NTai XE10.1b - Page 8

NTai XE10.1b

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

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Cyberwal
Posts: 149
Joined: 31 Jan 2006, 14:42

Post by Cyberwal »

I can't get NTAI XE3 to work properly, it crashes with every map I try giving me an Global ai error after about 15 minutes of play time..
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I've messed around with XE 4, and eradicated every error I am aware of save 1, which is buildtree dependant. My buildtrees work fine, but the ones mongus gave me always crash as soon as the first Crasher is built, and it's a very repeatable crash, but one that mongus doesnt get, since he has managed to see the commander finish his buildtree which hasnt happened for me.

I'll have XE 4 within the next 4 days, just keep sending in buildtrees, even if they're nto better than the ones alreayd provided or are map specific, if they just show unusual behaviour or interesting tactics ro possible tactics, since I may have a use for them *hint hint*.
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AF
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Post by AF »

XE 4

Universal mod support
Semi Abstract build trees
AAI style learning (NTAI will learn howto play a mod better as time goes by)

That means full FF Gundam AA XTA XTA PE Nanoblobz WD AATA TA:K support, and support for many other mods I cant remember

Spring Single Player 0.5 included in the installer
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

Will you post the source for XE 4 too today?

If so, I may give updating the version in SVN a try.
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AF
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Post by AF »

I have 8 minutes of time left, if by some miracle I have the chance I'll run to my room and copy over the source, otherwise it's tomorrow 2PM GMT
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AF
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Post by AF »

Source for XE 4

lucky you ^^
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Tried it last night... zeon did build but after about 10-15 minutes then game slowed down drastically and shortly there after crashed... is there a crash log of sorts that I could look at to see what went wrong?
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

AF, is it possible that in the linux build (I committed NTAI XE4 to SVN earlier today) the buildtree is never finished because of the case of the files in NTAI? (I noticed there are files in uppercase and in lowercase.)

When I try it, the commander builds a few things mexes, solars, one aircraft- vehicle or kbot plant, then it stops. A few construction bots continue building some mexes and solars for a while, but it never gets any further in the buildtree.
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AF
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Post by AF »

For capitalisation purposes it mihgt be best to keep them all in upper case, or In the case dfined in the unitFBI, since I'm not sure if spring pushes it all into uppercase on loading of the unitnames.

As for the slowdown I have corrcted that and taken out several lengthy calculations and made them occur less often and use simpler more equivilant values.

XE 5 is due today, all i need todo is put in the changes Tobi made for linux support and repackage.

Also The installer for XE 4 is making a mistake, it's installing to
c:\program files\TA Spring\ when it should be:
c:\program files\TASpring\

I also fixed an error in the learning file that meant it was beign saved correctly but not loaded correctly. Learnign files are in the NTAI\learn folder and can be modified at will as they're stored in TDF files as tags. NTAI will ignore values under 10 and simply select a random assault unit to experiment.

Every time a unit destroys another it gets 1 added, everytime it hits another unit succesfully it gets 0.1 added.
Dolfhin
Posts: 5
Joined: 23 Feb 2006, 16:40

Post by Dolfhin »

I cant get the AI to build anything or do anything at all, I just installed the AI and started spring single player 0.5.exe.

Did I forget anything? I tried serveral mods and serveral maps.
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AF
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Post by AF »

hmm which mod? Anyways I've got XE 5 here which should fix one or two problems and improve the overrall performance and learnign ability.
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AF
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Post by AF »

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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

hm... i tested the ai with FF and it did nothing but building mexes all over the map. I made 4 ais with each in a different team, but they didnt shoot each other. Means the commanders spread all over the map (asteroid battle) and built mexes next to enemy mexes without shooting them with the commander. That seems strange for me. Is it my fault or the ais fault?
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AF
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Post by AF »

That might be because a lto fo buildings in FF are floatable. To prevent the Ai choosing a water building as the most suitable ending up in closestbuildsite returning errors and the entire task being skipepd I filtered out water support for XE 4 and XE 5.

dammit

Howeverhardcoding the untinames will still work and should work regardless of what the unviersal build routines say. I'll keep it in mind for XE 6 which should mostly be to make sure the learning files are much better than in XE 5 and a few other adjustments to make the units more intelligent.

Also I forgot to add a few explanations:

in mod.tdf you can add the gaia tag, it'll disable all the d-gunning and attack routines but it'll affect the entire mod atm.
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Optimus Prime
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Post by Optimus Prime »

but why didnt the commanders shoot at each others? They built mexes near their enemies without shooting them. That shouldnt have anything to do with floating buildings.
In the aai the constructors build only in a specific range from their start positions. Thats not a really good solution but it prevents units to try building between enemy territory which units in your ai do.
Perhaps it would be the best ai, when the ai starts with a small area and later in game the ai increases its area. How that works i dont know and if you dont get that to work, perhaps try the solution of the aai or something similar.
In OTA the ai often sent constructors to the enemy trying to build mexes - that sucked cause it was wasted metal - it seems the same with your mod.
Hope i can try v6 in the near feature ;)
Dolfhin
Posts: 5
Joined: 23 Feb 2006, 16:40

Post by Dolfhin »

AF wrote:hmm which mod? Anyways I've got XE 5 here which should fix one or two problems and improve the overrall performance and learnign ability.
Does not change anything, unfortanley. I added all the log files I could find, I hope they're of any help to you :

I have tried playing with all the mods I have listed.
infolog.txt :

TA Spring 0.67b3
Using script Commanders
Player Player joined as 0
Cheating!
<Player> .cheat
[Player] .spectator
[Player] .spectator
User exited
Path cache hits 0 -1%
Path cache hits 0 -1%

ArchiveChace.txt :

[ARCHIVECACHE]
{
NumArchives=38;
InternalVer=2;
[ARCHIVE0]
{
Name=AASpring142.sdz;
Path=./mods;
Modified=1138087690;
Checksum=2903327792;
Replaced=;
NumMaps=0;
[MOD]
{
Name=AA142 Data;
Description=AA content file;
ModType=0;
NumDependencies=3;
Depend0=springcontent.sdz;
Depend1=otacontent.sdz;
Depend2=tatextures.sdz;
NumReplaces=0;
}
}
[ARCHIVE1]
{
Name=AASpring142B.sdz;
Path=./mods;
Modified=1138080906;
Checksum=2988653661;
Replaced=;
NumMaps=0;
[MOD]
{
Name=Absolute Annihilation 1.42-B;
Description=AA for Spring v1.42 Barebones Edition;
ModType=1;
NumDependencies=1;
Depend0=AASpring142.sdz;
NumReplaces=0;
}
}
[ARCHIVE2]
{
Name=AASpring142F.sdz;
Path=./mods;
Modified=1138080922;
Checksum=121245063;
Replaced=;
NumMaps=0;
[MOD]
{
Name=Absolute Annihilation 1.42-F;
Description=AA for Spring v1.42 Forged Edition;
ModType=1;
NumDependencies=1;
Depend0=AASpring142.sdz;
NumReplaces=0;
}
}
[ARCHIVE3]
{
Name=AASpring142LT.sdz;
Path=./mods;
Modified=1138080934;
Checksum=384504305;
Replaced=;
NumMaps=0;
[MOD]
{
Name=Absolute Annihilation 1.42-LT;
Description=AA for Spring v1.42 Low Tech Edition;
ModType=1;
NumDependencies=1;
Depend0=AASpring142.sdz;
NumReplaces=0;
}
}
[ARCHIVE4]
{
Name=AASpring142S.sdz;
Path=./mods;
Modified=1138080958;
Checksum=3551402504;
Replaced=;
NumMaps=0;
[MOD]
{
Name=Absolute Annihilation 1.42-S;
Description=AA for Spring v1.42 Standard Edition;
ModType=1;
NumDependencies=1;
Depend0=AASpring142.sdz;
NumReplaces=0;
}
}
[ARCHIVE5]
{
Name=Anglo-saxon Starfish Redux.sd7;
Path=./maps;
Modified=1137991158;
Checksum=1835873608;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=Anglo-saxon Starfish Redux.smf;
VirtualPath=Maps\;
}
}
[ARCHIVE6]
{
Name=Asteriod-Dilo22.sd7;
Path=./maps;
Modified=1138073462;
Checksum=389821592;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=Asteriod-Dilo22.smf;
VirtualPath=maps\;
}
}
[ARCHIVE7]
{
Name=CometCatcher.sd7;
Path=./maps;
Modified=1135495305;
Checksum=64836305;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=CometCatcher.smf;
VirtualPath=maps\;
}
}
[ARCHIVE8]
{
Name=corepyramidv6.sd7;
Path=./maps;
Modified=1135412663;
Checksum=2720117464;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=corepyramidv6.smf;
VirtualPath=maps\;
}
}
[ARCHIVE9]
{
Name=FloodedDesert.sd7;
Path=./maps;
Modified=1122240986;
Checksum=3231755002;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=FloodedDesert.smf;
VirtualPath=maps\;
}
}
[ARCHIVE10]
{
Name=Hells_Pass.sd7;
Path=./maps;
Modified=1139021685;
Checksum=321338306;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=Hells Pass.smf;
VirtualPath=maps\;
}
}
[ARCHIVE11]
{
Name=IslandAlpha.sdz;
Path=./maps;
Modified=1135412704;
Checksum=2170432014;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=IslandAlpha.smf;
VirtualPath=maps\;
}
}
[ARCHIVE12]
{
Name=Lava Highground.sd7;
Path=./maps;
Modified=1139019540;
Checksum=2194159183;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=Lava Highground.smf;
VirtualPath=maps\;
}
}
[ARCHIVE13]
{
Name=Mars.sd7;
Path=./maps;
Modified=1122241109;
Checksum=183822575;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=Mars.smf;
VirtualPath=maps\;
}
}
[ARCHIVE14]
{
Name=Metal-Isles.sd7;
Path=./maps;
Modified=1138932263;
Checksum=1765857321;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=Metal-Isles.smf;
VirtualPath=maps\;
}
}
[ARCHIVE15]
{
Name=Metalheck.sdz;
Path=./maps;
Modified=1135404184;
Checksum=4174805381;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=MetalHeck.smf;
VirtualPath=Maps\;
}
}
[ARCHIVE16]
{
Name=otacontent.sdz;
Path=./base;
Modified=1123417459;
Checksum=4011341724;
Replaced=;
NumMaps=0;
[MOD]
{
Name=OTA Content;
Description=TA content used by spring;
ModType=0;
NumDependencies=0;
NumReplaces=0;
}
}
[ARCHIVE17]
{
Name=Painted Desert Remake.sd7;
Path=./maps;
Modified=1138160609;
Checksum=356794485;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=Painted Desert Remake.smf;
VirtualPath=maps\;
}
}
[ARCHIVE18]
{
Name=Plains and passes.sd7;
Path=./maps;
Modified=1138770009;
Checksum=1578650643;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=Plains_and_passes.smf;
VirtualPath=maps\;
}
}
[ARCHIVE19]
{
Name=PrimesGhetto.sd7;
Path=./maps;
Modified=1138160397;
Checksum=229255741;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=Prime's Ghetto.smf;
VirtualPath=Maps\;
}
}
[ARCHIVE20]
{
Name=ProvingGrounds.sdz;
Path=./maps;
Modified=1138160435;
Checksum=2300423237;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=ProvingGrounds.smf;
VirtualPath=maps\;
}
}
[ARCHIVE21]
{
Name=SmallDivide.sd7;
Path=./maps;
Modified=1122241456;
Checksum=1960266612;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=SmallDivide.smf;
VirtualPath=maps\;
}
}
[ARCHIVE22]
{
Name=SpeedMetal.sd7;
Path=./maps;
Modified=1135495158;
Checksum=1715265693;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=SpeedMetal.smf;
VirtualPath=maps\;
}
}
[ARCHIVE23]
{
Name=springbitmaps_v061.sdz;
Path=./base/spring;
Modified=1123514513;
Checksum=4035697129;
Replaced=;
NumMaps=0;
[MOD]
{
Name=Spring Bitmaps v0.61;
Description=Various bitmaps used by spring;
ModType=0;
NumDependencies=0;
NumReplaces=0;
}
}
[ARCHIVE24]
{
Name=springcontent.sdz;
Path=./base;
Modified=1123418191;
Checksum=3772721910;
Replaced=;
NumMaps=0;
[MOD]
{
Name=Spring content v1;
Description=Mods can depend on this archive to get all the spring content;
ModType=0;
NumDependencies=3;
Depend0=springbitmaps_v061.sdz;
Depend1=springdecals_v061.sdz;
Depend2=springloadpictures_v061.sdz;
NumReplaces=0;
}
}
[ARCHIVE25]
{
Name=springdecals_v061.sdz;
Path=;
Modified=1;
Checksum=2981046710;
Replaced=springdecals_v062.sdz;
NumMaps=0;
}
[ARCHIVE26]
{
Name=springdecals_v062.sdz;
Path=./base/spring;
Modified=1124972281;
Checksum=1959952654;
Replaced=;
NumMaps=0;
[MOD]
{
Name=Spring Decals v0.62;
Description=Tracks and crater marks used by spring;
ModType=0;
NumDependencies=0;
NumReplaces=1;
Replace0=springdecals_v061.sdz;
}
}
[ARCHIVE27]
{
Name=springloadpictures_v061.sdz;
Path=./base/spring;
Modified=1123794164;
Checksum=2981046710;
Replaced=;
NumMaps=0;
[MOD]
{
Name=Spring loadpictures v0.61;
Description=Images displayed by spring during loading;
ModType=0;
NumDependencies=0;
NumReplaces=0;
}
}
[ARCHIVE28]
{
Name=springwdb4.sd7;
Path=./mods;
Modified=1140568713;
Checksum=426123043;
Replaced=;
NumMaps=0;
[MOD]
{
Name=TAWD 2005 (V5.0b4);
Description=TAWD for Spring version 5.0b4;
ModType=1;
NumDependencies=4;
Depend0=springcontent.sdz;
Depend1=otacontent.sdz;
Depend2=tatextures.sdz;
Depend3=OTA_data.sd7;
NumReplaces=0;
}
}
[ARCHIVE29]
{
Name=StarWars01.sd7;
Path=./mods;
Modified=1138057183;
Checksum=3733709162;
Replaced=;
NumMaps=0;
[MOD]
{
Name=Star Wars TA 1.0;
Description=A long time ago in a galaxy far, far away....;
ModType=1;
NumDependencies=2;
Depend0=springbitmaps_v061.sdz;
Depend1=springdecals_v061.sdz;
NumReplaces=0;
}
}
[ARCHIVE30]
{
Name=tacontent.sdz;
Path=;
Modified=1;
Checksum=2842477360;
Replaced=tacontent_v2.sdz;
NumMaps=0;
}
[ARCHIVE31]
{
Name=tacontent_v2.sdz;
Path=./base;
Modified=1123418278;
Checksum=1592118855;
Replaced=;
NumMaps=0;
[MOD]
{
Name=TA Content version 2;
Description=Mods can depend on this archive to get both spring and TA content;
ModType=0;
NumDependencies=2;
Depend0=otacontent.sdz;
Depend1=springcontent.sdz;
NumReplaces=1;
Replace0=tacontent.sdz;
}
}
[ARCHIVE32]
{
Name=tatextures.sdz;
Path=;
Modified=1;
Checksum=2842477360;
Replaced=tatextures_v062.sdz;
NumMaps=0;
}
[ARCHIVE33]
{
Name=tatextures_v062.sdz;
Path=./base;
Modified=1124971409;
Checksum=2842477360;
Replaced=;
NumMaps=0;
[MOD]
{
Name=TA Textures v0.62;
Description=TA textures used by spring - now partially includes reflective textures;
ModType=0;
NumDependencies=0;
NumReplaces=1;
Replace0=tatextures.sdz;
}
}
[ARCHIVE34]
{
Name=TheColdPlace.sd7;
Path=./maps;
Modified=1138153639;
Checksum=3472409599;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=TheColdPlace.smf;
VirtualPath=maps\;
}
}
[ARCHIVE35]
{
Name=WindsweptDesertV2.sd7;
Path=./maps;
Modified=1138950121;
Checksum=4137985395;
Replaced=;
NumMaps=1;
[MAP0]
{
Name=WindsweptDesertV2.smf;
VirtualPath=maps\;
}
}
[ARCHIVE36]
{
Name=XTA PE.sd7;
Path=./mods;
Modified=1138162704;
Checksum=3573928700;
Replaced=;
NumMaps=0;
[MOD]
{
Name=XTA v0.66 Pimped Edition;
Description=XTA for Spring version 0.66;
ModType=1;
NumDependencies=3;
Depend0=springcontent.sdz;
Depend1=otacontent.sdz;
Depend2=tatextures.sdz;
NumReplaces=0;
}
}
[ARCHIVE37]
{
Name=xta_se_v066.sdz;
Path=./mods;
Modified=1131477342;
Checksum=746353791;
Replaced=;
NumMaps=0;
[MOD]
{
Name=XTA v0.66 SE;
Description=XTA for Spring version 0.66;
ModType=1;
NumDependencies=3;
Depend0=springcontent.sdz;
Depend1=otacontent.sdz;
Depend2=tatextures.sdz;
NumReplaces=0;
}
}
}
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

You don't really have to Zip an install file, AF... it's just annoying.




Nice work, gave a pretty good fight with some handicap on it.
User avatar
QMan
Posts: 103
Joined: 17 Feb 2006, 01:10

Post by QMan »

I noticed today that both XTA (SE & PE) buildtrees for the ARMCK.txt, ARMCV.txt, and ARMCA.txt reference ARMADVSOL, a unit which does not exist in XTA, only AA, as far as I can tell. For now, I just changed mine to ARMSOLAR, which cleared up the errors.

-QMan
User avatar
QMan
Posts: 103
Joined: 17 Feb 2006, 01:10

Post by QMan »

Update: I fixed the CORE versions as well, but now I'm getting the same error with a unit that DOES exist.

Code: Select all

infolog.txt

GlobalAI3: [01:35]error :: a value :: CORR
L
 :: was parsed in :: NTAI\XTAPEV25.sd7\c
orck.txt :: this does not have a valid Uni
tDef according to the engine, and is not a
 Task keyword such as repair
GlobalAI3: [02:01]error :: a value :: CORR
L
 :: was parsed in :: NTAI\XTAPEV25.sd7\c
orck.txt :: this does not have a valid Uni
tDef according to the engine, and is not a
 Task keyword such as repair
GlobalAI3: [02:29]error :: a value :: CORR
L
 :: was parsed in :: NTAI\XTAPEV25.sd7\c
orck.txt :: this does not have a valid Uni
tDef according to the engine, and is not a
 Task keyword such as repair
GlobalAI3: [04:06]error :: a value :: CORR
L
 :: was parsed in :: NTAI\XTAPEV25.sd7\c
orck.txt :: this does not have a valid Uni
tDef according to the engine, and is not a
 Task keyword such as repair
I looked in the corck.txt file, and everything seems fine. :/
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

tried 5 last night. First game aa1.44 on Pathways to destruction - big problem with lag - I eventually quit as it was becoming unplayable. AI managed to fill up its metal storage, and never attacked. Second game was on a smaller map (River Dale or something like that) and no noticeable lag problem this time. Mod was Star Wars. AI built a small laser and some energy buildings on the mex spots. It crashed after a while. I can't find where NTAI stores log files.
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