JCAI source on spring CVS
Moderators: hoijui, Moderators
JCAI source on spring CVS
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.
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.
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
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.
Compiling JCAI
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
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
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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
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

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?
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?
-
- Posts: 46
- Joined: 25 Jul 2005, 20:07
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.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?
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
http://www.fileuniverse.com/?p=showitem&ID=1597
For those who cant wait, zaphods previous AI release recompiled for current version (0.64b1)
For those who cant wait, zaphods previous AI release recompiled for current version (0.64b1)