
KAI v0.2 Unnoficial
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/me begs someone to take up this project! I still have an old installation of spring with kai fully working on a CD somewhere. I might upload it all somewhere so people can see just how good this AI is.. It could even play GF ffs, and maps without metal but features for reclaiming (its economics system must be genius)!!! I'm constantly wishing for a working version of KAI for the most recent spring version. (Anyone who has talked to me about AIs can verify this
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I would be really interested in seeing this.hrmph wrote:/me begs someone to take up this project! I still have an old installation of spring with kai fully working on a CD somewhere. I might upload it all somewhere so people can see just how good this AI is.. It could even play GF ffs, and maps without metal but features for reclaiming (its economics system must be genius)!!! I'm constantly wishing for a working version of KAI for the most recent spring version. (Anyone who has talked to me about AIs can verify this)
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Yay for Kloot! Many thanks. Note: I had to delete my old KAI files (the whole taspring/AI/KAI) folder in order to get it to place mexxes properly.
It plays well but I can definitely tell that some areas aren't working as well as they did in the past. It used to jump to level 2 as soon as it had an ample enough supply of resources. Now it takes awhile, even on a high metal map. Also I've found a strange bug... The commander keeps getting stuck on buildings (he will just be walking forever stuck on a building if not moved manually). Hmmm.... In the game im spectating he just got 'stuck' on nothing, he is just walking in place and not even close to any buildings/units/features.
It plays well but I can definitely tell that some areas aren't working as well as they did in the past. It used to jump to level 2 as soon as it had an ample enough supply of resources. Now it takes awhile, even on a high metal map. Also I've found a strange bug... The commander keeps getting stuck on buildings (he will just be walking forever stuck on a building if not moved manually). Hmmm.... In the game im spectating he just got 'stuck' on nothing, he is just walking in place and not even close to any buildings/units/features.
@tobi:
Can do. I'd like to clean up the code and add some comments first, though.
@hrmph:
The commander getting stuck is due to a (fixed for 0.74b3) bug in Spring itself, which actually affects all builders. I imagine that hampers KAI's buildup a fair bit, so it'll be interesting to see how it performs in the next version.
Can do. I'd like to clean up the code and add some comments first, though.
@hrmph:
The commander getting stuck is due to a (fixed for 0.74b3) bug in Spring itself, which actually affects all builders. I imagine that hampers KAI's buildup a fair bit, so it'll be interesting to see how it performs in the next version.
Yes, the one discussed at the start of this thread (0.21, which is more of a development version really), but it was never officially released as such before Krogothe left. There's only the source in SVN, which is broken in several ways and which I'm now trying to un-break to a point where it at leasts builds more than just solars and mexes.
(I meant "the next version of Spring" in my previous post BTW, sorry for any confusion)
(I meant "the next version of Spring" in my previous post BTW, sorry for any confusion)
Last edited by Kloot on 10 Jan 2007, 15:05, edited 1 time in total.
Hmm, that's weird... a straight SVN checkout compiled directly against the 0.74b2 interface doesn't even get through InitAI() here most of the time (it overflows a std::vector after generating the slopemap in CPathFinder::Init(), or at least vector::M_fill_insert throws a fatal exception), and when it does it takes forever, in the order of two+ minutes.
Edit: this is what 0.21 builds in the rare case it inits successfully...
Edit: this is what 0.21 builds in the rare case it inits successfully...
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24