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Scikar
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Post by Scikar »

rattle wrote:Is there some sort of documentation on the buildtrees other than what I've already seen (that incomplete list which is included)?
That's what I've been looking for. AF, I see your posts but there's nothing explaining exactly how B_RULE and B_RULE_EXTREME work, you say B_RULE builds based on a set of rules, but nowhere is there an explanation of what these rules are. If you can tell me where to get any of this I'd happily put it together and wiki it, but this thread does not contain everything you need to write a buildtree.
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AF
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Post by AF »

Look at Lindirs XTA buildtree, it has comments, and some of those comments are talking about B_RULE and the modifiers, telling you exactly how they work.

Oh and lindir, that method is not a very good idea, because it discourages amassing the resources to upgrade to lvl 2 and other teching up activities, because you're encouraging building cheaper stuff like that

egarwaen, try using meta tags to define the factories instead of B_FACTORY as it'll work in a similair way but it'll only choose from the factories you specify.
Haerzog
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What does it mean?

Post by Haerzog »

When i use the spring single player, and i edit the bots, the Ntai bot comes in 3 ways. Ntai, NtaiLOG, and NtaiDEBUG. What do the last two do?
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AF
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Post by AF »

Just sue NTai.dll for now.

If it is unplayable and crashes a lot which can happen but is very rare, then run NtaiDEBUG.

NTaiNLOG and NTaiDEBUG wont be in the rc22 build and will get deleted though, so just use NTai.dll for now.
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jcnossen
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Post by jcnossen »

The current ntai svn does not compile on visual studio 7.
\games\TASpring dev\trunk\AI\Global\NTAI\Helpers\ubuild.cpp(1220) : error C2664: 'bool CDTHandler::IsDragonsTeeth(const int)' : cannot convert parameter 1 from 'const UnitDef *' to 'const int'
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AF
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Post by AF »

odd, it compiled for me, I'll fix that when I get back to my own computer

bool CDTHandler::IsDragonsTeeth(const int)

that shouldnt have a const in it and as far as I'm aware commenting out the function in the header and cpp will not do any harm as it isnt used atm.
mynthon
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Post by mynthon »

AI sends commander to my "base" - i usually play on big gren maps (greenheaven or similar). MOD: AA.
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AF
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Post by AF »

I dont think there's any need for bug reports now, a lot has changed in terms of how many bugs there are in rc22, and the new buildtrees improve overall play.


I'll release once lindir gives the go ahead.
Bad_Dude
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Post by Bad_Dude »

bump :P
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AF
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Post by AF »

RC22 is still being worked on. I'm currently trying to fix something with units not grouping together on flat open maps.

XE8 style triggerhappy dgunning is fixed though. Cloaking removed. Learning weights made more extreme so it's more apparent that NTai learns. Made it less likely for cosntruction units to keep walking into death trap mexes
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Aun
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Post by Aun »

All attacking units/scouts are sent to the top left corner of the map in Gundam Tiny Coms...
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AF
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Post by AF »

Fixed in RC21, please wait for rc22
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AF
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Post by AF »

More information here

Spring SP, XE9RC22, 4 GroupAI's
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KDR_11k
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Post by KDR_11k »

Can you make a preliminary 73b1 dev release build so we can use it to test our mods on that version? I think Argh wanted that badly.
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