AAI 0.55 - compatible with new spring version - Page 2

AAI 0.55 - compatible with new spring version

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

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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

WD's AI only builds storage units...and some factories no combat units, what the hell...
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

I mainly released this version to give ppl an ai to play with for the new spring version. there might be some balance issues since it's a very quick release this time

Changelog:

AAI v0.55:
- AAI is now compatible with the modified ai interface of spring 0.70

- Extended map learning files/every mod now creates own map learing files

- AAI tries not to send builders in setors which turned out to be too dangerous

- Fixed a rounding related crashbug


Edit:
AAI 0.52 (compatible with 0.67b3):
http://www.fileuniverse.com/?p=showitem&ID=2445

AAI 0.55 (compatible with 0.70bx):
http://misc.twam.info/alex/AAI_0_55.zip
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Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

so the ai will work like before (or lets say nearly like)?
(I just ask to prevent myself from spending time in testing)
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Unfortunately it still crashes for me. I even tried a fresh spring install just to be sure.
Dejavuproned
Posts: 14
Joined: 07 Feb 2006, 02:48

Post by Dejavuproned »

Well i can finally install the new spring version ;)

BTW i forgot to mention this earlier, but maybe can be worked on for next release?

1. I noticed for TLL mod, the aai builds mostly coyote scout buggies (called fast attack vehicle in the game, which could have created the confusion) and infantry kbots for most of the game, mixing only a few other units from the basic labs every now and then. The infantry kbots isent that big a problem since they are pretty decent in battles but the coyotes are killed in one or two shots of almost anything and arent meant for fighting, just scouting and mexx raids and such. If its going to build alot of a unit from the vehicle factory it should at least build the ares fast assualt tank, which is the ttl equivilant of the flast/instigator. Other then that it does a good job at pwning arm and core with tll.

2. The aai has trouble finishing off enemies sometimes when an enemy has only a few units or buildings left somewhere on the map. This can cause problems since it will keep building units and swarming the same area. My ideas for solving this is:
a: have the aai send out scouts late game to find remaining forces on the map. Airscouts would be the best or units with radar if the tech is avaiable.
b. Its possble that the aai is not attacking because the remaining units arent a threat (if theres only resource and maybe a few defense buildings left and no factories or builders).
c. When an aai is defeated and has say a fighter left somewhere landed, it should just send the unit on a suicide run to bring about the end of the game. This is the equivilent of human players hiding a last unit to waste their opponents time, making the aai send its last units on an attack run if it has no hope would save everyones time. Ive had games i ve had to shift-esc to quit because of this, which brings the question do the learning files and such get saved if the game is exited via shit-esc?

These were for 0.52 so i dono if you changed any of that.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Here is also crashes...

Just the moment the commander-ship should appear (after the 5...4..3..2), exception in global ai...
(seems not to be map depending)


edit:

just noticed: seems to be linked to the "choose in game" startposition mode....
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

crashed AA1.44

had a great time with aai's ineptibility with water before it crashed, played Egypt knowing I was going to lose my land base, started trying to make a comeback with a group of destroyers pretty much decimating the hordes of units crowding on shore, then it crashed, which sucked.
Judaeus Apella
Posts: 9
Joined: 26 Feb 2006, 05:28

Post by Judaeus Apella »

I downloaded AAI 0.55 just now and tried it several times, and after about five minutes into every game, Spring crashed and every time I got this message: "An unhandled exception occured in the global ai dll, please contact the author of the ai." So, Im contacting you. It crashed with the same error 5 times.

I was pretty let down, cause the game was starting to get fun. Can the problem be fixed? I really want to play this game! I still love TA, but the engine is soooo old.

Edit:
I searched the TASpring main folder for files last updated between 02/25/2006 and 02/26/2006, in an effort to find any error logs. I found something. A file named "AAI_log_team_1.txt". This is the last paragraph in the text:

Adding sector 4,3 to base; base size: 4
Base has now 4 direct neighbouring sectors
PROBLEM: no buildspace found for Adv. Vehicle Plant

Edit:
I just tried playing a few more times. Every time the game has crashed, that file ends with the AI building an Adv. Vehicle Factory. Look:

Adding sector 8,6 to base; base size: 3
Base has now 4 direct neighbouring sectors
Looking for factory to build Leveler
Added Adv. Vehicle Plant to buildque

It always ends in a similar place, always having to do with that factory.
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

Those crashes could be caused by AI base restricted to being too small. Try this: find the config file for the mod you're playing (for XTA PE v3 this is <Spring folder>\aidll\globalai\aai\cfg\XTAPEV3.cfg), open that file in text editor (notepad works), find the line

Code: Select all

MAX_BASE_SIZE 4
and change it to

Code: Select all

MAX_BASE_SIZE 8
This should give the AI more space to build.
Good luck.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

hmm the problem is that i dont really know which crashes are aai related and which are spring related. i got few crashes as well but according to the debugger something went wrong in spring's code
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

AAI crashes every time with the current build of NanoBlobs, shortly after the Commander sees the enemy. Methinks it's trying to use a non-existant D-Gun...
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

Could you please release the source to AAI? I'd love to tinker with it.
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

well it played fine doing a 1v1 vs ntai, but crashes when you try to play against it.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

aai doesnt dgun since most mods dont have that feauture and i dont like dguns very much.

however it seems that aai crashes if it runs out of buildspace - i recommend increasing MAX_BASE_SIZE in the cfg file until i have some time to take care of that bug
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think ti would be better to think of things in terms of how many people play mods with d-guns than how many mods have d-guns, in which case it rises from something like 5%of mods have d-guns to 80% of people play mods with d-guns
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

I finally figured out why I would always get a crash when trying to start a game with this AI. I was only extracting the dll, and not the other folders in the ZIP. I spotted it because I decided to have another go at latest version, extracted and thought 'how come the extracted file is smaller than the zip file'. I'm gonna have to complain about this. Then I figured it out.

Yeah kind of stupid I know, but if anyone else has the same crash on startup - maybe its the same problem.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

lol, that's why you should actually read the readme :)

@alantai:
hm you're probably right. most ppl probably play xta or aa. perhaps i'll add this sometimes in the future... but i never focused that much on ota-based mods so it doesnt have top-priority for me

however, both ntai and otai profit much from using d-guns :)
Judaeus Apella
Posts: 9
Joined: 26 Feb 2006, 05:28

Post by Judaeus Apella »

Well I changed the value you told me to, and it still crashed. So I changed it to 1000. :D The game lasted about 10 minutes longer, then crashed again. This time, the end of the error log was different. Here ya go:

Adding sector 8,6 to base; base size: 3
Base has now 4 direct neighbouring sectors
Looking for factory to build Reaper
Added Adv. Vehicle Plant to buildque
Looking for factory to build Slinger
Added Hovercraft Platform to buildque
Looking for factory to build The Can
Added Adv. Kbot Lab to buildque
Increasing unit production rate to 2
Increasing unit production rate to 3
Decreasing unit production rate to 2
Decreasing unit production rate to 1
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

which mod/map are you playing? how many players? are you a spectator?

i just had a 3 hours aai vs aai aa game on the beach without any crashes
Judaeus Apella
Posts: 9
Joined: 26 Feb 2006, 05:28

Post by Judaeus Apella »

Beach? Where are you guys getting these maps? (Im new here)

I've been playing some crappy Green Comet V3 map I found in the forum. The reason I say crappy, is because half the metal deposits don't line up with how you can place the tech level 0 extractors.

Can you please link me to where you guys are getting these maps?
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