RAI v0.601 - Page 3

RAI v0.601

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

Moderators: hoijui, Moderators

Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

v0.40 has been recompiled.
http://spring.unknown-files.net/file/22 ... g_v0.74b3/

I ran a few test games. There didn't seem to be any problems or significant changes in the recent version, so this version should be identical to the previous v0.40.
BDCoolio
Posts: 40
Joined: 08 Jan 2007, 03:55

Post by BDCoolio »

Thanks Reth - KAI just crashes whenever I try to use it and AAI has no hope of working in Expand and Exterminate. :(
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Coolio: when/how/with what mod does KAI crash for you?
BDCoolio
Posts: 40
Joined: 08 Jan 2007, 03:55

Post by BDCoolio »

It crashes when the game starts, as in, when the countdown to start ends. This is with EE .172

It also crashes with Star Wars Spring, but I don't play that much.

It is a standard windows error report message - "please tell Microsoft about this problem."

I don't know if it would do you any good, but I may be able to scrounge up the file that it wants to send containing the error information, if you'd like.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Really? Even the version linked to in this post?

Please do send the crash report (infolog.txt), I'm baffled that it doesn't work...
BDCoolio
Posts: 40
Joined: 08 Jan 2007, 03:55

Post by BDCoolio »

Nope, that one works fine for me - I guess the KAI included with Spring .74b3 was an old version.

The com doesn't try very hard to stay alive though... (but I think this was already mentioned in the KAI thread)

It's nice to have another AI working. Thanks Kloot :-)
Coolio
Posts: 5
Joined: 17 Nov 2006, 16:47

Post by Coolio »

Hello, i got a question. Does the AI improve after some games? if so should i make a game with 2 AIs and let them figth eachother?
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

No, RAI doesn't have any kind of long-time self-learning in it, likely never will. In terms of damage efficiency, I didn't intend on having it try to decide which units are more useful than which, just my personal preference. Although, I had considered a few possibilities for map learning, I will probably, instead, just focus on improving map detection.
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

This works great with Gundam Tiny comms (haven't tried Epic yet)!

Thanks. ^_^
Engine Of Darkness
Posts: 87
Joined: 23 Dec 2006, 21:36

Post by Engine Of Darkness »

RAI gives out an error message if you use LLTA Mod, it says to much units (limit 155 if I remember the message right). Could you take a look into this?

If you need a Link to the mod: http://spring.unknown-files.net/file/2240/LLTA_V_0.2/
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

the array size for each build list, I didn't think that would be a problem as it was, but in any case, its easy enough to fix. For the time being just ignore those messages, a few anti air/land units will go unused in the game but aside from that it shouldn't cause any problems.

It may still be quite a while before the next version is out.
Engine Of Darkness
Posts: 87
Joined: 23 Dec 2006, 21:36

Post by Engine Of Darkness »

take your time, also you should adress the behaviour like QAI, your ai really likes to go water on Supreme, which gives them a huge disadvantage to start off.

Also AI needs to be more aggresive in terms of unit use, they build an army of ships, but they don't use them
User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

On small maps an AI really needs to defense creep towards its enemy, preferably with plasma cannons.
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Reth, I want to congratulate you on the excellent work; this is the only AI that has even come close to beating me in S44 (early rushes! :lol:), and then continued to put up a reasonably good fight throughout the game. Fantastic job.


*granted, it was 3 of them each with 100 handicap vs me, but still....most other AIs either do nothing with '44, or play *really* crappily.


So, keep up the good work!
User avatar
Umrug
Posts: 141
Joined: 27 Nov 2006, 12:57

Post by Umrug »

Reth, I must thank you for the excellent job. This is so far the only AI that provides good and interesting game (I only play BA). Performs great on any map, doesn't stuck, doesn't kill the game, just perfect. Hope to see more advanced versions from you :) Great job!
User avatar
DJ
Posts: 355
Joined: 17 Jan 2007, 13:26

Post by DJ »

Reth, I must thank you for the excellent job. This is so far the only AI that provides good and interesting game (I only play BA).
+1

If you need any help testing later on just drop me a PM, can't wait for the next version.
carlos_c
Posts: 1
Joined: 14 Mar 2007, 16:25

Post by carlos_c »

As mentioned before - the commander stays too close to the front - and often gets killed by random artillery...you end up winning by default - else quite good
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

interesting.

The ai builds airports with the commander.

I am happy to see that it builds many factories but the fact that it only builds air means I cannot use it.
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

Which map and mod did it only use air on?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I tried it on delta glade with gundamrts
Post Reply

Return to “AI”