JCAI source on spring CVS - Page 4

JCAI source on spring CVS

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

Moderators: hoijui, Moderators

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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I didn't add isairbase to transports yet, great idea though! would be nice for IFV's (infantry fighting vehicle, type of APC) which have firing ports anyway.

it would be nice to see infantry with guns blazing set down in a Blackhawk helicopter, would be a little weird if they were shooting big weapons though like Anti-Tank missiles and such.

nice to see you are considdering my suggestions, the AI works great already, minus the fact it doesn't read those dashes (-), most mospact planes have them lol.

sorry to hijack all those threads with WD stuff lol, O/XTA is alot of fun as well.
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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Hey, why is it now such a good idea, when I've been pushing for it for two versions now?

And I wouldn't eat you alive for working with Zaphod, but for trying to push him out as you suggested, I'll beat you with my mighty stick of justice.
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jcnossen
Former Engine Dev
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Post by jcnossen »

What have you been pushing for two versions now?
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

i'm guessing isairbase tags on transports, i've just been a bit reluctant to incorporate it...

I usually become less reluctant if more people suggest the same ;)
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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Yes, Isairbase. That's the one. I've modified my bradley, and built an AAV.
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

i'll give it a shot,but chances are they will be like mobile bunkers, shooting Stingers, Anti-Tank missiles and machineguns lol...
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

And yet again:

It's easy to fix that G_Z, if Spring supports calling 0 for setSFXOccupy
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

When somethign is posted at darkstars it usually has a zaphod didnt read this marker in the readers mind, you read what you wanted and never returned ages ago zaphod, long posts deal with an entire topic, not just an algorithm, and most topic nowadays are more discussion type rather than article type. Baside unelss you're talking about the huge TAI and 5Matrix AI definition topics which where copied over from this forum ages ago and the 1 or two that followed then I say you're wrong.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

zaphod, i just saw some strange behaviour in your ai in the version that came with 65b2 (should be the newest).

Map was on core prime, and the ai build 2 mexes on the pyramid, but after that, NO mexes were build at all, only tons of metalmakers and solars. Otherwise the ai worked ok (build factories, send attack groups).
Im just curious why it stopped building mexes...

edit:

tested on wideopencombat, too.

2mexes, then TONS of metalmakers...
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Hmm that's too bad. I changed something to prevent a crash, but didn't test it properly. Expect a new release soon though, I want to update my metal map with alik's extended algorithm anyway.
I'm also testing new code to reclaim features around buildings (so units don't get stuck in the factory).

Alantai, it's just that right now I don't need to read anything to go ahead with my AI, I've got enough idea's of my own to handle things like the air patrol or transporting or mex replacement. The first part of your message was totally unreadable btw.
I've read certain parts of your site but didn't find it useful.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Oh well, I was thinking mroe fo other people.

As for aliks class I have a version here of it itnegrated with cians for those who dotn want to tinker with JCAI. I'll uplaod it now
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GrOuNd_ZeRo
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Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

some things need explaining.

task=attackdefend //can this be set to anything else?
units = buildoptions { MiG-31*2 J-10*2 } //*2 is 2 of the type of unit?
batchsize=10 //what is this?
category=4 //what does this do?
level=13 //dito
minmetal=55 //needs a minimum metal production of 55?

thanks, any other things I need to know?

currently, my AI builds resource generators which is great, only builds the basic force (can this have any other name?)

some explenation would definitly help, thanks Zaphod.
DimmurWyrd
Posts: 2
Joined: 19 Oct 2005, 16:57

Post by DimmurWyrd »

Just downloaded the new version of TASpring with the JCAI tried twice on the desert map packaged with the game... first game lasted around 5 minutes second around 10 both crashed due to the AI.

On the second I thought to use the cheat to watch the AI play... Wierd AI hehe... it started out fine metal extractor, solar panel, vehicle plant, energy storage, few more solar panels then about 50 metal makers lol... (somewhere in there had a few vehcile constructors made and one making an airbase) I have the replay and the stuff the game made to report it but I didn't send because I didn''t like how my AV and email program both reported it was trying to send to multiple addresses from my address book hehe (error in reporting probably but why take chances in this day and age.)

If someone can give me a where too send I can send both dumps if wanted. it's 9:23am and I haven't been to sleep yet (darn addicting games get me every time hehe) so I'll leave this as is and hope the spelling and grammar are not too offensive to anyone ;)
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I appreciate your help, but the AI system is constantly changing and it's very likely that the bug has gone already. Bugreports will be very useful once it has matured a bit more, but right now there is just so much stuff to do that I don't even have time to use this.
My code is also quite different already from the version currently in 0.65b2
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

-bump- question Zaphod? ;)
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Ah sorry, somehow I completely skipped over it :roll:

-category
Groups are divided into categories that can be build simultaneously
For example you'd want to have air forces in a different category than ground units, otherwise either air or ground units are being build at a time, never both

-level
The level indicates the "power" of the unit group, when the force manager is selecting a group type to build, it selects the group with the highest level that it is capable of building

-batchsize
Number of units in a single group of this type

-minenergy
Minimum energy income needed for this group to be build, if current energy income is lower than this, a lower level group type is selected for building

-minmetal
Same as for minenergy

-maxspread
Maximum spreading of the group, when the outer group units are further away from each other, grouping mode is selected and the units move to eachother until they have a spreading equal or smaller than groupdist

-groupdist
See maxspread

-task
Should be put on attackdefend right now, in the future it can be used for other things (such as air patrol or artillery support)

Force groups can have any name, as long as they are within the ForceInfo section of the config.
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

From what I've heard and read, your AI has progressed much since 0.20. Maybe it's time to give us some more? A lot of ppl are trying the AI atm for it's the first AI that works, and gives some battle. Maybe ur next AI will be implemented in some next Spring release?

PS: Hi everyone ;)
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Since AF is releasing new testing version, I might do as well... it has a problem at about 10 minutes. It's a little more capable than the one currently with spring:
Builders don't get stuck in trees, additional helper builders are created (the BuildSpeedPerMetalIncome setting in the xta_core.cfg is a bit low right now, so you might increase that and it'll build more builders) mod profiles are read from the spring file, and defense building. It can also read unit names with dashes and starting with a digit (WD required that).
Because it doesn't run very long, it's not really playable right now. I'll be debugging these issues after tuesday.

http://www.fileuniverse.com/?p=showitem&ID=1701
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Yours doesnt come with a 0.65b2 version etc.

Mind if I repackage it with NTAI v0.25, a recompiled ZcAIn 0.02 and the spring.exe's with new GUI or ghosts switch and the recompiled GroupAI?
Some sort of skirmish AI package.......

I wonder if ghosted buildings switch has been added to the cvs yet.

Eitherway I frown upon a release simply to counter NTAI 0.25, I think you'd ahve bene better off waiting till a viable NTAI vs JCAI could have been done, which is impossible if it crashes after 10 mins.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Eitherway I frown upon a release simply to counter NTAI 0.25, I think you'd ahve bene better off waiting till a viable NTAI vs JCAI could have been done, which is impossible if it crashes after 10 mins.
It isn't released simply to counter ntai, I had a number of improvements since the version that comes with spring. For example the support for names with dashes and digits.
I also just wanted to release something so people see im working on it.

The skirmish AI package sounds nice, especially since I don't know how far away the next spring release is.

Now back to my triple integrals uggh :(
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