Skirmish AI: E323AI 3.22.4 - Page 25

Skirmish AI: E323AI 3.22.4

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

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romulous
Posts: 39
Joined: 31 Jan 2010, 12:36

Re: Skirmish AI: E323AI v3.16.0 - High Templar

Post by romulous »

I just played small devide with 2 AIs (3.14.5) and it worked. Although the AI seems to build things too close together and bottle necks his units. He also did not build any air units or aa defence (although that's probly not implemented yet I guess) or nanos.

Here's a crash i've been getting a lot with the new version.
Attachments
infolog-E323-3.16.0-spring-0.81.1.3.txt
(24.86 KiB) Downloaded 111 times
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romulous
Posts: 39
Joined: 31 Jan 2010, 12:36

Re: Skirmish AI: E323AI v3.16.0 - High Templar

Post by romulous »

Error323 wrote: P.s. This version was compiled with a new crosscompiler. Also some beta testers had problems with their windows 7 read/write rights, so be warned.
I have installed spring on a few windows 7 boxes in the default dir and then tried to manually extract the latest spring lobby and it got access denied. how funny is that ("No, you cannot write to your own files that you just put there") :roll: Although putting outside "Program Files" seems ok.
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bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Skirmish AI: E323AI v3.16.0 - High Templar

Post by bartvbl »

hint: first extract the files to the desktop, and then copy them manually to Progtam Files. Then it actually bothers to ASK if you want to copy those files..
And I agree.. it is ridiculously stupid. But what do you expect? It is microsuck! :P
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Error323
AI Developer
Posts: 237
Joined: 28 Nov 2006, 16:46

Re: Skirmish AI: E323AI v3.17.0 - High Templar

Post by Error323 »

E323AI v3.17.0 - High Templar
Changelog:
  • fixed zero sized cache files under Windows
  • more stable on loading graph cache data
  • compatible with /aikill and /aicontrol commands
  • fixed a crash when unit was given to AI
  • graph calculation correction
  • comm sharing support
  • other minor fixes
E323AI SO/DLL: HighTemplar
E323AI BUGS: Issues
E323AI SRC: Github

Howdy everybody, we have a new version of the AI for you. It has been tested on windows and linux using various maps. The windows dll file has been compiled by Slogic, not my failing crosscompiler, therefore it should work!

Aside from this we also started using a bugtracker which can be found here. A few words on that:
  • You need a github account
  • Be thorough in your description
  • Keep it in english
  • Add the E323AI log and infolog.txt files via gist
A nice howto on adding an issue can be found here

- Error323 & Slogic
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romulous
Posts: 39
Joined: 31 Jan 2010, 12:36

Re: Skirmish AI: E323AI v3.17.0 - High Templar

Post by romulous »

3.17.0 is a big improvement. I just played a game with one AI and it not only worked but seems to keep up the presure better. If it started to build nanos about 10 minutes in it would be dangerous.

Playing this mod with the default 500 unit limit does not work so well because it builds so much T1 stuff and after a while stops attacking (because unit limit is reached).
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AndiNo
Posts: 24
Joined: 23 Mar 2009, 09:45

Re: Skirmish AI: E323AI 3.17.0

Post by AndiNo »

Crash, playing with 3.17.0 with 3 bots. I don't have any further information... except that I'm angry that there is no save feature :x
Attachments
infolog.txt
(19.78 KiB) Downloaded 116 times
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Error323
AI Developer
Posts: 237
Joined: 28 Nov 2006, 16:46

Re: Skirmish AI: E323AI 3.17.0

Post by Error323 »

Can you give me the log of E323AI aswell? This is too little information to conclude anything.
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AndiNo
Posts: 24
Joined: 23 Mar 2009, 09:45

Re: Skirmish AI: E323AI 3.17.0

Post by AndiNo »

Sorry, I wasn't aware that there are specific AI logs, too. Can I pack them as ACE or RAR? They're 10 megs...
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Error323
AI Developer
Posts: 237
Joined: 28 Nov 2006, 16:46

Re: Skirmish AI: E323AI 3.17.0

Post by Error323 »

Yes please. I'll see if I can reduce them, lots of information lines on Idle units I bet.
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AndiNo
Posts: 24
Joined: 23 Mar 2009, 09:45

Re: Skirmish AI: E323AI 3.17.0

Post by AndiNo »

Yep I think so ;)

btw: I'm not sure if there were any speedups since 3.14.5 which I'm using now again... but I played with 3 E323 bots now and after about 40 minutes my game became a diashow. I know it has to do with the graphics, too, but the whole scene seemed to be heavy on the processor. I know this isn't OTA but there I could play with 6 bots and saw nearly no slowdown at all even after a whole hour. Is there anything I or you can do? Before it started to go down to 1 FPS there were regular "peaks" (or I should say "FPS lows") where the game stops for about a second and runs normal after that...



edit: I got the same crash now with only AAIs. Maybe it has something to do with the engine?
Attachments
logs.rar
(299.72 KiB) Downloaded 13 times
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Skirmish AI: E323AI 3.17.0

Post by hoijui »

give infolog.txt of AAI to pls (or next time, if you do not have it anymore).
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AndiNo
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Joined: 23 Mar 2009, 09:45

Re: Skirmish AI: E323AI 3.17.0

Post by AndiNo »

Here are the AAI logs. I hope it's okay I'm posting this here. If not I will move over to an AAI thread.

edit: Now as zip, too.
Attachments
log.zip
(2.88 KiB) Downloaded 12 times
AAI log.rar
(2.63 KiB) Downloaded 13 times
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Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: Skirmish AI: E323AI 3.17.0

Post by Abaddon »

WTF #1: five anti-air kbots trying to attack land target (mine at upper-left corner).
Image

WTF #2: 3 mines at one spot, and only one can work. Why to build mines on occupied spot?
Image
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Skirmish AI: E323AI 3.17.0

Post by Jazcash »

Yeh, a big problem with this AI is it spams AA in BA because it think's they attack ground like XTA or w/e.
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AndiNo
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Joined: 23 Mar 2009, 09:45

Re: Skirmish AI: E323AI 3.17.0

Post by AndiNo »

@Abaddon
You can play with 10 bots? How is your game running? Does it lag much or do you have a powerful computer? I have a 3700+ AMD and I get problems even with 3 bots...
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Skirmish AI: E323AI 3.17.0

Post by hoijui »

when it spams anti-air in BA, that means the config file is fucked up (eg, you got the wrong one). somehow CMake seems to do a bad job there.. too many people end up with bad config files.
the multiple mexes per spot thing has been fixed in master by slogic, both in KAIK and in this AI. it still can happen, but will happen much less often. RAI and AAI still fail there too, if i am right.
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: Skirmish AI: E323AI 3.17.0

Post by merijn »

AndiNo, you use Spring 0.81.1.2
there is a Spring 0.81.1.3 availble. might or might not affect your issue, but latest is worth a try.
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AndiNo
Posts: 24
Joined: 23 Mar 2009, 09:45

Re: Skirmish AI: E323AI 3.17.0

Post by AndiNo »

I haven't seen any change that affects speed in any way, but I downloaded the newest version and will try it within the next days...
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Abaddon
Posts: 41
Joined: 13 Apr 2008, 18:36

Re: Skirmish AI: E323AI 3.17.0

Post by Abaddon »

AndiNo wrote:@Abaddon
You can play with 10 bots? How is your game running? Does it lag much or do you have a powerful computer? I have a 3700+ AMD and I get problems even with 3 bots...
It's lag much. CPU load Ôëê40%, but short freezes every second makes it not playable. CPU - i7 975@4GHz.
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AndiNo
Posts: 24
Joined: 23 Mar 2009, 09:45

Re: Skirmish AI: E323AI 3.17.0

Post by AndiNo »

Yeah I get this all the time, too. Is that how the AI works or is there something not right that causes these regular freezes?
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