KAIK 0.13 Unofficial (Spring 0.80.5*) - Page 10

KAIK 0.13 Unofficial (Spring 0.80.5*)

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

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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 »

@hoijui

No, trunk is a bit behind my local sources (some bugfixes mainly, not
enough to warrant committing yet). As for the firestate issue, it might
be because KAIK sets the commander to hold-fire (which means all of
the factories built by it are now also set to that state, etc). I'll take a
peek.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by hoijui »

thanks kloot :-)
that sounds like it could be the problem.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Tobi »

Kloot wrote:@hoijui

No, trunk is a bit behind my local sources (some bugfixes mainly, not
enough to warrant committing yet). As for the firestate issue, it might
be because KAIK sets the commander to hold-fire (which means all of
the factories built by it are now also set to that state, etc). I'll take a
peek.
Yeah that is it. I noticed it too and commented out the 'setFirestate(0);' line and this made it's units fire again.

Of course it needs better fix since according to comment the setFirestate(0) isn't there for nothing.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Kloot »

Committed a hotfix to trunk, the kid gloves are off again. ;)
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by Nemo »

Kloot, how would you suggest tweaking the config in order to get KAIK to build lua-spawned units? S44 (like IW) uses a system where the unit built by the infantry barracks is a nonsense placeholder unit which is immediately killed and replaced with a squad of infantry on completion.

I've tried playing around with the cost multiplier and the unit category, but I can't seem to hit on a good combination. Should I bulk up the stats of the placeholder unit to make it look more worthwhile?
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by merijn »

Cool, if you compiled a version with this fix, I am prepared to "test" it :P

Anyway, it might be a good idea to update your first post, since its outdated with this version of Spring. In fact that bot version probably won't work at all. might be confusing for the unwary ;)
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.76b1)

Post by merijn »

Well, new version is out, so my last question is moot ;)

I did a fast check and it seems to work :)
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.77b4)

Post by merijn »

On Vista playing XTA 9.51 I had a crash in KAIK:

[ 50430] (0) D:\games\TASpring\AI\Bot-libs\KAIK-0.13.dll [0x6D89EE27]
[ 50430] (1) D:\games\TASpring\AI\Bot-libs\KAIK-0.13.dll [0x6D8B6F1C]
[ 50430] (2) D:\games\TASpring\AI\Bot-libs\KAIK-0.13.dll [0x6D8B7649]
[ 50430] (3) D:\games\TASpring\AI\Bot-libs\KAIK-0.13.dll [0x6D8879D7]
[ 50430] (4) D:\games\TASpring\spring.exe [0x007D26FF]
[ 50430] (5) D:\games\TASpring\spring.exe [0x0081F1D7]
[ 50430] (6) D:\games\TASpring\spring.exe [0x0084B27C]
[ 50430] (7) D:\games\TASpring\spring.exe [0x0085059D]
[ 50430] (8) D:\games\TASpring\spring.exe [0x005B9C7B]
[ 50430] (9) D:\games\TASpring\spring.exe [0x005C5FC8]
[ 50430] (10) D:\games\TASpring\spring.exe [0x005B8B6D]
[ 50430] (11) D:\games\TASpring\spring.exe [0x005B8D69]
[ 50430] (12) D:\games\TASpring\spring.exe [0x00A32C01]
[ 50430] (13) D:\games\TASpring\spring.exe [0x004010A7]
[ 50430] (14) D:\games\TASpring\spring.exe [0x00401123]
[ 50430] (15) C:\Windows\system32\kernel32.dll(BaseThreadInitThunk+0x12) [0x76CB3833]
[ 50430] (16) C:\Windows\system32\ntdll.dll(LdrInitializeThunk+0x4d) [0x7737A9BD]
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.77b4)

Post by Kloot »

Unfortunately, the problem with trace addresses from a shared library
is that they correspond to where the code ended up after being linked,
but to do anything useful with them I'd need the library's loadtime base
address (which is missing in your Spring stackdump). The alternative is
to play KAIK myself and wait for the crash to repeat itself or try to guess
the base library location, but that might take awhile. ;) Thanks though.

edit: to clarify, what I need are these bits from infolog

Code: Select all

DLL information:
0x00400000 spring
// blablabla
0x6d880000 KAIK-0.13

Nemo: bulking it up probably won't help, KAIK looks at statistics like DPS
which are calculated rather than read from the unit FBI. Setting the cost
multiplier to some insanely high value might be your best bet to bias the
selection favorably (the placeholder unit should have at least one dummy
weapon for this to work well).
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.77b4)

Post by merijn »

Ahh, why didn't you say so...oh wait..you did ;)

I was just about to ask what i could do to provide some helpful information when i saw your edit. :)

[ 50430] Spring 0.77b4 (spring_0.77b4-R6740) has crashed.
[ 50430] Exception: Access violation (0xc0000005)
[ 50430] Exception Address: 0x6d89ee27
[ 50430] DLL information:
[ 50430] 0x00400000 spring
[ 50430] 0x77340000 ntdll
[ 50430] 0x76c70000 kernel32
[ 50430] 0x75de0000 ADVAPI32
[ 50430] 0x774c0000 msvcrt
[ 50430] 0x6d880000 KAIK-0.13

If you need the rest of the // blablabla let me know.

Hmm, addresses seem the same as in your example, is this usual?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: KAIK 0.13 Unofficial (Spring 0.77b4)

Post by Tobi »

DLLs have a base address on which they are normally loaded if that address is still free. This speeds up relocation, since no relocation has to be done. Only if two DLLs overlap one is relocated and the base address actually starts to differ.
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: KAIK 0.13 Unofficial (Spring 0.77b4)

Post by Hobo Joe »

Is there a version out for .77b5 yet?

The version that's on jobjol is for 77b4, and it's completely incompatible.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: KAIK 0.13 Unofficial (Spring 0.77b4)

Post by hoijui »

comes with the installer of 0.77b5
under AI, the installer has AAI and KAI listed. but when you select KAI, it actually installs KAIK (in other words, the installer just shows the wrong name.
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.77b4)

Post by merijn »

There is a problem with KAIK in this version (see also http://spring.clan-sy.com/phpbb/viewtop ... 15&t=16633).

The bot will build mexes and energy and a factory and then guard the factory. but the factory won't build anything (and the AI is stuck like that). If the factory gets destroyed (or energy) it will rebuild and guard again and be stuck again. I had this with KAIK plaing BA chicken defence, and someone else had it with BA.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.77b4)

Post by Kloot »

No luck reproducing this one I'm afraid, with any of the mods mentioned
(XTA, BA, BA Chickens). For those people that do have this problem, is it
at least consistent from game to game (ex. when starting with the exact
same setup script three times in a row) or not deterministic at all? (If not
then I guess a debug release is in order again ;))
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by merijn »

I could reproduce the issue against the BA chickendefence (but I didn't try many times). I will do some tests tomorrow (but if you have a debug version, that might save time if the problem isn't obvious).
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Kloot »

Debug build is here:

http://www.darkstars.co.uk/downloads/vi ... OGGING.zip

It should be identical to the installer version except for the more detailed logs.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by MelTraX »

I can reproduce this 100%. I even tested on a PC that never saw a Spring installation in its life.

Tested that debug version on XP, Desert Triad, BA6.5 with 3 KAIKs. All three logs are attached.
Attachments
KAIK Logs.7z
(13.98 KiB) Downloaded 36 times
Last edited by MelTraX on 29 Oct 2008, 20:42, edited 1 time in total.
theluckyone17
Posts: 5
Joined: 16 Oct 2008, 05:26

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by theluckyone17 »

I'm having this exact same problem, for what it's worth. I can reproduce it easily:

O/S: Gentoo Linux 32bit.
Spring version 0.77_p5-r1 (r1 denotes ebuild version)
Maps: Cooper Hill & Aberdeen

I'll put together a basic base, send a scout unit over to the enemy's base, and the com is doing nothing but standing next to a bot factory, with a few wind power and metal mines. No other activity. I can get the com to respond by firing upon it or the buildings. Destroying the buildings and leaving the area causes the com to rebuild it, but it stops after it's complete. I can get the com to chase my scout.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Kloot »

Thanks Meltrax, seems this is related to the amount of starting resources
an AI team receives (setting them to 1K / 1K fully prevents it from going on
strike). I don't think I ever tested how KAIK would play when beginning with
substantially less than 1000 of both, but now I know. ;)
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