First release of JCAI - global AI - Page 5

First release of JCAI - global AI

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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AF
AI Developer
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Post by AF »

A silent retreat it was not, do not condone me for the consequences of things you know not off, nor understand.
IMSabbel
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Post by IMSabbel »

Wow,

What a statement...

May we condemn you for stuff YOU dont understand? Like c++ or ai design?
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AF
AI Developer
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Post by AF »

That's just malicious sabbel
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Maelstrom
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Post by Maelstrom »

and that was just pointless. Go away now.
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hrmph
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Post by hrmph »

Maelstrom wrote:and that was just pointless. Go away now.
Use quote, its kinda confusing who your talking to :)
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Slamoid
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Post by Slamoid »

Anyway, to get back on topic... (Leave Firestar alone please.. Let's be friendly now.)

Zaphod, can you PLEASE recompile for the new version? If you do I can finish my OTA, Rhyoss, and UTASP5 AIs! Plz and thank you much. :-)
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Michilus_nimbus
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Post by Michilus_nimbus »

Slamoid wrote:Anyway, to get back on topic... (Leave Firestar alone please.. Let's be friendly now.)

Zaphod, can you PLEASE recompile for the new version? If you do I can finish my OTA, Rhyoss, and UTASP5 AIs! Plz and thank you much. :-)
You have Rhyoss working? Could you post some screens?
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jcnossen
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Post by jcnossen »

I recompiled it:

http://www.fileuniverse.com/?p=showitem&ID=1391

Realize though, that I want to make some big changes in the next version. I want builders to be picked automatically and shared across all cells. This implicates some big changes in the way cells are described in script. The force system will probably stay the same though.
It would be kindof a waste if you invest time on these 0.11 scripts that will be outdated anyway.
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Slamoid
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Post by Slamoid »

Outdated, but in howlong? I love playing offline/lan, so this is more for my enjoyment than anyone elses'. :wink:

I really look forward to your new changes!
Last edited by Slamoid on 28 Aug 2005, 00:59, edited 2 times in total.
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Slamoid
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Post by Slamoid »

Ok, maybe you can help me Zaphod...

I've reduced my once mighty script to this to find the crash. Why would this crash?
//------------------------------------------------------------------------------------------
// Cell info
//------------------------------------------------------------------------------------------

start
{
mex=cormex
factory=corvp
support="corsolar*5 corwin*6"
builder=corcom
childs="recon start2*1s2 attack"
}

start2
{
mex=cormex
factory=corvp
builder=corcv
support="corsolar*4 corrad corpun"
//childs="klab vplant"
}

attack
{
mex=cormex
factory=corvp
builder=corcv
support="corsolar*4 corrad corpun"
//Same problem with Force FAV
force="corfav"
//childs="klab vplant"
}


recon
{
task=recon /* recon cells will send their force to unknown areas */
builder=corca
factory=corap
force="corfink*2 corveng"
maxforce=7
}

//------------------------------------------------------------------------------------------
// Force info
//------------------------------------------------------------------------------------------

forceinfo
{
grouptypes = "BasicForce1 fav"
}

BasicForce1
{
task=attackdefend
units=corfav
batchsize=4
category=2
level=1
minmetal=1
}

fav
{
task=attackdefend
units=corfav
batchsize=4
category=2
level=2
minmetal=1
}
with this log?
Log started.
AIConfig: Ordertimeout=80, Debug=on, ForceEnergyRatio=1.000000, ForceMetalRatio=1.300000, DefaultMinDist=4
Running mod OTA_Shiny_TA.sd7 on map Castles.smf
Infomap of 16x16 created - high metal val=255
Build table constructed: 134 unit definitions
Parsed force group: BasicForce1
Parsed force group: fav
Parsed cell config 'recon':
Parsed cell config 'start2':
Parsed cell config 'attack':
Parsed cell config 'start':
child cell type: recon, minforce=0, minsupport=0, count=1
child cell type: start2, minforce=0, minsupport=2, count=1
child cell type: attack, minforce=0, minsupport=0, count=1
New cell start
RequestMiningZone(): (12,3)
start: Trying to build a mex...
AddBuildOrder: CORMEX @ (6136,1528)
Reorderding order CORMEX by CORCOM - 1 time. (-1,-1)
start: Trying to build a factory...
AddBuildOrder: CORVP @ (6392,1784)
New cell recon
RequestSafeBuildingZone(): heightdif=24.615223
AddBuildOrder: CORAP @ (5880,1792)
New cell attack
RequestMiningZone(): (13,3)
Add factory order: CORCV
SetBatchBuildingTask: fav
FindPreferredUnit (CORVP) on group fav
Add factory order: CORFAV
attack: Trying to build a mex...
AddBuildOrder: CORMEX @ (6648,1528)
UnitGroup: Added CORFAV - batch has 1 units.
SetBatchBuildingTask: fav
FindPreferredUnit (CORVP) on group fav
Add factory order: CORFAV
UnitGroup: Added CORFAV - batch has 2 units.
SetBatchBuildingTask: fav
FindPreferredUnit (CORVP) on group fav
Add factory order: CORFAV
UnitGroup: Added CORFAV - batch has 3 units.
SetBatchBuildingTask: fav
FindPreferredUnit (CORVP) on group fav
Add factory order: CORFAV
UnitGroup: Added CORFAV - batch has 4 units.
ForceHandler: Batch build completed: (fav)
And btw, I'll post screenies of Rhyoss soon, I'm just trying to get ANY of my ai's working...

[edit] And now to make a long post even longer, Screenshots of testing the Rhyoss. I hope to convert and fix the Mynn also (I didn't convert the Rhyoss).

http://www.geocities.com/sammboy125/screen023.txt
http://www.geocities.com/sammboy125/screen025.txt
http://www.geocities.com/sammboy125/screen027.txt
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jcnossen
Former Engine Dev
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Post by jcnossen »

Yeah if I knew why it would crash I wasn't rewriting :) That particular crash only happens in release mode which doesn't simplify things either. But generally, it always works out for me to implement something for the first time, get some experience with the problems that have to be faced, and rewrite it. It will be the same here.

Note that once I reach a stable and efficient AI system, script format will not change dramatically, it's just these early alpha releases that have a lot of changes in them...
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Slamoid
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Post by Slamoid »

Well then, tanks Z. I really look forward to your next release. :P
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Kuroneko
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Post by Kuroneko »

I don't know if anyone has made this but..

Heres an Arm script! :D Everything has been modified to work with arm. It also tends to be a bit more expansionary and defensive.

http://kuroneko.gotdns.com:27018/xta_arm.zip
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hrmph
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Post by hrmph »

I made this for a JCAI logo
Image

thanks Zaphod!
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jcnossen
Former Engine Dev
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Post by jcnossen »

Kuroneko, thanks, it works nice and didn't crash for quite a while :) I'll try and include a modified version of that in the next release.

The logo is cool :) I'll have write the next readme in html though :)
shnorb
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Joined: 04 Jun 2005, 07:25

Post by shnorb »

could i use the ai for lan games?? sorry if this has been answered someone... i looked around but couldnt find mention of it....
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jcnossen
Former Engine Dev
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Post by jcnossen »

Well if it doesn't crash you can :)
Just run the TA Lobby server and connect to it with TASClient, and use the new bot stuff in the client to add an ai player.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

I noticed it crashes after it builds the first force...kinda odd...any ideas where the crash comes from in the first place?
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Kuroneko
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Post by Kuroneko »

Code: Select all

ForceHandler: Batch build completed: (BasicForce1)
Thats at the bottom of most of the logs.

/me pokes around
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

i'm going to experiment with removing the forces to see if it will crash the game still....
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