NTAI 0.28.10 final - Page 3

NTAI 0.28.10 final

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

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daraknor
Posts: 40
Joined: 09 Nov 2005, 09:22

Post by daraknor »

2003 is annoying in many ways. Stick with 2000, 2003 is just "hey, what if we made all those annoying wizards for XP on the server too?" There are a few niceties regarding GUI annoyances they finally fixed, but they are rare and not worth it. I'm probably sticking with 2000 for my gaming machine until 2008 or so, hopefully longer.

What about just turning off logging?
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

I downloaded and played me against bot. Used cheat to change team to keep an eye on what it was doing:

Built 2 kbot labs, a few peewees in each and then nothing at all, Commander stopped.
I moved the commander and it started building again
Later the commander stopped but moving it did not 'reactivate' it
Told each lab to produce a construction bot and they started producing units again.
Sent its units to attack me and after that it was ok to attack me by itself.
Playing rush hour map on aa 1.25, metal extractors were giving 5-6 metal. The AI soon had an income of something like 120 metal, 500 energy, so huge metal surplus, and struggling with energy.
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Caydr
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Post by Caydr »

Just stumbled on this by accident, but I'm curious, what energy structures was the AI building? I wasn't even aware that any AIs worked with AA yet... last I heard, AF wanted me to change some unit names in the "-F" version for easier... um... something. I'll get to that when I start getting some bug reports for 1.25... thus far nobody's had a single complaint, which pleases me :-) (except for that bug I made a tiny patch for in the F version)

.... People don't like it when I respond to "what's new and improved?" with "nothing at all" :wink:
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

at least aai works perfectly with aa:ta :)

i use aa most of the time when testing aai...
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

I played yesterday a game vs the ai and i noticed as with all the versions before that at some point of the game the ai stops.
It simply stops doing everything.

Is this a ai bug, engine bug ?
Whats wrong ?
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

I had a short game ffa against 3 NTAI's on eurogreen. Spring crashed when my anni shoot a unit (hadn't had the time look look what it was).

[img]http://lassie.student.utwente.nl\vliet\screen103s.jpg[/img]
Care to explain the small tripes on the corner of every unit? they are always visable, even then the units arnt. (no surprise attack from the AI ^.^)

you typing hasn't imporved, luckely AD is now capable of decoding it, hurray!
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AF
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Post by AF »

AI stall is soemthign I've been working on to correct. The mainc ause of it is build tasks failing. When i last tried out AA it worked alright, with a bti of a stall whcih i tried to correct btu new versions have been released sicne then. I've also greatly udnerestimated how popular AA is and that most games with NTAI would be AA games.

There is an engine bug, that amkes sprign crash udner NTAI for soem reason, it happens when special weapons are beign used, as a result OTAI also suffers from thsi bug being the only other AI that d-guns. I can only imagine that would be what causes the annihilator crash.

AILog.htm doesnt get overwritten, new AI logs are appended to the end, delete it especialyl if you play a veryv eyr long game 2hour+, or you get overflow and out fo sync messages for long periods fo time.

The dots and cursor are debug features to help em assertain fi something goes wrong. They where also a test for the next release of the cursor ally thing. type .mouse to see that cursor thing change itno a commander.

Also a fix was made in the engine a while ago to put better support for multiple AI's, this may have affected the game resultign in the 2 AI allied together problem. I cant see a workaround inside the AI code to deal with that but I'll attempt to recreate the problem.

I'll add a few extra tweaks to 0.29, such as giving the user access tot he plaintext logging switch, logging to seperate files absed on date, a threshold for how large a log file can ever get, an autoupdate mechanism to tell you if there's a new version.

I also know that on some maps NTAI doesnt scout. These maps are maps with unusual mex distribution, such as paitned desert remake with tis tiny mex spots. If NTAI never scouts you ti will never attack you, thats why in one of th playtests on swampy island AAI was never attacked by NTAI because AAI had nothing near the mex spots, and had to be blown up by JCAI. I'm going to move to a JCAI style algorithm for scouting in the next release though.

Also has anybody found the booby prize I hid in the AI? I'm gonna have a different one in each release so if you dont find it it's lost.

And caydr, the onyl additions to NTAI thata re AA only are the additions to the con kbots of arm and core where they attempt to build adv solar plants. I'm gonna have to go over the latest version of AA and see what i can do but its nto something I'm too familiar with. If you have any suggestions ro want to do soem work towards a better build tree for AA I can do a switch to detect AA and flip it to use seperate build trees. See the WD thread in mod forum for details on build trees in NTAI.
Iax
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Joined: 17 Nov 2005, 06:51

Post by Iax »

what are some good maps for this AI?
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AF
AI Developer
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Post by AF »

brazillian battlefields, valley of war, valley of death, comet catcher, swampy islands (possibly?), anglosaxon redux. ashpen, 4 skulls, plains and passes, the pass v2, fortress, Mountain siege, rockies, off of the top of my head...

Could somebody check castles for me? I havent playtested on it in ages.

The whole thing has been tweaked for XTA, for best results use XTA core.

Note:

crashes on small divide
wont scout on painted desert remake
cains class doesnt detect mex spots on corrosive pits v3
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krogothe
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Post by krogothe »

Alantai Firestar wrote: cains class doesnt detect mex spots on corrosive pits v3

Mine does, all 2120 of them. 8)
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Alantai Firestar wrote:Could somebody check castles for me? I havent playtested on it in ages.

The whole thing has been tweaked for XTA, for best results use XTA core.
I'll try. I hope it does better then the previous verions. NTAI had a strange force telling him that I live in the upper left corner (not the castle, but the corner behind) If the army marches next to my HLT, it isn't botherd. they stay focust on the empty corner... very odd. (I wonder what happens if I place a wall before it... hmm...)
MasterChiefRulZ
Posts: 15
Joined: 07 Dec 2005, 02:52

Download location?

Post by MasterChiefRulZ »

I've tried all the links posted in this thread, but none seem to work...

Is there any more locations that I can try? I've done a google search but all I get is here. I really want to try this AI, it seems very popular.
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

I've tried Castles with 3 NTAI's. It chrashed when I self-D my mex to make place for a moho.

Image
And as always, I know what you are doing, muhaha

Image
As before, NTAI likes corners. No matter the HLT's.
It is the firstime I saw an NTAI building mexes around the castle. Nice job ^.^

well, replay (as long as it lasted) here: http://lassie.student.utwente.nl/vliet/ ... 20NTAI.sdf (why URL tabgs not working?)
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AF
AI Developer
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Post by AF »

hmmm, is the AI scouting you at all? It attacks and sends units to the position that has the hgihest threat value, and threat values are raised when an enemy unti si sighted.

I too get crashes when commanders D-Gun, thats why I have yet to post a good replay on cometcatcher. It is nonetheless an engine bug and I havent a clue why it happens.

From the looks of that minimap NTAI has spread to the other 2 castles??? This screen isnt that good so i might be mistaken...
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Triaxx2
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Post by Triaxx2 »

He said he was against three of them, meaning each had a starting position, so it looks like one of them was scouting him at least.
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

All of the 3 AI's sended scouting units. all of them were destroyed, so they should have found me. but none of the AI's actually sended an attack force to my castle.

As for the radar, you only see the weird stripes as you see in the first screen. I didn't had any radar coverage.
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krogothe
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Post by krogothe »

btw he meant self destruction not d-gunning i think
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

krogothe wrote:
Alantai Firestar wrote: cains class doesnt detect mex spots on corrosive pits v3

Mine does, all 2120 of them. 8)
heh, the metalmap is a bit unusual, what with the globular patches and the overall uneven-ness and all...
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AF
AI Developer
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Post by AF »

hmm well if you're in LOS of the AI then it registers on the threat matrix. Have you tested AAI on this map? NTAI and AAI use almost identical attack code currently, the onyl differences beign in how we handle errors and coutner attacks.

And yah d-gunnign or selfdestructing, ro any unti exploding, the onyl difference is its more likely to happen when you got blown up by a selfd command ro a d-gun type weapon.
jellyman
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Joined: 13 Nov 2005, 07:36

Post by jellyman »

Tried it on Icebergs 2.1. The commander didn't do anything until I told it to build a shipyard. It then started building stuff ok. Except that it was building underwater mexes which were extracting 0 metal.
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