AAI 0.76 released - Page 8

AAI 0.76 released

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

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submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

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...
Coolio
Posts: 5
Joined: 17 Nov 2006, 16:47

Post by Coolio »

So how do i install update cuz if i do and play small divide i get an error in the botlib folder, global AI.dll
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

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.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

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
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

- AAI now builds air bases/refuel pads (thx to yuritch for finding the bug)
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Does it build geos?

I ask only because S44 air factories are built on geos, and i've never seen AAI build one.
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VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

submarine wrote:- AAI now builds air bases/refuel pads (thx to yuritch for finding the bug)
Im very happy with this phrase :lol:
Thanks!
If you want, send me the beta as usual.
My next version of the TA-BattleFleet included the fuel and supply limit for planes. :wink:
VonGratz
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

for those interested:

i just uploaded a new test version to svn, unfortunately it's not compatible with latetst release version (it will not compile), maybe i'll release a modified binary version for the "old" ai-interface the next few days...
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

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...
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)

ive considered telling it to use them as scouts, but they are slow, and so make horrible scouts
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

sub, xta has a few new units added for v9, will it be possible to make v9 work with XTA again on the v9 release :-) ?
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

If none of that new units are Commanders or Scouts, AAI config wouldn't need any changes at all. You'll just have to rename XTA config file (look for it in <Spring dir>\ai\aai\cfg\mod) to match mod file name.
realBonk
Posts: 25
Joined: 05 Sep 2006, 18:26

Hey Submarine, meinen Respekt

Post by realBonk »

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 :P
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

:o :o
MeraK
Posts: 13
Joined: 02 Jul 2005, 17:36

Post by MeraK »

Same problem here. :roll:

Except the folder I have to delete in order for the game not to crash is the "Learn" one.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

You cannot use AAI 0.76 with Spring 0.75 as it won't even compile there. 0.81 is the version that works with 0.75b2.
Crashing was presumably already fixed in svn, so the next release won't have that bug.
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

Which version is the one that comes with the full installer of 0.75b2? I've been using that one, and I have the same problem that realBonk has.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

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.
Image
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

cheers ill test now
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

Thanks! I'll test it, too.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

nice, it works fine. still needsa dgunning though
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

No luck here. Still crashed during sea battle.

Spring 0.75b2
Mod: XTA v9
Map: Small Suprememe Islands v2

By the way, the AI's built ship yards in the pond... :lol:
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