AAI 0.76 released - Page 6

AAI 0.76 released

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

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jnnnnn
Posts: 16
Joined: 25 Oct 2006, 11:14

Post by jnnnnn »

Not sure where to post bug reports, so here it is:

Sometimes, the AI gets stuck right at the start of the game, often after building a couple of solars. This is very apparent on Mars with 4 AI players - the two on the left always seem to get stuck.

Is there anything that can be configured to minimize this problem?
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

Play a second game. Sometimes the initial config of a mod/map stalls the AI until it expiriments a little bit. After a learning process it tends to get better.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

AAI just doesn't like some start locations on some maps, such as Mars (upper right and lower left), Hill Haven (most of start locations), River Dale (lower left corner) and some more. I think it just cannot find a place to put its first factory, so it builds some solars and mexes (and maybe some LLTs) and stops.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

update:

i finally upgraded to spring 0.74. i havent been able to run a game with self compiled aai yet, i will try to use that mysterious c interface the next days :(
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

compile with codeblocks + mingw32 to get it to work

devc++ uses an old version of mingw32, it crashes spring.
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

submarine wrote:update:

i finally upgraded to spring 0.74. i havent been able to run a game with self compiled aai yet, i will try to use that mysterious c interface the next days :(
Very strange, Im playing with the 076 in the last Spring version without any trouble :!: What is wrong :?: :lol:
Beside this, in sea maps, with carriers being produced - cheap level1 -
I can play with the Fuel & Ammo limit without trouble.Enemy planes bombed as usual :lol:
VonGratz
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

been playing it alot lately. by increasing its max base size to somthing like 20, its max mex distance to 25 and max defence to 25, setting mex defence to 1-2, max type of each factory 1, max builders per type 5, max scouts at given time 1-2, max group size 16, max air group size 9,
it plays XTA in a reasonably agressive manner. in long games it becomes apparent.

1) needs D-gun
2) needs to have a way way WAY higher priority in relcaiming. its whole base can be submerged in metal and it will instead choose to metal stall. when there is metal avaliable AAI should be speedily reclaiming.

just my oppinionz
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

update: i gave up trying to continue development using vs.net 2003 and managed to compile (and run) aai with mingw. im trying to get familiar with dev cpp and continue development
Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Post by Chojin »

In case you used the Update-Installer instead of the Full-Installer of Spring 0.74b2, you are left with a non-functional AAI.

It will crash if Spring/ai/aai/cache/<mapname>.dat or Spring/ai/aai/learn/mod/<modname>.dat does not exist.

You can find the AAI.dll from the Full-Installer here:
http://ipxserver.dyndns.org/games/spring/ai/AAI.dll
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

submarine, I strongly reccomend codeblocks rather than devc++. The devc++ included version of mingw32 crashes spring anyway so you have to update that.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

i managed to build with vs.net, so i will continue development with vs.net and just build binaries with mingw for public releases
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Do you have any plans to make AAI work with the latest version of Expand and Exterminate? As I understand it what needs to be added is the ability for hubs to build other buildings. Great AI, and I would love to see it working with E&E again. (I know this has been mentioned somewhere but not in this thread)
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

future plans:

debug and tweak attacking first , do a 0.78 release and then decide whether to redesign factory/builder management or implement arty or do something else :)
NightfallGemini
Posts: 59
Joined: 07 May 2005, 23:48

Post by NightfallGemini »

hrmph wrote:Do you have any plans to make AAI work with the latest version of Expand and Exterminate? As I understand it what needs to be added is the ability for hubs to build other buildings. Great AI, and I would love to see it working with E&E again. (I know this has been mentioned somewhere but not in this thread)
I would absolutely LOVE to see this! It'd let me practice alot easier. =D
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

update:

i decided to work on the new builder/factory management first and so far i managed to merge both classes and my test version is working again. the next step will be implementing some special routines for units building other units.
somazx
Posts: 5
Joined: 05 Jan 2007, 06:18

Division by Zero errors

Post by somazx »

I get a lot of Division by Zero errors using AAI. Right at the start of the game just before you get control of the commander. If I remove AAI then it seems to work ok.

I'll post the infolog contents:

Map: Green_Fields.smf
Mod: "Balanced Annihilation V4.5" from BA45.sd7
Number of damage types: 42
TA Spring 0.74b2
Player Somazx joined as 0
AI/Bot-libs/AAI.dll has C++ interface
Spring 0.74b2 has crashed.
Exception: Integer divide by zero (0xc0000094)
Exception Address: 0x0e33b65e
DLL information:
0x00400000 spring
0x7c900000 ntdll
0x7c800000 kernel32
0x77dd0000 ADVAPI32
0x77e70000 RPCRT4
0x73f10000 dsound
0x77c10000 msvcrt
0x77d40000 USER32
0x77f10000 GDI32
0x774e0000 ole32
0x76b40000 WINMM
0x77c00000 VERSION
0x68b20000 GLU32
0x5ed00000 OPENGL32
0x73760000 DDRAW
0x73bc0000 DCIMAN32
0x76c90000 IMAGEHLP
0x71ad0000 WSOCK32
0x71ab0000 WS2_32
0x71aa0000 WS2HELP
0x10000000 SDL
0x7c340000 MSVCR71
0x00b00000 DevIL
0x66fc0000 freetype6
0x61b80000 zlib1
0x003d0000 glew32
0x5ad70000 uxtheme
0x02300000 raphook
0x77f60000 SHLWAPI
0x76bf0000 PSAPI
0x73b50000 AVIFIL32
0x77be0000 MSACM32
0x75a70000 MSVFW32
0x7c9c0000 SHELL32
0x5d090000 COMCTL32
0x773d0000 comctl32
0x69000000 atioglxx
0x71a50000 mswsock
0x662b0000 hnetcfg
0x71a90000 wshtcpip
0x76f20000 DNSAPI
0x76fb0000 winrnr
0x76f60000 WLDAP32
0x751d0000 wshbth
0x77920000 SETUPAPI
0x76fc0000 rasadhlp
0x76c30000 WINTRUST
0x77a80000 CRYPT32
0x77b20000 MSASN1
0x72d20000 wdmaud
0x72d10000 msacm32
0x77bd0000 midimap
0x73ee0000 KsUser
0x0e310000 AAI
0x59a60000 DBGHELP
Stacktrace:
(0) C:\Program Files\Spring\AI\Bot-libs\AAI.dll [0x0E33B65E]
(1) C:\Program Files\Spring\AI\Bot-libs\AAI.dll [0x0E33EE9A]
(2) C:\Program Files\Spring\AI\Bot-libs\AAI.dll [0x0E318AB6]
(3) C:\Program Files\Spring\spring.exe [0x004CEF53]
(4) C:\Program Files\Spring\spring.exe [0x004D31E9]
(5) C:\Program Files\Spring\spring.exe [0x005E61A1]
(6) C:\Program Files\Spring\spring.exe [0x004F2916]
(7) C:\Program Files\Spring\spring.exe [0x00509360]
( 8 ) C:\Program Files\Spring\spring.exe [0x0050B490]
(9) C:\Program Files\Spring\spring.exe [0x00715FC6]
(10) C:\Program Files\Spring\spring.exe [0x0071B896]
(11) C:\Program Files\Spring\spring.exe [0x0071BC23]
(12) C:\Program Files\Spring\spring.exe [0x0071BDF2]
(13) C:\Program Files\Spring\spring.exe [0x00794985]
(14) C:\Program Files\Spring\spring.exe [0x00401092]
(15) C:\Program Files\Spring\spring.exe [0x0040110F]
(16) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FD7]
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

hmm i cant say whats wrong, but dont use greenfields anyway. its not very suitable since there are no metal spots ...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

AIs tend to choke on unusual maps like speedmetal and greenfields, they just arent designed to work in that situation and expect totally different game mechanics from the map.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

That's no excuse to crash tho.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Its just a general warning to players that they shouldnt get their hopes up for AIs to play well if at all on maps like speedmetal or greenfields.

But I agree, its no reason to crash.
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