KAI v0.11 - Page 9

KAI v0.11

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

Moderators: hoijui, Moderators

How do you rate it at the moment?

Poll ended at 25 Jun 2006, 00:27

Good
28
82%
Average
4
12%
Bad
2
6%
 
Total votes: 34

User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

something I'm curious about:

Are you intending at any point to switch the map-hacking for a scouting/radarbuilding (etc) system? I know you like to keep the AI as difficult as possible and all, but it would be nice if you could fight using stealth tactics now and then :-)

I suppose you could always have both, using an 'aicheat' command like NTAI does to enable the maphack...
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Honestly its not about the difficulty, its the fun factor. It allows KAI to raid and attack more effectively and (especially now) distribute its attack groups into multiple fronts depending on the threat, plus it helps with builder survivability (only 2 types of builder kamikaze left that i know of). Even with a good scouting algorithm it is unlikely the above would work well, so it would mostly pile units into random directions of your base and be even more exploitable. The plan is to smooth out the maphack a little (jammer/stealth units get ignored until spotted etc), to make it look more human and more fun too(i feel your pain), then once the last big modules have been added, a non-cheating mode too so the ntai gang can stop whining and everyone is happy. It will probably be defined in a cfg so you dont have to type it in every time, along with the personalities. since the buildtrees are generated on the fly they will have a great impact on what it builds and also its attacking behaviour (how risky will its attacks be, maybe its preferred type of targets etc). The values are all there, all that remains is adding a way for users to tweak it themselves.

Oh and can someone make me a list of mods it DOESNT work with (or plays poorly eg nanoblobs atm it makes a couple sheep and rooks and thats it), along with that crashes it/how it plays poorly.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Oh sweetness, it upgrades mexes finally (almost final) and works with FF on any map, now its just a matter of fixing the borked defense placement and a thing here and there and its all gravy!
User avatar
Sgt Doom
Posts: 144
Joined: 19 Jun 2006, 10:52

Post by Sgt Doom »

krogothe wrote:Oh sweetness, it upgrades mexes finally (almost final) and works with FF on any map, now its just a matter of fixing the borked defense placement and a thing here and there and its all gravy!
Works with FF? Cool!

Can't wait to have a titan war :twisted:
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Doesn't work well with n00berhack, with Core it builds a few exploiters and chokes (since exploiters give negative storage and you need AKs to make up for that), with Arm it spams flashes and nothing else. The Core situation is probably unfixable with a generic behaviour unless you want to include consideration for negative storage but the Arm behaviour makes little sense unless it's programmed to think this is OTA and Flashes rule everything ;).

In CvC it builds only one (drone) factory and doesn't expand much (ressource buildings). It also hurts its own effectivity by keeping all units at max range and relying on fake radar to shoot. Due to precision weapons that won't work and the units are usually reloading by the time the enemy spots them and blasts them away in one shot (since they wait with shooting until LOS is established).
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Today i did some more on the mex upgrading and some random stuff. It was almost a release-ready version considering its performance in FF, however to my demise in mods with slower builders the builder management severely screwed it up, griding production to a halt! Ill need to work on it, however, im abroad on tuesday for a week (and again on aug 25, and again in early sept, then im moving house october). As a proof i havent lost motivation and am just feeding you bollocks heres a screenie of what mex upgrading can do:

Image
Sure, 346 metal before the 25 min mark doesnt sound like much, but the 2 enemy AIs (white and blue) both allied with 100% handicap slowed it down, so i could see how well it fared under stress. in a map like plains and passes 1k+ metal income in under 40 mins is very possible as well if the enemy is defensive. Shame the same cant be done for the other mods, so ill need more work on it till it plays at least as good as 0.11 on AA, EE and XTA.
User avatar
Scikar
Posts: 154
Joined: 30 Jan 2006, 07:13

Post by Scikar »

I've been playing EE a lot lately, mixing AAI and KAI. KAI never builds aircraft at all in EE, so it's a bit one dimensional, but it makes very good use of artillery and static turrets which compensates somewhat. As expected it doesn't upgrade mexes, and it also doesn't build any heavy powerplants (I don't know if it was E stalling though, I'll check later).

The only thing that hampers KAI in EE is the way it sees jammer/stealth units. This makes a lot of the URC units useless. One of the reasons I think the maphack is particularly appropriate in EE is the cameras, I often have every hill and chokepoint covered with one so I can see everything. KAI kills them all though. :(

Anyway, the only actual bug I have to report from that game is that if you give KAI some units, it just ignores them. I was busy upgrading my AI ally's mexes, so I gave him my small force of about 10 T2 mechs when it pushed forward for an attack, but it just left them there for the rest of the game.

EDIT: Also, the best part is I still haven't seen a single crash when playing with KAI.
Journier
Posts: 214
Joined: 24 Jan 2006, 19:15

Post by Journier »

KAI actually does use air power..

but only when it has a large income / late game.

also, one of the first things KAI does is upgrade mex's....
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Scikar
Posts: 154
Joined: 30 Jan 2006, 07:13

Post by Scikar »

Journier wrote:KAI actually does use air power..

but only when it has a large income / late game.

also, one of the first things KAI does is upgrade mex's....
I have never seen KAI upgrade mexes or build any air units in EE. I have seen it use air units in AA, and I have seen it build advanced mexes on empty metal spots (usually after a mex has been destroyed) but only because the con unit it chose to do that was L2 not L1.
[CoN]Bobins
Posts: 5
Joined: 17 Aug 2006, 22:36

Post by [CoN]Bobins »

hey.

up untill just now ive had no problems with kai. and its definatly the best ai that ive played against so far. good job :)

however. it just crashed about an hour into a game.

here's a screenie of the error message. u can also see how i set the host and what map n so on. thought it would be easier for u to see it yourself.

got a full size img linked with the small img.. :)

... [edit] ok the forums not letting me post the image cos im a new user...

u can find it here...

"boomspeed.com/bobins162/kai_large.jpg"

and the error message was... as follows.

"An unexpected exception occured in the global ai dll, please contact the author of the ai"

[/edit]...

hope that helps. n keep up the good work mate. its a great ai 8)
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

I just played it with Hells Pass, on XTA...It built pointless, huge fields of adv radar towers :?
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

KAI v.11 or KAI v.2?
if it was 0.11, then it is outdated, and you should be reporting problems with v.2
If it was 0.2, post here: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=6541
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