KAIK 0.13 Unofficial (Spring 0.80.5*) - Page 7

KAIK 0.13 Unofficial (Spring 0.80.5*)

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Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Kloot »

Yeah, I was just mildly thrown off by the lack of any parse
errors on my end. Smiff, can you try KAIK build 5415 with
CA again?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Tobi »

I'd take it it wouldn't give parse errors because it looks for .tdf and .fbi files, not .lua files.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Kloot »

edit: you probably meant sections
Last edited by Kloot on 10 Feb 2008, 13:01, edited 2 times in total.
Smiff
Posts: 123
Joined: 03 Oct 2007, 12:54

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Smiff »

Kloot wrote:Yeah, I was just mildly thrown off by the lack of any parse
errors on my end. Smiff, can you try KAIK build 5415 with
CA again?
woohoo - the best bot is now working with the best mod again ;)

thanks Kloot for the work and thanks AF for the key.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Argh »

Hey Kloot, sorry to bug ye, but have you taken a look at the Map Demo and the 0.6 alpha-build of P.U.R.E. yet? KAIK just sits around doing nothing, even with Overmind, which it was using OK before... it still doesn't handle Gaia units, and treats them all as hostile (I've set all of the Map Demo stuff to gaia=1, just to test this- my thought is that if gaia == 1, then either ignore, Capture if possible, or Reclaim). And, of course, you can see what happens with Resistance... it doesn't even use the primary Commander, let alone the other two. Anything I can try in the cfg?
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Kloot »

KAIK is now in a playable state for both of PURE's sides
again, but you can mostly forget about it managing to
get a base going with the Resistance (it'll very likely just
spend all of its engineering teams on extractors before
putting up a factory).

Neutral units aren't taken into special consideration yet,
and won't be until I patch the AI interface to make doing
so easier. ;)
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Argh
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Joined: 21 Feb 2005, 03:38

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Argh »

(it'll very likely just
spend all of its engineering teams on extractors before
putting up a factory).
Yup, tested it, that's exactly what it does. I'll think about solutions that don't break immersion- maybe extractors can be a "delivery point" and allow more EngineeringTeams to be built. I'm fairly open to the idea of making the game design compatible with AIs for them, if I can. Just glad it finally plays Overmind again, I was getting very, very tired of setting up test scenarios for the latest builds...
Neutrals are not taken into special consideration yet.
I've set gaia=1 for all Neutrals in the Map Demo. May be a short-term solution. I am hoping to get the public demo of World Builder out soon...
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by theotherhiveking »

Just tried the svn version in the spring trunk today.

I tried running CA, unlike the one packaged with the ubuntu deb. This version did not crash.

But, the commanders only make solars and mexes, then more solars, then more mexes.

Then they build a T3 Experimental gantry, to just build a construction k-bot.

So i think that they build all these solars just to manage the energy needed for the gantry (5000 energy)


Imho this doesn't make much sense.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Kloot »

I guess my "fake a resource shortage to establish an
economy earlier" trick has a few side-effects, thanks
for reporting that.

e: reverted in r5462
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by theotherhiveking »

Kloot wrote:I guess my "fake a resource shortage to establish an
economy earlier" trick has a few side-effects, thanks
for reporting that.

e: reverted in r5462
Another bug, in the map 'dark sides remake' actually commanders have a strange behavior, they come to me base(EVEN THE ENEMY ONES) to reclaim the moon stones. also, they don't defend themselves if attacked while doing that.

This is with ca1305, and the lastes svn version of kaik
theotherhiveking
Posts: 21
Joined: 06 Feb 2008, 23:48

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by theotherhiveking »

And they try to build an orcone very fast, they dont have enough resources so they kill they economy and die.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Kloot »

The rock-reclaiming issue has been largely removed in SVN (it was
especially obvious on Cooper Hill, although you wouldn't soon play
against an AI there anyway ;)).

Regarding the too-early T3 problem, that's brought on by the way
KAIK determines the worth of a factory (which amounts to adding
up the value of each unit that can be built by that factory). Thus it
can happen that a T3 plant of high value gets greenlighted over a
T2 one of lower value if the AI has enough resources, but mistakes
like that should be rare.
Chojin
Posts: 141
Joined: 04 Oct 2006, 11:22

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Chojin »

Hi there,

KAIK doesn't seem to like to move at all when playing XTA 9.43. Help? :-)

Additionally, can anyone post a precompiled lib which contains latest changes/fixes from SVN for Windows?

Thanks!
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Kloot »

I wasn't planning to release an intermediate build actually
(there aren't enough changes wrt. the .76b1 version, and
it cannot be compiled against the 76b1 source at present
without reverting some stuff), but if you like, I could zip up
an SVN-only .dll plus Spring executable to play around with
(or you could just wait for buildbot to get restored ;)). The
problem with XTA has been fixed though.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Argh »

or you could just wait for buildbot to get restored
<sigh>
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by merijn »

When starting a XTA 9.43 game, go to the "mod options (5)" tab in the battle window. The first option is the commander. Select the "No Morph. Normal Commander".

Now you can start a game with KIAK and it will behave normally.
Radtoo
Posts: 50
Joined: 12 May 2006, 14:21

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Radtoo »

Hey, just wanted to say that KAIK-1.13 from SVN now works on my gentoo linux x86_64, whereas it used to give an OOM error.

Good stuff!
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by merijn »

In some cases, when playing KAIK on XTA, it just stand there and does nothing.Adding another bot (or maybe even player) solves the problem.

So it could be you play two KAIK and only one of them is doing anything. then if you'd add a 3th one, they would all be working. But every time you'd try to run the map with the same two bots in the same configuration, that one same bot would idle.

One such sample is cooper hill against one KIAK (XTA44). It doesn't matter if i set start pos to fixed or random. If I add another bot the KIAK works fine.
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GBscientist
Posts: 65
Joined: 23 Sep 2007, 01:21

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by GBscientist »

When playing the latest stable version of CA (1604), the game crashes as soon as the countdown to start timer finishes. I believe this is a bot problem because I was able to play against TestGlobal without the crash occurring.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Kloot »

The revision of KAIK that comes with the Spring installer
is not compatible with CA anymore, only SVN builds are.

merijn: could you pastebin the script.txt for one of those
games so I can check if the problem still exists in SVN?
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