OTAI 1.04

OTAI 1.04

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

Moderators: hoijui, Moderators

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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

OTAI 1.04

Post by Veylon »

OTAI 1.04 is here! Get the Source here
and the DLL
here.
Now had multiple attack teams.
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

has
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munch
Posts: 311
Joined: 26 May 2005, 20:00

Link for the non-telepaths

Post by munch »

For those of you who aren't telepathic, the download page is here http://www.geocities.com/veylon_ii/TASpring/ =)

Munch
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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

A huge, full game of me porking and it defending against my worst laming stradegies. Sweeeeeet.

Me likes. Alot.

One small request: GET THE WATER AND CRAP WORKING!!! :lol:
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

hm. first though it was broken because on 4skulls, the ai just used TONS of cpu and never does anything...

But on wideopencombat, it worked..

also, it was really cool to see the "learning" in action during the first game with card blank unit stats: after a sumo ran into the patrolling l1 stuff of another ai and wrecked havoc, the ai started building more sumos at once...
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Argh
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Post by Argh »

Crashed after about 15 mins at max speed using a custom mod :P
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munch
Posts: 311
Joined: 26 May 2005, 20:00

Big improvement

Post by munch »

Hi There, just wanted to say that for me, this is a big improvement over the previous version. It used to always crash near the start of the game - now it doesn't crash until the end... the very end, when you click the Exit button (or if you hit shift-escape). In fact it crashes so late that you even get a useable replay file out of it! Still, it would be much nicer if it didn't cause a crash - I have to go do something else for a few minutes while my machine regains it's composure enough to let me quit spring manually.

One question - what are the markers which it draws on the map? (big vertical line with capital letter A on top)

Cheers

Munch
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Veylon: mind if I add the source code of OTAI to the spring SVN repository and make it platform independent?

would be sometime between Christmas and 2006...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

The A markers are todo with attack targetting
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Veylon
AI Developer
Posts: 174
Joined: 21 Sep 2005, 19:45

OTAI v1.05

Post by Veylon »

New version of OTAI (1.05):
- More aggressive attack AI
- Better Building & Factory placement
- Some better Mex placement
- Scouting now starts by looking at starting locations

Note: Mex system works poorly or not at all on OTA or metal maps. Use "normal" splotch maps like XantheTerra or Island Alpha.

Download from here (which munch was so clever to figure out).


IMSAbbel: Also crashes on metal maps. I'll fix one of these days...

munch: Sorry, but it still crashes. I'll fix this also... Try hitting escape right after it crashes. The crash window doesn't show but it should put the game out of it's misery, hopefully.

Slamoid: The water units should work. Try adding them to the Default.txt profile and see what happens. They'll probably get mixed with land units in the attack teams, though. Something to work on...

Tobi: Add away. I don't really understand what it is that you'll be doing, but I always like to support platform independence.

Argh: Yep, it works mostly even on mods I don't know anything about.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I'm glad to see someone ahs committed themselves to releasing source with their releases even after promising todo so *hint hint*

edit::
- Also Rare, but happens: Commander starts building something, comes under
attack, turns, then freezes up. The thing doesn't get built, but doesn't
disappear either, leaving commander stuck. (Engine Error?)
This happened under NTAI 0.28.10 too, it's an engine bug.
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

I've tried 1.05 on Brazillian Battlefields, swamp island, aa 1.3 and xta, and everytime it crashes straight away saying unhandled exception please contact ai author.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

The ai works great, BUT:
after about 30 miuntes, it starts to MASSIVELY cpu hog. (i.e. game running at 3fps at speed 0.3, while a minute before it ran fine with 60fps at 2.0).

The debug graph shows regular, MASSIVE spikes in the global ai cpu usage (every 3 or 5 gameticks or so
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

hey ive noticed that, i went on to play on greenheaven and suddenly i got no sync to myself! lol...
honestly it took me about 30 sec with the game paused to regain sync (i was running on 3.0 speed).
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

i ran a game with 3 otai's in w_crossroad map
it was fun , it still needs to be stronger and that heavy cpu problem happens.
allthough in the 100min game i did it had like total time together in about 1 min or 2.
It built krogs ! woot! lol .. (i wasnt really expecting that!)
however its base gets to closed and almoust unpassable.
But it sure is a nice ai :-)
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

Played against OTAI 1.05 on Brazilian Battlefield for more than 1,5 hours, and it rox! Its builders help eachother out, the production is waiting for some fusion to finish, nice defence, no crashes, this AI is awesome!

Great work, keep it up!
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Oh lol, ive remembered something very funny that happened and that us should fix it.
One of the con of the ai suddenly gets face to face to one of my con's building a llt all alone the 2, and the ai con starts help nanolating my con!!!!!
(he built my llt with together with my con.. )
LOOOLLL, oh boy that was funny

:lol:
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

lol, if u could make it do that for allies only it would be quite a trick
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alaney3
Posts: 19
Joined: 26 Nov 2005, 16:09

Testing against OTAI 1.05

Post by alaney3 »

Tryed playing against OTAI 1.05 using XTA V0.66 on Map EvergreenhavenV02. The game consisted of me against 2 OTAI. I was impressed with the AI and it's attacking and defense till 35 minutes in to the game and i begain getting terrible lag and sync errors to myself. Pausing the game did not correct the problem and I gave up after 50 minutes. The Memory usage of spring was at 200 to a max of 245.
I also tryed it with mod AASpring13 on two maps with it crashing on startup.
I will continue to try it on a few more maps.
I hope this help
Targon
Posts: 99
Joined: 16 Dec 2005, 05:15

Post by Targon »

Whenever I try OTAI with AA1.3 or 1.31 it crashes on startup... which is sad because I want to watch AAI and OTAI duke it out using AA units. (XTA is so ugly)

OTAI works with TLL 1.04 ok though so I'll use that
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