MyAI v 0_0_4

MyAI v 0_0_4

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

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Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

MyAI v 0_0_4

Post by Berion »

Hi!

This is a new release of my ai. This version is not playable! I uploaded it so that I can get some opinions and errors. :-)

installation:
copy the dll and the folder MyAI in aidll\globalai


v 0_0_4:
download 1 download 2
recoded everything
new metal class (with help from krogothe)
metal makers
different map types
builders don't stop building
map divided into sectors
experimental expanding strategies

v 0_0_3b: download dll + source code
fixed another crash bug
added MyAI folder(copy folder and dll into aidll\globalai)

known bugs:
builders stop building, because there is no place to build in the area

v 0_0_3a: download dll + source code
fixed a crash bug
after building a mex my own metal map is changed, but finding good build places isn't supported yet. Play on a metal map!
tweaked base building
source code included! (I will comment it soon.)


Alexander Meisel

new screenshots:
Image
Image
Image
Last edited by Berion on 22 Dec 2005, 09:07, edited 11 times in total.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

great :)

upload it to fileuniverse..

http://www.fileuniverse.com/?p=public
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

fileuniverse doesn't work :-(
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

FU is offline because of some server service tool that's not updating correctly or something... eitherway not something they can fix directly I think.
I think you should rename your AI before a release though ;)
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

download: MyAI_0_0_3
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Zaphod, since you're the Spring God, why don't you just mandate that All AIs from Now On Must Use XXX metal class? Having four or five different metal classes floating really just contributes to problems, not alleviates them, especially for new AI makers. I know there's that element of comeptition that people want to have, but the metal classes are basically mature and there's not really anything to compete about.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Coolbean berion! I knew youd keep ya promise and show me your AI soon :lol: Ill have a look(no source? :( )!

dragon you are a bit mislead...
berion's metal class is different from mine and it is used in a different way, its not just a bunch of variants that do the same thing! Plus, if youve seen those AIs placing mexes youd quickly realize they are not mature yet!
You mortals (eg non AI-Maker people) need to learn that an unified glorious AI wont happen!
Well, unless everyone realizes my metal class kicks ass and switches :wink:
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

For today i had enough problems with uploading the dll. :-D I will upload the source code tomorrow when my metal class is included and some bugs fixed.

If my ai crashes or acts strange, please send me the log file.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

YOU DIDNT INCLUDE THE SOURCE!!?!?!?!?!?!?

I was all geared up for a nice pleasant comment of encouragement untill I saw that last post...........

And for the last time a grand unified AI is never gonna happen. Our AI approaches and ideas are just too different. And otnop fo that the logistics would be awkward. Me and veylon ahev limtied access and could nver get the necessary time to talk witht h rest to work on a large scale AI unified project And if ti did happen I could guarantee we'd disagree hwoto implement it and fall out and go abkc to our seperate AI projects.
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

In 5 - 30 mins I will upload a fixed version with source code. I finally found the the crash bug! Yesterday I dind't uploaded the source code, because I had a hard time with uploading the dll(fileuniverse didn't worked) and it was late at night(after midnight). Sorry.

Now I am going to test if the crash bug is really fixed. :-)

UPDATE: It really works! Download dll and source code in my first post.

Alexander Meisel
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

uploaded 0_0_3b

install: copy MyAI folder and dll into aidll\globalai an
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

please use fileunvierse.com for version c. Rapidshare is fast growing annoying
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

i tried fileuniverse.com:

Warning: move_uploaded_file(spring/MyAI_0_0_3b.zip): failed to open stream: Permission denied in /home/fileuniv/public_html/md5/public.php on line 144

Warning: move_uploaded_file(): Unable to move '/tmp/phpq9m4ZV' to 'spring/MyAI_0_0_3b.zip' in /home/fileuniv/public_html/md5/public.php on line 144
spring/MyAI_0_0_3b.zip could not be uploaded! This is so suck...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm, having looked at this at first glance I'm happy to see it is indeed mod independant btu ti is a few steps remvoed froma fulyl abstract AI cosntruction system which si preferably.

For example berion how willy uo deal with a mod where attack units and construction untis are indistinguishable? Or where all units are mobile and there are no buildings at all?
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

these are some good points and i already thought about them, but i want to have the basics working before I code something for non existing mods. I have some ideas and I will try them out soon. Tomorrow i will full include my metal class and then i will decide what i will work on next.
Or where all units are mobile and there are no buildings at all?
This is easy to solve. I will add new unit classes. :-)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think it would eb a better idea to abstract thigns and make a single unit class that can take advantage of all attributes hence no matter what combination is thrown you can adapt accordingly
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

good idea, but i am also thinking about having only 2 classes. one for units and one for buildings. Or only one class, but different modules(build options, weapons, movement, ...). I am not sure what i will do.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

*ignore* :shock:
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Well I ran it on XTA Brazillian battlefields and the engien crashed as soon as I started the game
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Probably because of the engine update?
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