AAI v0.2 Test release

AAI v0.2 Test release

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

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

AAI v0.2 Test release

Post by submarine »

Finally i think the time has come to release the first version of AAI. Please note that it's a test release, which means that i haven't tested it a lot yet. I guess it's better to do a public test.

Hopefully, all crash bugs have been fixed. If you notice any crashes, strange behaviour etc, please have a look at the AAI_log.txt first before contacting me.

Also please read the readme in advance since there are some things that have to be taken care of.

Have fun and happy testing,

Alex

AAI v0.24b2:
http://www.fileuniverse.com/?p=showitem&ID=1919



Edit:

AAI v0.20 source:
http://www.fileuniverse.com/?p=showitem&ID=1890
Last edited by submarine on 02 Dec 2005, 11:39, edited 4 times in total.
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AF
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Post by AF »

No source code? That sorta defeats the point of an untested release... =s
submarine
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Post by submarine »

i added a link to the sourcecode, but being such an ai-genius you surely wont be interested in that alantai :)
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AF
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Post by AF »

I'll see what improovements I cna make to overrall stability if thats okay? I have a knack for fidning bugs I dont want.
submarine
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Post by submarine »

if you find any bugs please tell me...

btw: krogothe said you're interested in the sorter functions -> look at AAIBuildTable::Init(), it's done there
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AF
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Post by AF »

I'll do better than that, I'll fix them, then tell you^_^
submarine
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Post by submarine »

i'd appreciate if you let me fix the bugs in my ai :)

i dont mind people to copy source from aai, but i want to be the only one to decide when to release new aai versions ...
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Masse
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Post by Masse »

im just abaut to try this AI out and i will come back here to comment in a hour or two... if i like it very much i might not even come back :wink:


OMG THAT WAS AWESOME... i didnt have much time to test but this far it looked very good :wink:
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DeathHawk
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Post by DeathHawk »

Exellent AI :-) Best ive eva played so far.

The firat attack wave was good but when the AI was preparing a Second wave All the units were sqashed and all jumbled up becayse they were stuck between the buildings around them.

When i attacked the Ai it resulted in an unexpected Error then booted me back to the battle room.

So far its good i am inpressed Keep up the good work
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Nice, for a moment I got scared seeing it build a bunch of level 2 units in the first wave :)
It crashed when I killed the commander though...
Maybe it's a good idea to enable line numbers as debug information in the release, so people can send you debug reports.

That brings me to another point (not related to AAI), right now it's not possible to see if it crashed in the AI or in spring itself (for the user at least), so I think that it would be good if I let spring throw the exception again after crashing in the AI and showing a "Global AI crashed" message...
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hrmph
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Post by hrmph »

Eh, I don't seem to get any crashes with AAI... Although every game I've played with NTAI has ended with the 'overflow sending to local connection blah blah blah' stuff.
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Slamoid
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Joined: 25 Jan 2005, 19:23

Post by Slamoid »

Damn nice job for a public beta!!! I was using my turtling techinque and it came real close to spanking my AP. Great job, I REALLY look forward to when you get the Crash-on-attacking-commander bug taken care of. Great work! 8)
submarine
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Post by submarine »

hmm, what exactly happens?does ta spring engine throw an ai exception?
i'lll try to figure out whats wrong

i sometimes have really nasty crashes (blue screen, computer reboots) when big things get killed like commander, fusion plnat, nuke etc. but i thought this would be rather a bug in the engine because it didnt throw any exceptions..
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jcnossen
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Post by jcnossen »

I traced it, and it went through UnitDestroyed() and crashed in AAI. Anyway if you can build with line numbers next time, then debugging gets much easier.
submarine
AI Developer
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Post by submarine »

i hope i fixed that bug; aai crashed when a factory which had currently been building units was destroyed...

AAI v0.22:
http://www.fileuniverse.com/?p=showitem&ID=1895
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Masse
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Post by Masse »

i have few suggestions that might make the ai better...

1.) it should expand more (very important cause it doesnt have resources to build units cause it doesnt expand *u probably know all these stuff allready*)
2.) scouting should be done with planes at some point


3.) and it would be cool if u could make it not go over lvl1 or lvl2 or lvl3 or something and that could be determined in the cfg files...
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AF
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Post by AF »

'overflow sending to local connection blah blah blah' stuff.
That is not an NTAI error. That is an engine bug that occurs when untis get stuck.
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AF
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Post by AF »

damn double post.

Anyways I went over the code, I might just point out a few pros and cons atm from my first real look,

I'm impressed by the simplicity. Your AI is a simple machine that does its job, I dont see any highly complex workings out in there or troublesome stuff. I see where you've taken inspiration from zaphod. I also see a building algorithm that prooves to me that the algorithm TAI 0.1 would work if implemented in NTAI. Though I see it evolved from Zaphod who used a similair style, it is more similair than ever.

Your AI has no exception handling, and it cannot deal with mods with 3 races, take away your dependency on the side variable, it'll hamper you in the future when you try to add support for units an ally gives you of a different race, or capture of units or mod support. Construction units dither when they've finished building for several seconds...

Your attack code works well, you dont mind me creating a similair system in NTAI?

And any bugfixes I send to you, I dont want a repeat of cains metal class again ^_^
submarine
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Post by submarine »

take it as long as you
(a) give me a credit
(b) (more important) stop talking so much about "advanced techniques" unless the basic things work :)

btw: i never looked at jcai - i prefer to write things on my own...

the only thing i really didnt want to on my own is the search for metalspots, if you have a better version of cain's class please email me...


has anyone noticed crashes with aai v.022 so far?
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AF
AI Developer
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Post by AF »

hmm, I use the last version fo metalhandler that cain released to the public with a few tweaks I made. I see AAI and JCAI use metalspot and they arent nearly as complex as the latest version.....

And there's nought wrong with advanced techniques, you've got a nice simple layout that does the job better than any complex heap of junk. Be glad with the skeleton, it looks pretty to read.
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