MyAI v 0_0_4 - Page 2

MyAI v 0_0_4

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

Moderators: hoijui, Moderators

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

No, the engine update doesnt affect it, especially since I dont use the lobby to start AI games.

Any AI that worked on 0.66 will work on any newer version of spring released afterwards. If it crashes at startup now, it'll crash at startup on every other engine version. Unless you're playign small divide and you're using the engien itnerface closestbuildsite to palce buildings.
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

Is there a folder MyAI in TASpring\aidll\globalai\?
this could crash.

If not please send me the log file.

UPDATE: I tested MyAI with 0.67b3 and it worked.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I made the MyAI folder and itnowworks with AATA. :)

Unfortunatly it crashed when the 1st-tier engineer started building something... probably the barracks.
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

to you really use 0_0_3b?

in this version i fixed factory building crash bug

please send log_*.txt
*... a number

and modname_comname.txt
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

If a mistake can eb amde expect it will be made in every case. That's why I added NTAI 0.28.10+ to an SFX archive installer instead of sayign add a maxcache fodler and extract here.

I shall add the MYAI folder when i get back.
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

new version :-D

see first post
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

I know it's not playable, but I play tested it vs empty ai on 4 castles XTA v0.66 SE Spring 0.67b3 with MyAI_0_0_4b playing as arm vs empty ai through the battleroom on the local host. at 43:29 an unknown error messege popped up (I could not see it becasue the it was hidden behind the last scene from ta spring) I pressed enter so that I could quit. apparently it did quit becaus my cursor would change as I moved it around but the screen still looked like in game. So I had to restart the comp.

Before the game died on me the AI was at level 2 kbot, vehicle and air and was building masses of energy buildings and moble fusions. Would you like the log?
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

yes please
At the moment it has some problems with playing with/against other ais. :-(


Thanks for testing. How does it look like? At the moment it works best with absolute annihilation and metal maps with a small extraction radius like wideopencombat or core prime.
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

I ran the replay and I encountered a "spring.exe has commited an error and needs to close" windows pop up at around the same time that the game died out.

AI log http://rapidshare.de/files/9661801/log_1.txt.html

It looks like it doesn't care about terrain when planning a base layout, it build a vehical plant with the opening facing into a wall (4 castles) and the commander kept getting stuck without giving off an error message or a "could not reach destination" while it was trying to build something on top of the castle from the ground on the outside. It seems pretty good with building buildings with its construction units, but most of the level 1 factries seemed to build only 1 con unit and then turn off.

IT started its base in the upper left castle, filled the upper left corner of it and then expanded to the right until it was outside the upper right castle. Then it expanded up. No base defences, no offensive units, no worrying about the dorment empty ai com.

Anyway about mex placement, it started by putting two right next to eachother but it was pretty spart about it after that.

I'm not really knowlegable about the workings of the program so I have ne clue why it crashed in such a way as to make a restart necessary.
Berion
Posts: 33
Joined: 01 Oct 2005, 15:15

Post by Berion »

I can't really influence path finding. :-( But I am working an placement problems.

I coded it so that it builds factories and builders once, so I can find errors better.

I will implement defence and attack units soon.

thanks for playing it. :-D
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