AAI Update

AAI Update

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

Moderators: hoijui, Moderators

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submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

AAI Update

Post by submarine »

The good news are:
I fixed a lot of bugs the last week and AAI currently runs almost without crashes. Zaphod and "hrmph" had the opportunity to test it and it didnt report any crashes either.

The bad news:
i#going to visit my girlfirend for 6 days, so i'll most likely dont have time to work on the ai the next days. nethertheless exspect the first public release soon

Below are some pictures on comet catcher of aai vs ntai...
(ended in defeat of ntai :) )


Image

Image

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

Post by GrOuNd_ZeRo »

I like any AI that can kill NTAI :twisted:

I'm kidding but it is nice to have an AI that can do some damage.

Will this AI be compatible with non-OTA based mods?/TC's?
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

I want reflective texture. :(
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Doomweaver wrote:I want reflective texture. :(
Which is relevent to AI's how?
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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

GrOuNd_ZeRo wrote:Will this AI be compatible with non-OTA based mods?/TC's?
Yes. This AI will learn about the units in any mod. on it's own. no external files needed. Dear god make it released soon. Sub, PLEASE do us a favor and let first release build water stuff... PLEASE.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

NTAI was balanced for maps with more metal, for interfaces that worked. Nice to see somethign capable of attacking without recieving incorrect information though. Lets hope you get back early ^_^
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

This AI is looking/playing great already! Very stable too, even games with 3 AIs running at speed 10 for a long long time did not crash. I can hardly wait to play future releases :-)
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Its looking awesome Sub! Me and you had a lot of same ideas, i was planning to cluster powerplants for my AI as well! (in packs of 4 however)
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

hello from hungary :)

i currently dont plan to implement support for watermaps, i think its more important to make the game work on "normal" ground maps first and then add support for other maps (metal maps, water maps, maps without connection between starting locations etc) later.

@krogothe:
have a look at my code, you can porbably use some parts of it...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

submarine, keepin mind that if your AI considers all factories it cna build then it'll have water support inbuilt so you neednt focus on ti at all.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

it splits up factories in water and ground based factories; anyway the ai would have to detect if its a water only, ground/water mixed, ground only map etc.
daraknor
Posts: 40
Joined: 09 Nov 2005, 09:22

Post by daraknor »

I am going to try and write a little mini application soon to dump unit data to a speadsheet (tab delimited probably) and then parse that.. I would consider this a hint vs for learning about units and I may extend the app to lmake generalizations.
HiEnergy
Posts: 16
Joined: 22 Jun 2005, 20:01

Post by HiEnergy »

hrmph wrote:This AI is looking/playing great already! Very stable too, even games with 3 AIs running at speed 10 for a long long time did not crash. I can hardly wait to play future releases :-)
Where did you download the AAI for testing it?
I did not see it on FU...
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

he asked me via spring client and i mailed it to him...
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Daraknor, if you want a program that loads in unit FBI files, I already wrote one. It loads FBI files into excel for you. If you played around with the macro's, you could easily get it to do what you want.

http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2596

If you dont know how to use macro's, I could probably help you mod it for whatever it is that you want it to do.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Cant you just get from unitdef and save it straight away instead of parsing a load of stuff?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Or better yet, no saving or loading at all, use the already loaded version the engine provides you with.

Afterral what fit he mdo is rebalanced? It'd be more expensive to laod the files then chekc them than it would be to regenerate the stats.
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