AAI 0.55 - compatible with new spring version - Page 3

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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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

Judaeus Apella wrote: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
it's not an error log, it's just a log

most of the maps you can get from your TASClient. Battle Screen > More Maps > Update. It should give you a giant list of maps, most should be self installing, however there used to be some in zip or other formats. Think some maps don't work in .70, least comet catcher's not working for me.
Judaeus Apella
Posts: 9
Joined: 26 Feb 2006, 05:28

Post by Judaeus Apella »

Didn't mean to call it an error log, just a slip of the toun... err finger.

Thanks for the heads up on where to find the maps. I havn't even used that client proggy yet. Any maps you guys can recommend that play well? Im downloading The Beach right now.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

Judaeus Apella wrote: 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.
Ehm, afaik this map doesnt even work with the current spring version. and imho its one of the best maps so far :)
Namelis1
Posts: 8
Joined: 11 Feb 2006, 17:30

Post by Namelis1 »

i keep crashing on the Altored_Divide map :)

here are the last log entries:

Code: Select all

Added Advanced Construction Kbot to buildque
Looking for factory to build Advanced Construction Kbot
Added Amphibious Complex to buildque
Decreasing unit production rate to 3

Adding sector 7,8 to base; base size: 3 
Base has now 7 direct neighbouring sectors
Decreasing unit production rate to 2
Decreasing unit production rate to 1
now i may not be a rocket scientist, but i think the crashes have something to do with the attempt to build an amphibious complex in a map that doesent have water.
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

aai doesn't support water, and doubt it makes any attempt to build anything on the water either. It however does build howevercrafts, which is pretty entertaining when they run up against a destroyer.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

Namelis1 wrote: now i may not be a rocket scientist, but i think the crashes have something to do with the attempt to build an amphibious complex in a map that doesent have water.
no thats not really a problem, aai just tries to build any factory which produces a unit that has been requested. buildings that cannot be built are just qued on a request list but will never be ordered to be built
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

@submarine

I was changing stuf fin NTAI logging class and made ti save to a logs fodler btu I had forgotten to create the folder, and found that ti DID NOT crash. However when I tried to fidn the cause I found ti was because I had switch from using the FILE* f type file output, to using ifstream/ostream. That and it has a prettier interface ^^.
realstrategos
Posts: 1
Joined: 28 Feb 2006, 00:26

Learning rate causes crash

Post by realstrategos »

I can get the game to crash rather easily if I change the following values in the cfg
LEARN_RATE 5
LEARN_SPEED 0.2

-->

LEARN_RATE 0
LEARN_SPEED 0.01

will play a couple of seconds if at all, works with varying success (time wise) with other values, but it works great with the default values! at least on my machine. When if fails it spits out the unhandled exception contact blah blah

tested with
0.70b2
0.70b1
Castles.smf
XTA v0.66 Pimped Edition V3
2 AIs (aai dll of course) random positions (me spectator)


Love your aai! And I am sure you are sick of suggestions and bugs for gameplay so ...
submarine dont read the below untill you get the big bugs squashed!

I said stop reading ...

Suggestions/Observations:
1 Number/Type of defenses constructed after base is established
2 Positioning of defenses that does not utilize height (aka walls)
3* Choke point saturation of dead hulks not being cleared
4 Give the other AIs a chance, yours demolishes them!

* I realize this is partially pathfindings fault on a lot of maps, but an assault wave should have a way of clearing the mess first, otherwise they have no chance and this definatly stalls AIvsAI games into stalemates
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

AAI doesn't appear to consider units defined as scouts when attacking. It simply doesn't send them with its main force even if they would be good to include.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

ok due to my debugging problems i cant look whats going wrong, but as far as the standard values work it's not top priority i guess...

thx for letting me know anyway...
XigXag
Posts: 32
Joined: 28 Jan 2006, 19:40

Post by XigXag »

Decimator wrote:AAI doesn't appear to consider units defined as scouts when attacking. It simply doesn't send them with its main force even if they would be good to include.
I've noticed this too. If I'm not mistaken, AAI considers a unit either to be a scout or an attacker, and it never uses "scout" units for attacking (even if they have guns). This is really noticeable in a mod like Gundam, where the scout truck has a not-too-bad gun that would make it a pretty good raider if AAI attacked with it. But even a "true" scout is good to include with an attacking force just so the attackers can see farther...
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Oh while I remember, please teach your Coms to use the D-Gun. Sorry I know it's not the priorty ATM but I've been meaning to mention it for a while
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

im currently working on water support... but i dont have much time due to my studies and the fact that i cant debug effectively since 0.7 anymore
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

here's a short update on my work:

aai now supports water maps, it should work on pure water maps as well as mixed land/water maps. the problem is that subs seem to be broken somehow but core leviathan still fires, so i couldnt test much since aai builds a lot of those units after a while...
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Triaxx2
Posts: 422
Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

Start nuking the subs, and it should quit that. In theory anyway.
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

heya, nice to see this being done. So AAI supports water, air and land units now? And how stable is it?
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

as mentioned before i fixed another rounding relate crashbug, however i still get crashes from time to time - since spring 0.7 i cannot debug efficiently anymore so a new release may take a few weeks :(

i spend a lot time on cleaning up the code and putting some learning things on a more general level which will make it much easier to add further assault-categoires in the future. perhaps it could even be made mod-dependend (like infantry, light and heavy armor for ta:wd instead of "ground assault") by using an external config file and it saves some cpu time as well.

as a result, hover units got an own category now and i'm currently trying to make aai balance usage of the different categories based on its experience
jolt8me
Posts: 17
Joined: 03 Feb 2006, 13:34

Post by jolt8me »

i get this error when i try to use aai .55 with world domination.

"AAI 0.55 running mod springWD5B64S.sdz

Mod config file aidll\globalai\aai\cfg\springWD5B64S.cfg not found"

when i go into that folder i find a file called SpringWDV5B62.cfg

How do i get it to work with wd???
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

er...
Just look at the names, they are different.
Maybe renaming the cfg file to match the modname (derived from the mod packfile) would do the deal?
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

AAI is great !

Didnt crash for me, also i only played AA 1.44 with it.

Sadly, it is extremely vulnerable to comm-rushes and comm-naps, or even to rushs in eneral as it uses a rather passive build-up (not to say it porcs), and frequently tries to get an advanced solar up around the 6th minute, which totally gimps its unit production, allowing me to own it.

If i let it live, it has a strange habit of buildig amphibious vehicles, like hovers and amphib cons and tanks, although i only played on GreenComet.

Also, it cant use the d-gun ???
Last edited by Andreask on 07 Mar 2006, 14:21, edited 1 time in total.
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