AAI v0.3 - Page 3

AAI v0.3

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

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alaney3
Posts: 19
Joined: 26 Nov 2005, 16:09

Post by alaney3 »

Alantai Firestar wrote:Aha, NTAI scouts by sending scouts to each mex spot in turn, an all metal map would confuse the hell outa it so ti probs never scouted out AAI otherwise it'd have realized. I'm workign on the probs, but it's ncie to know NTAI can play on AA.
The last few times i tryed the newest verson NTAI on 3 different maps it did nothing, so i deleted it
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alaney3
Posts: 19
Joined: 26 Nov 2005, 16:09

Post by alaney3 »

Recently played on evergreenhaven-02 playing mod AASpring13 Me againts 3 AAI's and the Ai did very well early in the game except for letting me excape and i rebuilt my army then i destroyed them. Same thing happened on other maps also. Starts out fast then slowly falls asleep :)
Ai needs to scout better (I find this on all maps no matter how may times i played) the Ai also stalls out after a hour and 1/2 or so and I find it not building an army at all intill almost destroyed then it starts rebuilding again.
Ai still needs better defence of its bases, Air support added and Ability to play on metal maps. I hope this helps you out, Over all BEST AI going, please keep up the great work
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

You didnt feel that telling me what mod and what maps they where would help at all? I know NTAI doesnt perform very well at all under AA and I know it doesnt perform well at all on some maps such as corrosive pits for example or painted desert remake because it wont scout, but those problems have been fixed in the next version.

I'm thinking I may make NTAI force send logs to me by email in the next version and make it give out notices tellign people to bug report if they find bgus at the start of a game in the console, this si getting silly, simple bugs that i coulde asily fix arent beign fixed because nobody cba sending in bugreports, all they do is complain that soemthign doesnt work on a set of mods or maps but tell me nothing about it not even the name of the map, no ailog.htm, no mod name, not even a log of the ingame console (c:\program files\taspring\infolog.txt)
Liam
Posts: 93
Joined: 02 Nov 2004, 22:43

Post by Liam »

i have the best AI because it wins if the other team immediately kills themselves, so anyone who might say my AI is shit is wrong because they're testing it totally unfairly, look forward to a public release of GAYI very very soon.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

mwha?
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

ctrl + a - ctrl + d will make this masterpiece AI happy 8). a worthy opponent for any serious player :D
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

I did some NTAI testing today, and noticed that the mex placement wasn't always perfect.

Image

The first mex (right of centre) was perfect, the second (upper left) was very good too, the third (lower right) was a waste of time.

The next 3 were pretty poor.

Image

The map is unreleased, I will make it available if needed.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I've ripped out cains class from the last version and replaced ti with krogothes class. In doing so NTAI scouts on all maps and places mexes much much better.

I'll send you a test version fo you wish to see if ti works as good on that map as the ones I've tested on but NTAI is more of a skeleton now after i deleted all the attack and scouting code and started a rewrite of the construction code.
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alaney3
Posts: 19
Joined: 26 Nov 2005, 16:09

Post by alaney3 »

Alantai Firestar wrote:I've ripped out cains class from the last version and replaced ti with krogothes class. In doing so NTAI scouts on all maps and places mexes much much better.

I'll send you a test version fo you wish to see if ti works as good on that map as the ones I've tested on but NTAI is more of a skeleton now after i deleted all the attack and scouting code and started a rewrite of the construction code.
The maps were painted desert, mars and redhaven :) The last best verson that I have tested of NTAL was .27 something. Sorry to upset you.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

if you ever try it again, try out comet catcher brazillian battlefields or core pyramid v6, and see if they still scout on those maps. NTAI should work bets on the first 2 under XTA core witht he current bets release.

Other than that I'm sorry to see you've had a bad encounter.
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