RAI v0.601 - Page 6

RAI v0.601

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

Moderators: hoijui, Moderators

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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Source code available yet?
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

Is now. (updated the first post)
Engine Of Darkness
Posts: 87
Joined: 23 Dec 2006, 21:36

Post by Engine Of Darkness »

Pretty nice Ai I have to say. I just witnessed the first game an AI ever ENDED for me. After 1:30h 2 Core Ais (allies) ovverran 2 Arm AIs (allies , too).

Epic fight.

I'm eager to see how they fight in a new version (if any new version is coming), e.g. no more "hit and run" stuff (Ai got like 100 tanks, and still runs away from the invaded base, duhh :wink: )
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Post by Satirik »

i think you should let the ai choose between the different lab the best one depending on the map and then stick to it at least in the beginning and just make 1 lab of each type + nano instead of making new lab, even if you made a "make 1 lab every 30 buildings" you should change the second lab to a nano assisting the first one, but maybe that way is just good for BA, you could add a function to calculate if building a new lab costs more than building a nano or a cons assisting it

anyway as engine of darkness said ... best spring AI imo
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Post by Kloot »

.
Last edited by Kloot on 24 Mar 2009, 19:59, edited 1 time in total.
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Linebacker
Posts: 128
Joined: 25 Jul 2007, 21:30

Post by Linebacker »

Can't I use RAI with the actual svn 4623 of 75b2 in LAN?

I get an error, that the "expected version" is 1539 and actual version something below that number, like 1431 or so.
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

AIs for one version of spring can't be used with other versions.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Well, this AI does not build my mines, which mine metal, but can be built anywhere, not just on metal spots.

Any Specific reason why? Do I perhaps need a tag of some sort? Other than that, it is fun to watch the battles, too bad they take so long.
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Pressure Line
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Joined: 21 May 2007, 02:09

Post by Pressure Line »

Snipawolf wrote:Well, this AI does not build my mines, which mine metal, but can be built anywhere, not just on metal spots.

Any Specific reason why? Do I perhaps need a tag of some sort? Other than that, it is fun to watch the battles, too bad they take so long.
have a look through the logs, see what it gets classed as
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Code: Select all

  Metal Production (Extractor) BuildList (disabled):  
  Metal Production BuildList:   Mining Facility(1)
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

I did a quick check and yes this is a bug.

It probably didn't had enough resources to build from the list. The code responsible for selecting the cheapest option on a build list only applies to certain lists, if there were no extractors, it should have looked at the second Metal Production list, but it didn't.

It is now probably fixed, though I cant think of a mod to test this for.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Gundam, possibly.

My friend Chrispin said it started producing them after he gave them one. So, I guess it "learned" that the Mine is the metal producer in my mod.

Edit: Though, I can't get the same reply from the AI... Hmmm...
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

New post, got my ass slaughtered by RAI (Well, almost, if it didn't have those 8 extra mines I would've killed em)

I gave it 8 mines, and it started building them itself. I was fighting two in a three man FFA on Altored Divide, which is my basic test map. I turned my attention to one, and plowed through him in ~10 mins or so, then I come back to my base with my armed forces and prepare for the journey south, making repairs and the such to my dfenz and units. Alluva sudden, out of the damned blue, comes about 20 jackals (which are the second meanest mobile t1 unit) and they nearly obliterated my defenses.

If I hadn't positioned my artillery in such a way that their shells fell directly in the valley where the enemy came from, I surely would've perished. He also had like 50+ infantry.

Needless to say, this AI kicks ass now that is has learnt. It may be able to best me one day in a one to one conflict :twisted:
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DJ
Posts: 355
Joined: 17 Jan 2007, 13:26

Post by DJ »

er I don't think RAI learns....
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clumsy_culhane
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Joined: 30 Jul 2007, 10:27

Post by clumsy_culhane »

mm im humiliated.. i got beaten by 3 RAI in Flash spam 1.2 on speed ball :(
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Tried playing latest RAI with SpringSVN. Crashed, after telling me that the version number expected by the DLL was wrong. Can you guys maybe get the SVN version working right? I want to test the SVN thoroughly before release, since it has so many new features, but I can't do that without a good semi-random AI, and AAI and KAIK both fail miserably right now :P
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

You need an RAI binary compiled for the specific SVN version of spring. It's not a question of RAI being broken.
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DOT
Posts: 138
Joined: 26 Nov 2007, 15:39

Post by DOT »

make RAI thaht build storages..

they dont build storages..
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Post by Reth »

already implemented.
although it could be improved, storage is built under set conditions
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DOT
Posts: 138
Joined: 26 Nov 2007, 15:39

Post by DOT »

never seen thaht RAI is building storages..
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