RAI v0.601 - Page 4

RAI v0.601

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

Moderators: hoijui, Moderators

User avatar
Umrug
Posts: 141
Joined: 27 Nov 2006, 12:57

Post by Umrug »

I didn't do too much testing yet, but previous version (0.40) beats new version (0.51) in 1x1 on small land maps (small divide, cooper hill, and other). I didn't invest time to understand the reasons, I can if such an input is needed. Among the good points: no crashes, similar to previous version :)

Add attack groups - and this'll be the best AI.
User avatar
DJ
Posts: 355
Joined: 17 Jan 2007, 13:26

Post by DJ »

I tried a 1v1 on altored_divide and 0.5 wiped the floor with 0.4. I'll try some more tests but this does look to be a big improvement to me...
User avatar
KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Post by KingRaptor »

Sweet, now I can play EE against an AI.

It seems to have a questionable build order (the same problem that smoth has) though - the two GD RAIs made heaps of helipads and no tank factories. :|
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

tested 0.5 with EE.

it tries to build a mex a positon where there is already a building.
after a while it cancels the mex and builds something else but it always tries again to build the mex - at the very same position, resulting in the mex never getting built.

http://www.abload.de/image.php?img=rai8d7.jpg

Although it techs up without having build any T1 units at all (well, one builder of course)
Maybe include a trigger not to tech before having build 100 T1 units?

And it shouldnt build new factories when the old factories are idle.
Maybe also disable aircraft as a start option, air-start is hard for humans to play good with and probally impossible for an AI.

It didnt crash and also no huge delays when loading which is good :)
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

my RAI has never yet managed to place a factory
User avatar
hughperkins
AI Developer
Posts: 836
Joined: 17 Oct 2006, 04:14

Post by hughperkins »

Got a wicked D-gun on that commander!

CSAI vs RAI, RAI won.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

been playing a lot with rai, I tried it a few times again later and it still sometimes does the all air thing but I wanted to report a few bugs:

I have seen it do the following:
Ordering attacks on units with weapons that cannot normally target said units(bombers trying to bomb aircraft when bombs are prohibited from that in gundam)

Issuing a move order for the commander and it actually flying waaaaaay off map:

Image
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

That latter error with the bombers should be present in all the spring AIs, namely because its never been an issue with mods such as BA or XTA siince AIs rarely go all air.
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

The only time I have seen rai building only air is on water/island maps with mods that have no naval, in which case there isn't much that can be done about it. If this isn't the case you were referring to, posting a demo would help clear up the problem.

If it was being shot at and was trying to run away, then it will continue running in the opposite direction of the enemy, but you're right, I should limit those move orders to within the map since spring only seems to let AIs deliberately move off the map like that. There may be another problem with this, but in any case, I intended to change the current retreat method all together.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

demos are not good because a lot of the time I am using it with a test version of gundam, I am just specing and watching units fight to observe behaviors.(so odds are the test version is deleted after the test)
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

things to improve;

the ability to detect if solar>wind, such as on comet. watching it spaem wind is slightly depressing :p

make it limit itself to one expensive project (like a factory) at a time rather than having loads parallel building

it currently makes very expensive defences in its inner base, which is kinda poor

air units need to be saved up and used in groups, sending them in moment they are complete = fail

more cons gaurding factories

otherwise i very much like this AI. it'll be interesting to match it against NTAI soon :-)
User avatar
Agon
Posts: 527
Joined: 16 May 2007, 18:33

Post by Agon »

Can it be possible to make rai working with Linux?
NightfallGemini
Posts: 59
Joined: 07 May 2005, 23:48

Post by NightfallGemini »

D: will there be a new release of RAI for the new client?
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

Yes, but probably not for another 1 or 2 weeks.
NightfallGemini
Posts: 59
Joined: 07 May 2005, 23:48

Post by NightfallGemini »

Reth wrote:Yes, but probably not for another 1 or 2 weeks.

<3<3<3<3

seriously, it's the only AI I've used since it came out. ;_;
User avatar
Peekaboom
Posts: 94
Joined: 09 Mar 2006, 03:54

Post by Peekaboom »

seriously, it's the only AI I've used since it came out. ;_;
+1
NightfallGemini
Posts: 59
Joined: 07 May 2005, 23:48

Post by NightfallGemini »

is this still alive? :x
User avatar
chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

I shall be trying out v0.55 this evening!!
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

it dosnt work with 75b yet
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

The latest version does, I've just tried it.

Very nice AI :-)
Post Reply

Return to “AI”