AAI 0.76 released
Moderators: hoijui, Moderators
i dont think so atm, the cfg files greatly help to overcome difficulties like detecting scouts, etc.
in most cases ppl just have to rename a cfg file due to a new version of a mod. i know it's a bit annoying but i think it's better to spend a few minutes figuring out the correct filename than playing for hours vs an aai that considers weasels to be ground assault units...
in most cases ppl just have to rename a cfg file due to a new version of a mod. i know it's a bit annoying but i think it's better to spend a few minutes figuring out the correct filename than playing for hours vs an aai that considers weasels to be ground assault units...
submarine, identifying scouts is not an issue as you have already implemented the required algorithms for detection of antiair units and artillery in the past.
Make AAI experiment then identify via trial and error like it does with attack units, giving units initial scouting values based on properties such as radar or sonar, or the word "scout" in the tooltip description.
Make AAI experiment then identify via trial and error like it does with attack units, giving units initial scouting values based on properties such as radar or sonar, or the word "scout" in the tooltip description.
update:
i made quite some progress and aai is now in a playable state again. there still seems to be some bug causing the game to freeze when aai sends to many commands via the interface at the same time
apart from that, things are progressing well, here's the latest changelog:
AAI 0.80
- Improved/tweaked/fixed attack behaviour, AAI will try to withdraw when facing much stronger enemy forces
- Added attack behaviour for air only mods
- Completly redesigned factory/builder management to support mobile factories and other stuff in the future
(EE hub system is NOT supported though)
- Extended mod learning about usage of different unit categories with respect to elapsed game time
- Reduced unit categories: LAND/SEA/HOVER/AIR_BUILDER are now in the same category
GROUND/SEA_FACTORY are now in the same category
(slight performace increase and nicer code)
- Improved mex spot selection (to prevent unnecessary long ways for builders), AAI will now also build better
extractors (e.g. moho mines) outside the base (according to safety)
- Tweaked selection of stationary defences a bit
- Cleaned up buildtables, removed some old stuff, mod learning filesize decreased
- Fixed lots of crash bugs
- Fixed a possible memory leak in AAIBuildTable
- Increased mod learning file version
i made quite some progress and aai is now in a playable state again. there still seems to be some bug causing the game to freeze when aai sends to many commands via the interface at the same time
apart from that, things are progressing well, here's the latest changelog:
AAI 0.80
- Improved/tweaked/fixed attack behaviour, AAI will try to withdraw when facing much stronger enemy forces
- Added attack behaviour for air only mods
- Completly redesigned factory/builder management to support mobile factories and other stuff in the future
(EE hub system is NOT supported though)
- Extended mod learning about usage of different unit categories with respect to elapsed game time
- Reduced unit categories: LAND/SEA/HOVER/AIR_BUILDER are now in the same category
GROUND/SEA_FACTORY are now in the same category
(slight performace increase and nicer code)
- Improved mex spot selection (to prevent unnecessary long ways for builders), AAI will now also build better
extractors (e.g. moho mines) outside the base (according to safety)
- Tweaked selection of stationary defences a bit
- Cleaned up buildtables, removed some old stuff, mod learning filesize decreased
- Fixed lots of crash bugs
- Fixed a possible memory leak in AAIBuildTable
- Increased mod learning file version
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
im having a bit of trouble on spring1944. AAI attempts to rush me with Military Police and Artillery Observers (the two weakest units in the mod, armed only with pistols) is there an easy/possible way for it to simply not build them? (ive played a couple of games against it, and it just kept sending them in to be slaughtered)submarine wrote:it's better to spend a few minutes figuring out the correct filename than playing for hours vs an aai that considers weasels to be ground assault units...
ive considered telling it to use them as scouts, but they are slow, and so make horrible scouts
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Hey Submarine, meinen Respekt
I like playing your AI. Version AAI 0.76 with latest release from Spring (Spring 0.75b2 bugfix release) two PCs one with OS:Windows 2000 Professionell the other one OS:Windows 2000 Server.
First:
It's cool that u r from Germany, too
Second:
How do u manage doing this stuff. Does your job support that hobby? Are u a real programer?
My job is "Fachinformatiker Systemintegration, eine Ausbildung in FR Anwendungsentwicklung hab ich zwar vorher noch 2 Jahre gemacht, die wurde aber abgebrochen. weil die Firma pleite ging"
Do u study "Informatik" ... i mean computer science?
My AI-question / problem is:
To use your AI and to play it on my maps I have to delete the Folder "Cache" to play the same selected map again. If I do not delete the "Cache" before playing the map for the second time the AI and Spring will seriously crash to death
Sadly my AI will not learn any map strategy this way. It will play every map for the first time and build (built?) stupid units.
Do u know this kind of problem?
Best regards realBonk

First:
It's cool that u r from Germany, too
Second:
How do u manage doing this stuff. Does your job support that hobby? Are u a real programer?
My job is "Fachinformatiker Systemintegration, eine Ausbildung in FR Anwendungsentwicklung hab ich zwar vorher noch 2 Jahre gemacht, die wurde aber abgebrochen. weil die Firma pleite ging"
Do u study "Informatik" ... i mean computer science?
My AI-question / problem is:
To use your AI and to play it on my maps I have to delete the Folder "Cache" to play the same selected map again. If I do not delete the "Cache" before playing the map for the second time the AI and Spring will seriously crash to death

Sadly my AI will not learn any map strategy this way. It will play every map for the first time and build (built?) stupid units.
Do u know this kind of problem?
Best regards realBonk


The fix was made after 0.75b2 release, so you'll have to wait for a next update to have fixed AAI. Or you can compile svn AAI yourself (or ask someone to do this) - it will work with 0.75b2.
Edit: I compiled it myself. The archive contains aai.dll compiled from current svn which should have the crash fixed.

Edit: I compiled it myself. The archive contains aai.dll compiled from current svn which should have the crash fixed.

- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24