JCAI source on spring CVS

JCAI source on spring CVS

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

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jcnossen
Former Engine Dev
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JCAI source on spring CVS

Post by jcnossen »

For anyone interested, I've uploaded the work-in-progress JCAI source to the spring cvs repository:

http://cvs.sourceforge.net/viewcvs.py/s ... ring/JCAI/

It is currently working but doesn't scale very well to larger bases, and doesn't build defense yet, as well as some other minor problems.
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SinbadEV
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Post by SinbadEV »

Does it crash anymore?
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jcnossen
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Post by jcnossen »

Nope, it's very stable now :)

Note that releasing is a bit difficult since it uses the newer AICallback which is not supported in spring 0.64b1
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Min3mat
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Post by Min3mat »

for all us coding-noobs could you please tell us how to get it to work? AF keeps on talking about compiling it, what do i need for that? (link would be nice)
pretty please? :cry:
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jcnossen
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Post by jcnossen »

SJ told me there is going to be an update tomorrow, and JCAI will be included in it, so you'll have to wait till then.
I'll try to do a few improvements before tomorrow...

EDIT: SJ told me there is POSSIBLY going to be an update tomorrow
Last edited by jcnossen on 09 Oct 2005, 23:05, edited 1 time in total.
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Min3mat
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Post by Min3mat »

really! cool!
this could be bad news for AF though...
is this a update in the cvs or the current version?
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jcnossen
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Post by jcnossen »

Not a cvs update, a "real" update where version numbers increase ;)
But I think I'm stealing the news here :P
anyway, jcai is not be much of challenge right now, but it's a nice way for
beginners to find out how the game works.
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Min3mat
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Post by Min3mat »

really! Alantais going to be pissed :lol: can't wait to tell him! rofl
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jcnossen
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Post by jcnossen »

Well really the AI sucks now, so I don't think he's going to be pissed (oh yes Im mean angry in UK english :P) that much :lol:
alik83
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Joined: 08 Sep 2004, 15:32

Compiling JCAI

Post by alik83 »

When compiling JCAI I get an error:
d:\games\workCode\JCAI\BaseAIDef.h(23): fatal error C1083: Cannot open include file: '<boost\bind.hpp>': No such file or directory
I have regular VC2003 instalation, so I wonder how to workaround this problem...
Thx,
Alik
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

Can anyone refer me to a page I can download VC2003? i'd appriciate it so I can mess with the Spring sourcecode...

And Zaphod, you ROCK man :D
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jcnossen
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Post by jcnossen »

You need the boost::bind headers to compile:
http://www.boost.org/
Boost::bind requires no libraries to be linked or anything, so you just need to set the correct include path in vstudio (tools menu -> options -> projects -> VC++ Directories)
You will need other boost parts anyway once the linux port has been merged.

GZ: Eh thanks :P
Strider
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Post by Strider »

This is great news. Including a working AI in the default distrobution will only serve to help new players get used to the system, and/or allow others to try different stratagies/mods.

Will this be like your last AI in that it gets it's behavior from a rather easily interpreted and edited text file (that will inevitabally be built upon within a week of it's release), or is it a bit more internalized?
mikedep333
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Joined: 25 Jul 2005, 20:07

Post by mikedep333 »

I agree. Having an AI included to practice against, no matter how crappy it is, will help attract newcomers.

If a new spring version is not released within the next few days, someone please compile a version that works with .64b1.

Also, include a start menu shortcut to spring.exe for an AI game.
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Kuroneko
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Post by Kuroneko »

mikedep333 wrote:Also, include a start menu shortcut to spring.exe for an AI game.
just make a script, and run the script via a shortcut.
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jcnossen
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Post by jcnossen »

Will this be like your last AI in that it gets it's behavior from a rather easily interpreted and edited text file (that will inevitabally be built upon within a week of it's release), or is it a bit more internalized?
Yes and no, the last config script allowed for a lot of control of how the base was constructed, you could specify what build what. The new script is more of a set of weights for all the algorithms implemented into it.
The AI finds out automatically which builders are required to build things, and possibly which builders are required to build the builders....
This build table is also all precomputed and stored in a cache file on disk.
I could also just calculate the storage unit types and resource production unit types by itself so those don't have to be specified in the config file, but for now I wanted a little more control.
However forces and recon work in the same way.
So a text file is still used but a lot of things are more automated and internalized
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AF
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Post by AF »

Oh, min3mat, if you'd seen what I've seen you wouldnt be pissed of at all, you'd be quite ecstatic

^_^
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AF
AI Developer
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Post by AF »

http://www.fileuniverse.com/?p=showitem&ID=1597

For those who cant wait, zaphods previous AI release recompiled for current version (0.64b1)
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Min3mat
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Post by Min3mat »

meh censorship suxxx
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jcnossen
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Post by jcnossen »

Use your own thread for cryptic messages please :P

And why are you uploading my buggy old 0.10 version? :|
Let me decide when to release my stuff ok? :shock:
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