QAI! V2.45! New (03/09/2007) - Page 5

QAI! V2.45! New (03/09/2007)

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

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BrainDamage
Lobby Developer
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Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

stdafx.h =! StdAfx.h in linux (it's case sensitive), you might want to edit your source so people using unix-like OS will be able to compile your AI out-the-box

replace stdafx.h with StdAfx.h and everything works fine

i've made a linux build of this AI, where/how can i upload it?

EDIT: i've uploaded it to UF, sorry for the typo in "build" :oops:

http://spring.unknown-files.net/file/24 ... inux_Buld/
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QMan
Posts: 103
Joined: 17 Feb 2006, 01:10

Post by QMan »

2.44 is up!

Lots of bugfixes and balancing issues.

V2.44
-Fixed AI being overdefensive
-Fixed AI building too many metal makers
-Fixed AI building too many transports
-Fixed AI not invading properly
-Fixed defender units not defending (sitting around)
-Fixed issue with building incorrect economy buildings at very beginning of game
-Misc economy fixes
-Added support for artillery buildings

V2.43
-Really won't build nuke launchers it can't use this time!
-Added ability for stuck units to be transported to a safe location by flying transport (BETA)
-Fixed another bug preventing blockmaps from being used
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Post by TheFatController »

I have a random question/suggestion, is it possible to have learning AI's able to parse all the files in your replay folder (once on user request). Cause there's a lot of ingame data sitting there that could maybe be used to help figure whatever a learning AI learns..
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QMan
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Joined: 17 Feb 2006, 01:10

Post by QMan »

Thats a good idea. I'll have to look into it.
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Dihi
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Joined: 13 Feb 2007, 23:01

Post by Dihi »

QMan wrote:2.44 is up!
Thanks, that's excellent. I have been quite impressed by QAI so far and am glad that you're still improving it as well :). Keep up the good work
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

There's one major flaw in that you'd need to either implement spring again inside the AI or set the AI up as a spectator and manually run through each replay with the AI.


And ontop of that its arguable that it wouldnt learn that much because what it learned would have no context. Ai learnign in spring isnt learning at all its just statistical fiddling of kill loss ratios between unit types. There's no learnign of gameplay at ll so if you micro a unit and kill lots of its counter then the AI learns that that unit is effective and stops using the counter and then looses.

You also risk a statistical table from levelling out into meaningless babble by exposing it to custom tactics and variations in enough quantities and variations.

This replay parsing thing is a commonly requested feature but its a horribly misguided oen that assumes the AI has simple human style learning algorithms and that its capable of learning tactics, which is misinformation at best. The results of such a feature may actually be worse than the results you expect. You'd be much better off getting an AI in the middle of a game of pros with a maphack and an ally, training it up voer a few games, then sharing the stat tables with everyone else so they can download and play without training.
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

im not sure if qai is causing the problem, but my game freezes after > 1h playtime, it only seems to happen if there are at least 2 qai instances ingame

(it didnt happen with 1aai vs 1 qai or 2aai vs 2 aai, it happened everytime with 1 aai vs 2 qai and 2aai vs 2 qai)

spring does not crash, it just does not react to any input anymore (can be shut down with alt f4 though), i guess it might be some infinite loop in your ai

i'm using qua 2.44
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QMan
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Joined: 17 Feb 2006, 01:10

Post by QMan »

Yeah, found an infinite loop bug last night after a bit more testing. I think I got it and will release a hotfix soon.
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DJ
Posts: 355
Joined: 17 Jan 2007, 13:26

Post by DJ »

I tested 2.44 and i think that QAI still has a problem where it continues to target a dead building. I've got a screenshot of this occuring on in two places on screen if that's any help to you, I couldn't find any logs to send you.
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QMan
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Joined: 17 Feb 2006, 01:10

Post by QMan »

2.45 is up. Fixed up the infinite loop bugs (hopefully).
Annihilannic
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Joined: 11 Mar 2007, 18:51

Post by Annihilannic »

genblood wrote:I just tried the new 2.02 AI release. It still crashs Spring. Here is the
printout of the info.txt of the error message.
<snip>
Spring 0.74b3 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x6530207a
<snip>
Stacktrace:
(0) C:\Spring74b2\AI\Bot-libs\QAI.dll [0x6530207A]
(1) C:\Spring74b2\AI\Bot-libs\QAI.dll [0x65301478]
(2) C:\Spring74b2\AI\Bot-libs\QAI.dll [0x653003D9]
(3) C:\Spring74b2\AI\Bot-libs\QAI.dll [0x652FA761]
<snip>
I had the same problem with 2.45 until I set the start positions to Random or Fixed. The AI doesn't appear to be able to choose a start position (is that true of all AIs?)
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

Annihilannic wrote: I had the same problem with 2.45 until I set the start positions to Random or Fixed. The AI doesn't appear to be able to choose a start position (is that true of all AIs?)
Yeah. AIs are only started after everyone has chosen start positions so it's impossible.
chlue
Posts: 101
Joined: 28 Dec 2005, 20:48

Post by chlue »

2.44 and 2.45 get in an infinite loop direktly after the countdown with Expand and Exterminate. 2.43 worked. Please look at it. Currently this is the only ai i know, that works without a config with with EE and the hub system.

Unfortunate in 2.43 there are still a lot of problems with placing them. Putting four ais in an ffa game it may ten minutes till one manage to use a hub properly, but then if fight not really bad. The main problem is, that you have think about the things, that you want to place, after the hub is build. The ai tend to build them on places, where there is no room for the much bigger factories after it build the small hub that fits nearly everywhere in some hilly or crouded area.
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QMan
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Joined: 17 Feb 2006, 01:10

Post by QMan »

Ok, I'll look into E&E.
NightfallGemini
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Joined: 07 May 2005, 23:48

Post by NightfallGemini »

There's a very little known mod called Eternal Struggle, and I noticed QAI crashes at the very start. Tomorrow I'll try to get a log of it. >_<;
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Umrug
Posts: 141
Joined: 27 Nov 2006, 12:57

Post by Umrug »

:( with all the respect, QAI 2.44 plays really poor on BA4.7, it's no match even for other AIs...

EDIT: tried in at least 6 games with different maps/AIs and against myself
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DOT
Posts: 138
Joined: 26 Nov 2007, 15:39

Post by DOT »

QAI learns right? and which mod support QAI?
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DJ
Posts: 355
Joined: 17 Jan 2007, 13:26

Post by DJ »

unfortunately QAI has ceased development. I had a look at the source code the other night and tried to build it for 0.75 but didn't finish.

Shame really cos the code seems really well written, although the AI never seemed to quite perform as well as it promised
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