NTai XE10.1b - Page 5

NTai XE10.1b

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

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Chocapic
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Joined: 16 Oct 2005, 03:35

Post by Chocapic »

well AF ive finally made my mind and download the last version u uploaded to see what it does already, and it does pretty nice :-)
It builds small outposts with factories all producing and stuff, has a nice defense with its units, however it doesnt dgun or does it ? i thought i had heard it out there that it did dgun but i saw no dguns what so ever.
does it support water maps ?
its very nice that it supports all mods! (or so i think, tried 3 mods with it)
you should look over nanostalling issues
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AF
AI Developer
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Post by AF »

Double post?

Yah the commander has a shipyard in its buildtree and has done since some version of 0.27, not that it performs that well on water though.

Stalling however is a product of it being designed for XTA Core, it will behave in the same way udner OTA and AA as under XTA as it sees no difference in its buildtree, primarily because they all share the OTA unitnames and build menus. As a result of this the buildtree is balanced towards XTA but is still compatible with any OTA absed mod, even though it may stall when playing them.

D-gunning should be just as good as in OTAI sicne they both use the same primary code to draw on for the feature, only I added a check so ti wont d-gun untis that're too far away when attacked, so if you hit a commander with a big bertha the commander wont go hunting it out when it's half way across the map.
Chocapic
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Post by Chocapic »

AF wrote:Double post?

Yah the commander has a shipyard in its buildtree and has done since some version of 0.27, not that it performs that well on water though.

Stalling however is a product of it being designed for XTA Core, it will behave in the same way udner OTA and AA as under XTA as it sees no difference in its buildtree, primarily because they all share the OTA unitnames and build menus. As a result of this the buildtree is balanced towards XTA but is still compatible with any OTA absed mod, even though it may stall when playing them.

D-gunning should be just as good as in OTAI sicne they both use the same primary code to draw on for the feature, only I added a check so ti wont d-gun untis that're too far away when attacked, so if you hit a commander with a big bertha the commander wont go hunting it out when it's half way across the map.
sorry about the double post, didnt even notice i tend to fix my spelling errors after i submit the post hiting edit but sometimes i mistakingly hit quote :oops:
As for the dgun i remember being passing around with jeffys , stumpies and samsons over the comm and not dgunning, weird.I might try to check it again to see if it was a ahead buildings issue.
About the buildtree, what is that buildtree ? is it a hardcoded sequence of buildings that it will build ??
jellyman
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Post by jellyman »

This AI has improved a fair bit since I last played a few weeks ago. It should have killed me as I fell behind watching what it was doing in the early game. It wiped out my main defensive position, but the attack team just stayed there and milled around. Just half a screen away was my main factory and resource base with commander the only defense.

For the rest of the game the AI did not attack my base. It would send some of its units towards my units when they were attacking its base. Other than that it just built hordes of units around its factories which I slowly but surely wiped out.

It was playing XTA core on Painted desert remake.
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AF
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Post by AF »

hmm, I'm not entirely happy with 0.29 at all, and I found a memory leak (I accessed a data structure without checking it was valid) so I'm going to have to release a 0.29c at some point, onyl my spring install has suddenly gone boom and wont let me play XTA, only TLL 1.04 and an outdated version of AA.

Also I hadnt noticed the commander d-gunning in the tests on AA 1.2 and tll 1.04 at all, it was all very d-gun less for some reason, I'm going to have to look into it when I fix my spring setup

edit:: yah the buildtree is exactly that only with a maze of if statements to vary it depending on different circumstances.
Chocapic
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Post by Chocapic »

AF wrote:edit:: yah the buildtree is exactly that only with a maze of if statements to vary it depending on different circumstances.
Allthough without sounding rude (but maybe sounding..) , thats entirely opposed to the AI standfor (Artificial Inteligence).
you are not teaching it to play but instead telling it the exact things that it should do.
you should instead teach it concepts that you use in game by making some fair abstractions upon them(some of the concepts are quite complex, yes i know).
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AF
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Post by AF »

You should read the forum to know why i used buildtrees and what 0.3 will have, 0.3 will still have the hardcoded buildtrees but they will be alongside freeform buildtrees and other abstract tags such as wishlists etc, all dynamically generated like OTAI or AAI would do so.
Chocapic
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Post by Chocapic »

AF wrote:You should read the forum to know why i used buildtrees and what 0.3 will have, 0.3 will still have the hardcoded buildtrees but they will be alongside freeform buildtrees and other abstract tags such as wishlists etc, all dynamically generated like OTAI or AAI would do so.
then i gladly take back what i said :-)
jellyman
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Post by jellyman »

I played another three tests and got much poorer results than previously. First was with AA1.42, core, and a fairly standard map (forget which). NTAI was doing reasonable, until I raided it with 20 thuds. I took out commander, its level 1 kbot factory and its con bots. I left it alone. It had energy of +150, and it preceeded to build 2 moho metal makers a couple flakkers and basically took forever to get its economy into gear again.

Next game was on wide open combat (metal map), aa1.42, and core. It built one metal extractor and then built 8 or so solar collectors, which built very slowly with such a low metal economy. I gave it orders to build a couple metal extractors to get its economy into gear, but it didn't seem interested in building extractors itself.

Final game was on speed metal(level 1 mex = +20 metal or so). Mod was XTA and NTAI played core. NTAI just built heaps of metal extractors, but no energy whatsoever.
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smoth
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Post by smoth »

The new version does not play Gundam Annihilation... did I do something wrong with the install?
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AF
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Post by AF »

There is no gundam Buildtree at all, thats somethign for v0.3.

NTAI performs poorly on AA 1.42, and speedmetal is a map I've never tested on, however I do realize there has been a problem with stalling and other related problems due to mexes in the buildtree, so i went through NTAI last night and spent hours adding and tweaking things, so now ti builds moho mexes rather than just stalling, which has lead to a big improvement over how agressive NTAI is.

I'll upload 0.29c in a few minutes and an extensive changelog of tweaks for a bugfix release.

Once again I reccomend NTAI play on XTA Core, support for AA is still far less than XTA and is likely to stall, especially if you raid it, and especially if you blow up the commander and the initial factory.
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AF
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Post by AF »

IMSabbel
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Post by IMSabbel »

What exactly is this screenshot supposed to show?
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Imperator
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Post by Imperator »

randomly generated modern art by AF :P
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Tim Blokdijk
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Post by Tim Blokdijk »

Threatmatrix.. sounds exciting 8)
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AF
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Post by AF »

Redownlaod if you downlaoded in the last 4 hours.

Threat matrix has also been increased in resolution tenfold at least

Image
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

this AI is mod independed right?

well i tried to get it to work with fleabowl but the commander just stood there.. doing notting

EDIT

that was in fleabowl NR

in normal fleabowl it almost builded flea's :D
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AF
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Post by AF »

0.3 IS THE MOD INDEPENDANT VERSION!!

see comment in gundam AI thread
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NOiZE
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Post by NOiZE »

sorry then :-)
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AF
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Post by AF »

Ok, NTAI 0.29 XE.

This version has no hardcoded built in buildtrees at all. It's all been moved into textfiles, which are laoded through the spring callback itnerface so you can package them with modfiles, just follow the example fo the NTAIXE.sdz in the download.

Oh and I keep forgetting to upload source files so here ya go. Try to ignore the sconstructs as it's out of date and I dunno what i need todo with it...


NTAI 0.29 XE Source

Get XE here
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