TSI 0.24 beta released! (compatible with Spring 0.74b3) - Page 3

TSI 0.24 beta released! (compatible with Spring 0.74b3)

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

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Tow_IMPono
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Joined: 21 Aug 2006, 23:58

Post by Tow_IMPono »

As you surely expected, TSI is still developed. We have reached a great progress since last release. The feature we have focused on is mod support. Today we decided to release first public beta of TSI 0.2 series. We are fully aware of bugs in it, but we know that we are not capable of making bugfree program. This version should be compatible with any quite new version of XTA, AA, BA, FF or NanoBlobs (for AI devs: we are using config files, but if TSI didn't find correct version, it tries to run with the file with smallest Levenshtein's distance from mod name). Support for other mods is in development. So, download, try and share your experiences. If you encounter any crash/unhandled exception, please send me (or Tow_dragon) zipped log (they are in your TASpring\AI\TSI\Log directory).

In file containing TSI you can find TSI Updater. It is an additional application written in C#, that allows for easy updates of TSI, config files, or even the Updater. Of course you have to have .NET 2.0 runtime to run it, but it isn't necessary to play TSI. Have a nice game ;].

Download link in the first post.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

source code??
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Tow_IMPono
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Joined: 21 Aug 2006, 23:58

Post by Tow_IMPono »

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DJ
Posts: 355
Joined: 17 Jan 2007, 13:26

Post by DJ »

This AI looks really good, played a few games against it and it showed some good behaviour such as taking GEO spots early and trying to defend them. There were a couple of things I noticed though(BA 4.61)

1) TSI doesn't seem to upgrade metal extractors, It just builds Moho makers which seemed to hamper it somewhat.

2)No static Anti Air defences were created.

All in all though looks very very promising! Thanks for the hard work!
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tow_dragon
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Joined: 05 May 2006, 13:53

Post by tow_dragon »

Upgrading mexes isn't on our roadmap (but I'm going to do something with it, unless it is hard to code, we will write it.). Creating static AA seems to be implemented... Maybe it's config file issue.

[edit]
TSI doesn't build AA because of stupid bug in code... I've fixed it.
[/edit]
[edit2]
Bug with metal maps is also fixed.
[/edit2]
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

There's no C# source for your updater
Engine Of Darkness
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Joined: 23 Dec 2006, 21:36

Post by Engine Of Darkness »

I have huge slowdowns while playing with TSI now after about 10 - 20 minutes for a short while (maybe 1-4 minutes) then my fps go up again, just to go down again after a few minutes.

This happened with BA4.7 and BA4.41. I'll check if this happens for XTA8.1, too (as soon as I'm back from school in approx. 8 hours -.-).

Maybe there's a memory leak somewhere, (or it's related to "learning how to use units").
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

basic unit learning shouldnt cause slowdowns, as learning is simple statistical fiddling in a table.
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tow_dragon
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Joined: 05 May 2006, 13:53

Post by tow_dragon »

These slowdowns seems to be very strange... TSI doesn't have any learning algorithms, BTW. How big are your log files? TSI sometimes makes very big log files (like few hundreds of MB) and that may cause slowdowns. We are going to turn logging off in final version. And few additional questions: is TSI heavily attacked during the slowdown? or many of its units are blocked? do you know about any other circumstances of slowdowns?
Engine Of Darkness
Posts: 87
Joined: 23 Dec 2006, 21:36

Post by Engine Of Darkness »

there are barely 500 units ingame (with 6 TSI's) with 2 TSI's about 100-
150.

If I've watched right yesterday a tank got build and it idled in the factory, as soon as it started to drive it stopped lagging (or maybe it started to drive because it stopped lagging :| )

I'll check the log files also, gimme a minute I'll edit then.

edit: there where some huge logs, I'll now start some games (one with 6 TSI's one with 4 and one with 2, and stop playing as soon as it starts to lag, so we can compare if its happening randomly or if its caused by the logs reaching a specific size)

edit:
----------------------
biggest log ~11mb
time ~4 minutes
6 TSI's
Units ingame ~ 175
Haven't checked for stuck units
-----------
biggest log ~ 40mb!
time ~ 6-7 minutes
4 TSI's
First Flash build stuck in factory, game speed up as soon as it started to drive
Image
-----------
biggest log ~ 85mb
time ~ ~15 minutes
2 TSI's
stumpy got stuck in factory (can't reach destination error), see screenshot (also, crazy console spam(I tried writing "hello" and it wasn't even displayed O_o)
Image


It seems happening because of a flood of orders being spammed if it can't reach it's destination
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tow_dragon
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Joined: 05 May 2006, 13:53

Post by tow_dragon »

Thanks for nice description ;]. That console spam could cause slowdowns, because every "can't reach destination" is logged... I think we should turn it off...
Engine Of Darkness
Posts: 87
Joined: 23 Dec 2006, 21:36

Post by Engine Of Darkness »

I'll test again as soon as its updated, the AI has large potential in my opinion
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

No thats wrong.

Your units are getting stuck which cause TSI to get UnitMoveFailed() calls. This is obviously leading to a set of logic that gives another command which is then immediatly halted by the engine and UnitMoveFailed() is called again.

NTai logs this and this wouldnt cause the necesary issues, especially since sometimes NTai can generate 1.5GB logs with extreme logging enabled in a good game.
Engine Of Darkness
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Joined: 23 Dec 2006, 21:36

Post by Engine Of Darkness »

Sounds Obvious. also I've to metion that AF is right, because AAI does the same thing sometimes when playing very long (much units on the map etc) .However it seems that AAI has a delay so you won't face fps of <5. still you see how fps decrease very clearly.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

OTAI and NTai suffered from this problem, and it sparked off an engine error with network buffer overflows because of the sheer number of commands. I solved this by buffering command and issuing a limited number of commands per frame.
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tow_dragon
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Post by tow_dragon »

I've looked into the logs and source and I realized that besides UnitMoveFailed function, UnitIdle is called. UnitIdle is much bigger, and called every two frames could make that slowdown, too.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

A good help is that if UnitMovefailed is called and its a builder, before you call UnitIdle, check if there're features nearby and that the unit can rclaim, and issue an area reclaim command. This helps a lot when they get stuck leaving factories surrounded by trees, and it works nicely in NTai
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Tow_IMPono
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Joined: 21 Aug 2006, 23:58

Post by Tow_IMPono »

I have some good news.
We've made noticeable progress in our work on new TSI. Several bugs have been fixed, and new scouting management system is almost ready. We're going to release TSI 0.24 beta within a few days. If it isn't buggy we will turn off logging and release it as TSI 0.25. It will probably be the final version of TSI 0.2 series.
We also want to make something with units getting stuck in factories, but I can't say for sure that it will be included in TSI 0.24.
Afterwards we will focus on TSI 0.3. It will contain several new, exciting features (ie. chokepoint detection).

Changelog:

Code: Select all

0.21 -> 0.24
Fixed bug precluding TSI from building anti-air.
TSI won't crash anymore on metal maps
Improved mex placing on metal maps
Improved scouting management
Light calibration
AF wrote:There's no C# source for your updater
We still want to make several improvements and make code more clear (but all variable/function names will stay in Polish).
But we will do that as soon as possible.
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Tow_IMPono
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Post by Tow_IMPono »

I proudly announce that TSI supports now Gundam Annihilation mod (both tiny and epic comms versions).

If you want your TSI to support Gundam you have to download config files using our Updater, or this package.


Support for Kernel Panic mod in TSI 0.24 is also ready.
But new TSI is still instable and can't be released.
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tow_dragon
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Joined: 05 May 2006, 13:53

Post by tow_dragon »

Why there is no TSI 0.24? because both of us (me and Tow.Impono) are working on 0.3 version. Does it mean, that there will be no TSI 0.24? Maybe. Now, TSI form trunk is quite stable, but the main problem are calibrations (TSI looses very often). Current calibration mechanisms aren't cleat enough and improving them is what Tow.Impono does. I am working on completely new feature and have a lot of work. Please, be patient.
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