KAI v0.2 Unnoficial - Page 2

KAI v0.2 Unnoficial

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

Moderators: hoijui, Moderators

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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

/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 ;))
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

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 ;))
I would be really interested in seeing this.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

kloot, what kind of changes did you make?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

If NTai had better documentation and some decent form of logging like NTai then I'd have fixed it by now.

However I'd like to see a moderator go through and label the broken AI threads with [broken]
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Well, despite said lack of documentation, KAI 0.11 is now officially back online. :]

update 29/7: removed outdated screenshots and download link
Last edited by Kloot on 29 Jul 2007, 15:14, edited 15 times in total.
Tobi
Spring Developer
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Post by Tobi »

Patch? (to fix it in SVN too)
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

OMFG IT WOOKRKS!! Kloot is teh king! working kai kai kai :-)
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hrmph
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Post by hrmph »

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.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Post by Kloot »

@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.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

was there a newer KAI released than 0.11?
Kloot
Spring Developer
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Post by Kloot »

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)
Last edited by Kloot on 10 Jan 2007, 15:05, edited 1 time in total.
Tobi
Spring Developer
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Post by Tobi »

Hmm, for me it does build more. On smalldivide, it fills up all untaken mex spots (it only leaves the ones you claim yourself), building sufficient solars in between, then it builds an adv vehicle plant, adv con vehicle, fusion plant etc.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Post by Kloot »

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...
Dimitri
Posts: 3
Joined: 10 Jan 2007, 17:21

Post by Dimitri »

Kai was real good Ai, but now Rai better and i dont think that Kai become more good then Rai. It my opinion and i want believe that i am mistaken - you reborn Kai and he will be great ai of all.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

RAI? why have I never heard of this? where can it be found?

edit: played around, played 2v2s of RAI against two AAIs and two KAIs.
It played better than AAI
It got whipper by KAI
this was on green comet, mod XTA, stating resources 1000.

When fixed will the newer KAI play better than the old one?
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jcnossen
Former Engine Dev
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Post by jcnossen »

Kloot, can you make a patch from the 0.11 changes?
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

if only it had d-gunning :(
Kloot
Spring Developer
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Post by Kloot »

It has now, re-download the dll. ;)

JC: I'll submit one this weekend, little busy ATM.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

woot!
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Bobcatben
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Joined: 10 Mar 2006, 17:01

Post by Bobcatben »

so what exactly happened to the ai interface that turned the hardest ai ive ever fought against into a non working one for months, which its good that it works now, im just wondering why it didnt for so long, and now that it does its still just a shadow of its former self?
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