NTAI

NTAI

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

Moderators: hoijui, Moderators

User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

NTAI

Post by AF »

NTAI

I created this a few days ago. When I had finished the last released version of the AI skirmish template, zaphod said about em learning C++ quickly. lol I've known standard C for ages it was just APi's and thgins like using template classes liek vector<>. Anyways over the next 40 hours I coded this, and I've been rebalancing things since.

To install, goto the aidll fodler in your taspring directory and inside that palce test.dll in the globalai folder, replacing the existing test.dll. Then, either run spring.exe directly choosing globalAI script adn a map, or use the bot option in the lobby.

http://sourceforge.net/project/showfile ... _id=141993

Ok, well this AI works only with Core on XTA atm, though I'll have released a version that works for Arm and with some support for swta and WD though nothing 100%, then I'll continue my work on dynamic building sorting that I started before this.

And whatever you do never play on small divide.

Other than that the AI expands aggressively, and attacks just about as well as JCAI maybe better since it's capable of building and using level 2 buildings.
Current version is for 0.64b1, I'll have a version for 0.65 bundled with the release along with JCAI when SJ decides to release though.

Again if you have any problems at all, PM me and try it on another map.
ImageImageImageImageImageImageImage
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

zaphod said about em learning C++ quickly. lol I've known standard C for ages it was just APi's and thgins like using template classes liek vector<>.
Well you clearly indicated differently, you said you had just made a single small application and never used pointers before. Since any C programmer would've used pointers before, you clearly didn't know C for ages. But anyway let's not get hostile :)

So, nice work, NTAI currently scales up better then JCAI so it seems, so there's a good chance yours will win right now.
What does NTAI stand for?
Last edited by jcnossen on 11 Oct 2005, 21:11, edited 1 time in total.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

THIS RULES.

WARNINGS

Currently dont play on maps with features (Acid Bridge 3)

Does not liek maps with OTA Mex placement (IE small squares)

You replace the test.dll in teh global AI folder...

aGorm (offical sponser)
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Hmm.. prehaps maps should eventualy contain "AI hints" in their SMD file, like watermap, hilly(use kbots), OTAmetal and whatnot...
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

That's a good idea yes, right now it's very hard to find a good balance for all maps.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Nice! It's a match, first round. JCAI vs NTAI.

*Ding-ding!*
What does NTAI stand for?
Why offcourse, Nazi-Terror-AI. DUH!
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Not TAI
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Possibly though i suspect teh AI will soon be able to tell anyway besides he wants a non-cheating AI :-)

But if it happens we'll have to reales all teh maps AGAIN!!

that would sux...

aGorm
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Another way could be to let the user select an AI profile I guess, but that has to be supported by the battleroom and spring itself first...
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Try mailing me bugs instead I dont ahve time for PM's nowadays with these time limits. tarendai'at'gmail.com
cain
AI Developer
Posts: 124
Joined: 09 Aug 2005, 10:04

Post by cain »

argh! sourceforge went down!!!!

plz upload on fileuniverse!
Fnordia
Former Engine Dev
Posts: 425
Joined: 13 Aug 2004, 16:11

Post by Fnordia »

If you have saved the matching .pdb file for your ai.dll I can forward the crashreports that involves it if you want. Got one so far.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

sourcefore seems to be going down every few hours the last week, dont know what they are doing. Currently its available again.

EDIT:

well, the ai gets the honour of nuking my system twice into hard-resetness.
It worked on the pass, but whenever i tried loading wideopencombat, it crashed the system HARD (i.e. no errorbox ever appeared) right at the moment the commanders should appear, i.e. after pressing return)

Also, it doesnt seem to support multiple opponents yet (2 ai teams will be recogniced , but only the commander of the first team wil actually start building.
User avatar
aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Just note... he did this in 48 hours... thats not a long time. It was just to show people that he CAN build an AI.
Im sure a more stabel version will be out soon.

aGorm
User avatar
GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

doesn't currently work with the new version ;)
User avatar
Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

I'm sure he'll recompile it as soon as he gets a chance.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

lmao, IMSabbel, neither NTAI spring or JCAI are capable of causing hard resets or blue screens of death. Those are either problems that sprign has (if ti where spring everyone would get them and there'd be a greta uproar and the DY's would quickyl re-release), but the most likely cause is your PC and drivers/hardware programs running etc.

In all ym playtests I found the version I released agev em no problems at all or so I thought. Yesterday evening after i released I added a few lines of code to make it build air plants and aircons. This worked, however I became aware of a crash bug that really annoyed me. I ahve searched and sarched and the onyl clue asto what ti si has been a freak problem.

I made ti write the name of each function as it was called and foudn that when ti crashed it was in the middle of writting the name as it had only ritten half the name out before it had crashed.

Oh and yah fnordia damn sourceforge, different parts seemedaccessible to diffferent people. For example I couldnt access Spring CVS tor ecompile and send the new version to SJ.

And that file? I'll look for it and send you.

Bug reprots and suggestions? Goto http://www.darkstars.co.uk
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Please check your spelling :shock:

Saying hard resets aren't possible when people are having them is just sticking your head in the sand, apparently they are possible. Besides, things can go very weird and wrong with memory bugs...
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I have played voer and over again. Bluescreens are system problems. Hard resets are possibly caused by the AI but I find that extremely unlikely. Nonetheless you told me nothign useful, you didnt say what the AI was doing, any console messages it sent how far into the game it was in terms of secodns and minutes etc, he just blatantly buried his head in the sand of ignorance and said it doesnt work it rebooted my comp.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Well, alanti, you may say it, but i _CAN_ reproducably nuke my computer when running your ai on wideopencombat.
As it is a very large map, and it works on smaller maps, my guess would be a stack bust by some overflowing array or something...
(especially because wideopen has a very low extractor radius, so there could be a overflow in the metal extractor placement
And as a clarification, it doesnt reset, but freezes the computer.
But thats entirely possible if some buffer overflow causes spring to send crap to the graphics driver...
Post Reply

Return to “AI”