NTAI untested thread (0.28 BETA 9, 3rd december) - Page 3

NTAI untested thread (0.28 BETA 9, 3rd december)

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

Post by AF »

Aha, now I have nto seen that error in a long while, I thought I eradicated it by adding virtual to the destructors. If you track that bug your likely to solve the last remaining memory leak in NTAI.

CORADVSOL is from AA, you're obviously running it under XTA tho....

I've started work on a new building algorithm, and If submarine gives the go ahead I'll be using new attack code aswell (not the same btu too similair for me to do ti without asking)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

NTAI 0.28 Beta 8

Changelog
- Fixed attack code (mostly taken from AAI, courtesy of submarine)
- Core commander buildtree modified to build an adv kbot lab early on
- Factories rebalanced based on tests against JCAI & AAI.
- Most stalls in the construction system have been eliminated
- .mouse changes the mouse cursor follower from map lines to a transparent commander model (experiment for 3D mouse cursors)
- Units will change to high trajectory if they can
- Units are set to roam mode instead of maneouvre
- And a few more I cant remember off of the top of my head

Download here

This new beta was tested on brazillian battlefields against 2 other opponents, AAI and JCAI in a ffa. In most cases NTAI won, but on soem occasions AAI crippled NTAI when JCAI ble up its con bot and AAI blew up the commander who ahd wandered fof and nto built dfences. I've sicne rebalanced the build tree to build more con units and the commander will attempt to protect itself in future.

In another game NTAI beat AAI after 17 mins, but NTAI ahd the forces to destroy it since the 10 min mark, build tree was changed to build mroe scouters to fix this.NTAI will build its first adv kbot lab on average around the 5 min mark, and will attack around the 6 minute mark, then again every minute or less with increasing regularity.

EDIT:: I remember now, this version has Arm TLL Core AA and basic Rhyoss Xect and Mynn support.
User avatar
DeathHawk
Posts: 278
Joined: 19 Oct 2005, 02:02

Post by DeathHawk »

After downloading your AI its refusing to let me extract the files.

This is what it says.....

Cannot open C:\Documents and Settings\Owner\Local Settings\Temp\NTAI0.28beta8.rar
The system cannot find the file specified.
C:\Documents and Settings\Owner\Local Settings\Temp\NTAI0.28beta8.rar: No files to extract

Any ideas where i am going wrong?
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

i thought i already gave my consent?! please go ahead alantai, although i think there're plenty of ways for you to improve it, its very simple right now and i definitely have to work on taht in future versions
Iax
Posts: 16
Joined: 17 Nov 2005, 06:51

Post by Iax »

save the file to the harddrive then open it.
User avatar
sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

well not much offense but both your ai's suck, least with my comp and AA 1.2 and their current state :P

AAI (ARM) vs NTAI (CORE) Brazilian Battlefields - AA 1.2S 1000 energy 1000 metal 5000 units
Spent what seemed like 30 minutes watching NTAI run around trying take over every metal region on Brazilian Battlefields, a short little while after the commander decided it was a great idea to either guard AAI's exit or stall there. While AAI still being stuburn as hell refusing to build metal extractors, attempted to set up a kbot 1 lab after having built an construction vehicle, vehicle plant, and several solar power plants. Wasn't that fun to watch, After what seemed liek another 30 minutes, possibly 5, NTAI finally got some lvl 2 kbots and decided to send a lone mortar kbot to snipe out the commander, that was quickly repelled by a mass of peewees who in turn launched an assualt on the nearby factory, luckily the pyros there saved the extention. Some time thereafter a rocket kbot spawned out of AAI's kbot factory and starts pounding on NTAI's commander, who's been camping there since the first couple minutes into the game. Eventually the commander dies off, and along with pretty much all production from NTAI, AAI counters with more assualts with peewees and now some other lvl 1 units, however they insist on attacking the contruction plants rather than the pyros, so I left before any conclusion was ever reached.

In short, AAI stopped building metal extractors since .24, not sure if this is cause of my comp or AAI, and NTAI's seen improvement, the only other version I got working was the one Spring came packaged with, the other ones have just stalled, however don't think any planes were ever built even with the aircraft plant (keeping in mind this is with AA 1.2). But anyhow keep up the good work, I'll try a round with XTA in a bit.
Edit:
XTA happened the same for AAI, never builds any metal extractors. NTAI for AA apparently doesn't build any lvl 1 kbots, least not during the run.

AAI (CORE) vs NTAI (CORE) Brazilian Battlefields - XTA .66 SE 1000 energy 1000 metal 5000 units
Didn't feel it balanced to fight 2 different sides. AAI never built any extractor once again not sure if it's AAI or my comp. However NTAI has improved over the AA mod, the 1 kbot plant sprang into action and produced a suprisingly large amount of units in a short time (well I was impressed). However the roaming freakers did send whatever little AAI had at it's base into a rampage killing off several metal extractors once, though at the same time NTAI's attack script kicked in sending a group of about 10 lvl 1 kbots and annihilated the commander, pretty much game there.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

brazilian battlefield is not a good map for aai, its too narrow and aai could easily get stuck...

try maps like comet catcher instead...

btw: aai v.024b2 should build mexes again
User avatar
sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

short notes
-AA 1.25 came out
-NTAI's commander's still getting stuck, seemingly more so in AA than in XTA, base would pretty much completly shut down in AA
-NTAI's kbot lvl 1 fac still won't build and with AAI's metal extractors working stands not much chance in AA
-NTAI is a better expansionalist ai, though AAI seemingly does better at teching
-some of the defense building that NTAI builds in AA don't actually attack ground contrary to XTA, but that's just minor changes.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

NTAI is balanced to work under XTA so no surprises there.

Also, I've got a new version on ym comp to release btu i have a little mro work todo. Seeing comments that brazillian battlefields was bad, i downlaoded AAI 0.24b1 and started another JCAI vs NTAI vs OTAI vs AAI on swampy islands.

That game is still running on ym computer. NTAI is winning but OTAI and NTAI have both behaved stupidly at times. NTAI discards its units once they've bene used and waits for new ones to sue them, and OTAI didnt use its untis to attack the undefended NTAI bases nearby.

NTAI and AAI suffered badly at the start due to the lack fo metal, NTAI only got through because it expanded, while AAI stalled untill eventually beign annihilated by JCAI. I'll rerun this on a map such as comet catcher though.

Next version will include the ability to fire nuclear weapons, more build tree rebalancing, kuroTA support and general improovements to prevent untis stalling. I've also doubled the resolution of the attack grid, I may end up doing another doubling dpending on how things go. I'm also making a few changes to scouting.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

NTAI 0.28 beta 9

Downlaod Here

The next released version will be 0.28 final and 0.29 beta 1.

- Attack units are more likely to find a new attack target once they've destroyed all enemy positions at the target.
- Further improovements to prevent con units stalling.
- Cains metal clas has bene modified to remove mod dependancy that crashed the game on mdos such as Xect v Mynn or WD.
- Attack grid resolution has bene doubled (maybe even quadrupled but I dotn remember exactly)
- Build tree modified to reduce the likelihood of stalling.
- Future support for scavenging and ressurection abilities.
- Engien calls changed to help prevent NTAI becoming dependant on mex spots for base placement (see screenshots of replay on swampy island)

edit:: The blobs signifying what a unti si doing are now sized according to how big the unti is. A large unit will have a large blob etc... And an exception has been fixed in this version too.

EDIT2:: NTAI can fire nukes now, anything that stockpiles weapons can fire them(exept Antinukes which are an engine thing, they should autofire)) I modified the build tree of adv kbots so they built more nuke silos
Post Reply

Return to “AI”