NTai XE10.1b - Page 50

NTai XE10.1b

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

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AF
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Post by AF »

NTai XE9.7

I made the blockingmap units transparent.

I also made a few changes to threat matrix grid management and attack routines.
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AF
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Post by AF »

somehow I get the feeling everybodies releasing their AIs now and hinting or working because of me *_*
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DJ
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Post by DJ »

this is really getting there now, attacking seems to work quite well now. The only issue is that because the units respond to the first attack or the first enemy unit they encounter if the AI is left for sometime it has expanded well beyond where the initial factory is. This means the response time for the units to respond to the first threat is quite high which is a bit of a weakness. Perhaps the units could be moved to the front line or at least distributed amongst areas of concentrated resources...

How is NTAI doing scouting now? i remember the scouter keyword has been disabled but it also appears that NTAI doesn't really kick in until it sees it's first enemy unit.

As it is though that simple config I did was putting up a strong fight against RAI 0.5
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AF
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Post by AF »

There is no scouting, however, all units can be given tasklists, even attack units, and they'll follow them, however it should be noted that a builder that is also an attacker will drop everything its doing in order to attack a target and not resume it.

Attack routines also have a little functionality removed in order to make them work, naemely the code that distances a units target move position from the attack target based on the units range.
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Erom
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Post by Erom »

Hey AF, what language is NTai written in, if you don't mind my asking?
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Zpock
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Post by Zpock »

Code: Select all

 :: NTAI XE9.67 Log File 
 :: Programmed and maintained by AF/T.Nowell 
 :: Copyright (C) 2004-7 Tom Nowell/AF 
 :: Game started: 14.3.2007  23:17:6

 :: XTA v8.1
 :: XTA Version 8.1
 :: First instance of NTAI
 :: Zpock
 :: spring_engine
 :: spring_engine
 :: spring_engine
 :: spring_engine
...
etc etc etc
...

[-] < Frame: 0 >Loading unit data
[-] < Frame: 0 >error in Global InitAI, cannot continue
[-] < Frame: 0 >boost::spirit::parser_error
Is this bad?
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AF
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Post by AF »

Erom wrote:Hey AF, what language is NTai written in, if you don't mind my asking?
c++
Zpock wrote:Is this bad?
Delete your XTA learning file and rerun NTai to generate a new copy. I'm guessing you downloaded lindirs XTA config? There was a syntax error bug in an old NTai which makes new NTais crash when trying to load learning data and lindir uploaded such a faulty learning data file with the rest of his config.

Also, I've just noted it says XE9.67 not XE9.7 in the log file, I'll fix that in a moment.
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Umrug
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Post by Umrug »

Hello!
I've finally spent a several hours on NTAI and here's what I did:
- DL'ed your latest release (XE 9.7, Toolkit 0.25)
- Unpacked it
- The toolkit comes with no example config for XTA so I created a new one for BA4.7
- Spent several hours trying to make it work without any success:
- OK I've got a veh factory and lets say 4 scouts, how do I make them actually scout away? Giving them a "random move" order endlessly doesn't do a good job at all
- Lets say I've got attack group size set to 4 in general settings, flash marked as an attacker, and 10 flashes pumped out - still no attack happens

So, after a few hours I've abandoned my attempts.
Can I either receive a working example config, or a better manual?

P.S. I have a shameless feeling that my intelligence level is not below "random noob" average, so if I didn't succeed with it - probably most ppl wouldn't.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

im going to make an XTA config based on my build order. if I can get the toolkit etc to work this time. ill post any problems I have up here..
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AF
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Post by AF »

Scouting was disabled in favor of a KAI style maphack because scouting was broken. Dont use random move keywords as the random move keyword as broken for the same reason scouting was disabled.

Toolkit 0.26

0.26 adds a packaging utility, if you click on the new third option on the main screen it'll take the opened config and compress it into a zip archive, that can then just be extracted straight into the spring folder to install.

I also removed the faulty XTA config.

Nanoblobz 0.64 config
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

ok, ill download this. my attempts with the 0.25 config maker;
1) it refused to use the config i made.
2) when i used the config maker to open a config I had edited or began, it crashed
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AF
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Post by AF »

can you send em copies of these 'bad' configs that're crashing toolkit?

And what version of the .Net framework do you have?

And you are opening mod.tdf not /configs/mod.tdf?

You havent hand edited them at all?
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

SUCSESS!
however, some limitations;
1)once i save a config, i cant reopen it to contiune it without everything crashing
2)it only seems to work when ntai is team 2, and only with 1 NTAI
3)lol @ use of peewees for the spacing :)

ill post somthing when I reach more sucsess
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

no wait, although I havnt changed anything, now NTAI refuses to move/load my config again

edit:
ok, the only circumstance the NTAI does anything is when i have two NTAIS vs each other, and then only team2 ntai does anything.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

1) units dont attack, does each one have to be given attacker tags?
2) once somthing is gaurding a factory, is there any way to make it stop gaurding the factory and do somthing else?
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

3) if I give a conbot several task lists, does it give the first one the first list, the second one the second list etc, or just give them all one after the other to the conbot?

edit: nevermind i figured this out
Last edited by 1v0ry_k1ng on 15 Apr 2007, 15:36, edited 1 time in total.
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DJ
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Post by DJ »

Think there is still some problems with attacking. It seems to assign one attack position which all it's assault units head for. However it never assigns another different attack position so all its units just stay at the first. IE if it's attacked on the left it send all its units to the left, if it is then attacked on the right the units just stay on the left.
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AF
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Post by AF »

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AF
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Post by AF »

XE9.7b

fixes an issue with hub ranges, removes blocking map debugging, and fixes an issue with hub unit identification.

Ivory, I am not sure what your problem is because these work fine on my machine, btu I dont see what Operating system you're using, what version of the .Net runtime, where you're running toolkit from, screenshots of error messages, copies of the configs, copies of learning files, your account on my msn, nothing.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

ok, sorry, ill provide those things soon. my config is going v well, i just can only get NTAI to work when there is a team 1 NTAI that does nothing for the team2 NTAI to work.
also, is the attacking broken atm? it indeed does just place a single point which it sends everything to atm.
oh, and is it possible to make mine placement more intelligent and have a setting for the spacing of mines seperate?
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