NTai XE10.1b - Page 10

NTai XE10.1b

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

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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Ah, ok, so there's more documentation? I only found on HTML file, and it didn't explain the sub-tags very well. Overall though, this is very exciting stuff, and I'll have another go at this and see if I can't get it to ... be its usual, evil, blobby self 8)
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sintri
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Post by sintri »

Zenka wrote:Odd, like Optimus mentioned. It only takes controll of one team.
An flea of mine was able to decrease NTAI's comm's HP by 1500 until it was killed by an AK. (the comm didn't bother to kill it).
those two too
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AF
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Post by AF »

Well i have some changes for XE7, one specifically aimed at you Argh and the wolf, if there's time I have an XE7b1 to send you to test that out.

XE7 has meta tags(say lets define B_ARTILLERY as the following unitnames, nwo pick the most efficient one fromt hat list when you come across that tag/pick one from that list randomly), it'll let you define the building spacing on defences/energy producers/factories/and one for everything else.

I changed the cheap factory algorithm and tied ti into another tag so ti cna be modified, and I removed a problem with building that made ti assume FBuild() for scouts/assault untisregardless of wether it's a mobile builder or not, I've changed the mex algorithm as krogothe suggested and changed the wrap around class slightly to suit.

I've also added a kamikaze tag that has a list of untinames, of untis that will selfdestruct if an enemy is within weapons range. Ideally used for untis such as the wolf, combined with adding it to the scouter tag and atatcker tag.

There is a full nanoblobz buildtree in the NTAI XE6 download but it's disabled in favor of the abstract buidtrees (abstract=1; in mod.tdf).

The web update tag for NTAI aswell as the learning file acumulation routines have yet to be implemented but the tags are described ready for XE7. I itnend on making NTAI upload learnign files when they get saved so that i can compile them and find the average values for units then make NTAI download them so you dont have to train NTAI or you cna train ti to make it even better for everyone not just yourself. I have several tags and routines already in palce to ensure that the whole process is working fien without flukes and problems, or people who train from scratch ruining what other people have done to train NTAI (see the iterations=; tag in the learning file, the version tag and the firstiteration; tags too)
renrutal
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Joined: 28 Apr 2005, 16:45

Post by renrutal »

I find it impressive how much the coding improved since I last saw it many versions ago.

There aren't many people in the world who keep that interested in a coding project for such a long time, specially when you start from zero.

Congratulations AF, you're a genius at hard work. Image
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AF
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Post by AF »

And yet I find the itnernal workings of NTAI old and in need of major re-arrangement if I am to continue unhindred.

Anyways I have XE7 here to release today.

I've teste dit in the last hour on FF AA1.44 and XTA PE v3.

To the people maintaining FF, damn you!! I had to hardcode in the names of the command cruisers because you lot didnt add the correct tags to your units! Add Commander=1; to your command cruiser unit fbis in future!

Also since while I was gone newer versions of Ff have been made you might do well to go itno c:\programfiles\TASpring\NTAI\ and copy the FF folder adn rename it to the latest version.

now to go upload ^^
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AF
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Post by AF »

Spectre
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Joined: 03 May 2005, 16:57

Post by Spectre »

still takes control of only 1 player :?
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AF
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Post by AF »

I wasnt aware that there was a problem cotnrolling more than one player till that post
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FizWizz
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Post by FizWizz »

AF wrote:XE7
your link links to your webpage, which just links back to FU =\
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AF
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Post by AF »

I like to know how many people have downlaoded it, and I prefer to ahve a single page I update rather than one at sourceforge, one at darkstars adn one here

That and darkstars is prettier than here imo
Last edited by AF on 01 Mar 2006, 21:18, edited 1 time in total.
Spectre
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Joined: 03 May 2005, 16:57

Post by Spectre »

hmm it didnt attack me till the 40 minute mark but when it finnally did it crashed... I think right after my first unit died....
Map: Altored_divide
mod:XTAPEV3
Me (core) vs Ntai xe7 (arm) // random start pos
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AF
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Post by AF »

I'm not sure it's a good diea todo random startpos, it messes witht eh start pos routines, and scouting, which might explain your late atatck
Spectre
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Post by Spectre »

tried it again with regular start pos... and it scouted after ~12minutes... and crashed 2 secs later because of a llt hit ... seems like ntai doesnt like loosing scouts :wink:


edit: played at 5-6x speed of course ;)
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AF
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Post by AF »

mynthon
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Joined: 12 Feb 2006, 19:23

Post by mynthon »

playtime about 20 mins.
map: greenheaven (16x16)
start position:fixed
metal/energy: 10000
ai sends only scouts.
when i send few peewees i saw about 10 thuds in his base.
before crash he send commander/commander to my base and started to build mex. After killing commander "unhandled exception...". dont know where logs are :(

commander was 2nd unit killed by me. I lost about 5 units.

AI ver: XE7
Last edited by mynthon on 02 Mar 2006, 20:21, edited 1 time in total.
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AF
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Post by AF »

For some reason the installer doesnt create a Logs directory
if you have a crash try to recreate it after creating a Logs folder in the NTAI folder
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AF
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Post by AF »

Oh and for all fo you, first fof there has been some confusion over the version nubmering XE4/5/6 etc.. Just to say XE7 is to XE6 what v0.7 is to v0.6. The current version nubmer of NTAI is either XE7a or V0.33.
mynthon
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Joined: 12 Feb 2006, 19:23

Post by mynthon »

Code: Select all

 :: NTAI XE7 Log File 
 :: Programmed and maintained by AF 
 :: Copyright (C) 2006 AF 
 :: Released under the GPL 2.0 Liscence 
 :: Game started: 2.2.2006  20:22:36

 :: Absolute Annihilation 1.44
 :: AA for Spring v1.44 Standard Edition
 :: First instance of NTAI
 :: Player : player :: 0
 :: AI DLL's ingame
 :: aidll\globalai\NTAIXE7.dll : AI :: 1

 :: Found 80 Metal Spots
 :: Using abstract buildtree

 :: GreenHaven.smf
 :: AASpring144S.sdz
 :: map size 16 x 16
[00:00] using default abstract buildtree for :: Commander :: NTAI\Default\commander.txt
[00:00] CBuild() :: CORTIDE
[00:00] CBuild() :: CORLAB
[00:36] CBuild() :: CORMEX
[00:37] using default abstract buildtree for :: Kbot Lab :: NTAI\Default\factory.txt
[00:37] issuing mobile unit :: CORAK
[00:44] CBuild() :: CORMEX
[00:56] scouter found
[00:56] issuing mobile unit :: CORCK
[01:07] CBuild() :: CORTIDE
[01:07] CBuild() :: CORMEX
[01:22] CBuild() :: CORLLT
[01:33] CBuild() :: CORTIDE
[01:33] CBuild() :: CORMEX
[01:36] issuing mobile unit :: CORCK
[01:42] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[02:01] CBuild() :: CORVP
[02:01] CBuild() :: CORMEX
[02:04] CBuild() :: CORMEX
[02:04] CBuild() :: CORSTORM
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORCK
[02:04] CBuild() :: CORAK
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORCK
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORCRASH
[02:04] CBuild() :: CORTHUD
[02:04] CBuild() :: CORSTORM
[02:04] CBuild() :: CORCK
[02:04] CBuild() :: CORAK
[02:04] CBuild() :: CORCRASH
[02:04] CBuild() :: CORSTORM
[02:04] CBuild() :: CORTHUD
[02:06] using default abstract buildtree for :: Kbot Lab :: NTAI\Default\factory.txt
[02:06] issuing mobile unit :: CORAK
[02:09] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[02:18] scouter found
[02:18] CBuild() :: CORMEX
[02:18] issuing mobile unit :: CORCK
[02:37] CBuild() :: CORTIDE
[02:37] CBuild() :: CORRL
[02:45] CBuild() :: CORMEX
[02:58] issuing mobile unit :: CORCK
[03:02] CBuild() :: CORMEX
[03:02] CBuild() :: CORMEX
[03:03] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[03:18] CBuild() :: CORMEX
[03:25] issuing mobile unit :: CORTHUD
[03:26] CBuild() :: CORMEX
[03:30] CBuild() :: CORADVSOL
[03:31] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[03:31] CBuild() :: CORADVSOL
[03:43] CBuild() :: CORADVSOL
[03:43] CBuild() :: CORMEX
[03:44] issuing mobile unit :: CORTHUD
[03:44] CBuild() :: CORMEX
[04:24] issuing mobile unit :: CORCK
[04:31] CBuild() :: CORMEX
[04:31] CBuild() :: CORMEX
[04:31] CBuild() :: CORADVSOL
[04:47] CBuild() :: CORTIDE
[04:47] CBuild() :: CORLAB
[05:14] CBuild() :: CORADVSOL
[05:14] CBuild() :: CORADVSOL
[05:14] CBuild() :: CORADVSOL
[05:14] CBuild() :: CORMEX
[06:14] issuing mobile unit :: CORAK
[06:18] CBuild() :: CORADVSOL
[06:19] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[08:42] scouter found
[08:42] issuing mobile unit :: CORCRASH
[09:35] CBuild() :: CORADVSOL
[09:35] CBuild() :: CORMEX
[09:38] CBuild() :: CORTIDE
[09:38] CBuild() :: CORTL
[09:38] CBuild() :: CORTIDE
[09:38] CBuild() :: CORMEX
[09:39] using default abstract buildtree for :: Kbot Lab :: NTAI\Default\factory.txt
[09:39] issuing mobile unit :: CORAK
[09:51] CBuild() :: CORMEX
[09:51] CBuild() :: CORVP
[10:03] scouter found
[10:03] CBuild() :: CORMEX
[10:03] issuing mobile unit :: CORCK
[10:04] CBuild() :: CORMEX
[10:04] CBuild() :: CORADVSOL
[10:04] issuing mobile unit :: CORTHUD
[10:07] CBuild() :: CORHLT
[10:07] CBuild() :: CORMEX
[10:09] CBuild() :: CORMEX
[10:12] CBuild() :: CORADVSOL
[10:12] CBuild() :: CORADVSOL
[10:12] CBuild() :: CORRL
[10:12] CBuild() :: CORGEO
[10:12] CBuild() :: COREXP
[10:15] CBuild() :: CORADVSOL
[10:15] CBuild() :: CORMEX
[10:17] CBuild() :: CORHP
[10:17] CBuild() :: CORMEX
[10:20] CBuild() :: CORSOLAR
[10:21] CBuild() :: CORADVSOL
[10:21] CBuild() :: CORMEX
[10:26] CBuild() :: CORTIDE
[10:26] CBuild() :: CORMEX
[10:30] issuing mobile unit :: CORTHUD
[10:31] CBuild() :: CORMEX
[10:39] CBuild() :: CORTIDE
[10:39] CBuild() :: CORUWMEX
[10:39] CBuild() :: CORLLT
[10:41] CBuild() :: CORVP
[10:43] issuing mobile unit :: CORCK
[10:49] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[10:50] CBuild() :: CORAP
[10:51] using default abstract buildtree for :: Commander :: NTAI\Default\commander.txt
[10:51] CBuild() :: CORTIDE
[10:51] CBuild() :: CORVP
[10:51] CBuild() :: CORMEX
[10:55] issuing mobile unit :: CORSTORM
[11:01] CBuild() :: CORADVSOL
[11:01] CBuild() :: CORADVSOL
[11:01] CBuild() :: CORMEX
[11:11] CBuild() :: CORMEX
[11:11] CBuild() :: CORTHUD
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORCK
[11:11] CBuild() :: CORAK
[11:11] CBuild() :: CORTHUD
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORCK
[11:11] CBuild() :: CORCRASH
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORCRASH
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORCRASH
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORTHUD
[11:11] CBuild() :: CORCK
[11:11] CBuild() :: CORAK
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORSTORM
[11:11] CBuild() :: CORTHUD
[11:11] CBuild() :: CORMEX
[11:13] using default abstract buildtree for :: Kbot Lab :: NTAI\Default\factory.txt
[11:13] issuing mobile unit :: CORAK
[11:13] CBuild() :: CORVP
[11:16] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[11:17] issuing mobile unit :: CORCK
[11:24] scouter found
[11:25] issuing mobile unit :: CORCK
[11:25] CBuild() :: CORMEX
[11:35] CBuild() :: CORPUN
[11:35] CBuild() :: CORTIDE
[11:35] CBuild() :: CORMEX
[11:57] issuing mobile unit :: CORCRASH
[12:02] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[12:05] issuing mobile unit :: CORCK
[12:05] CBuild() :: CORMEX
[12:05] CBuild() :: CORMEX
[12:07] CBuild() :: CORFRT
[12:07] CBuild() :: CORTIDE
[12:07] CBuild() :: CORMEX
[12:08] CBuild() :: CORMEX
[12:10] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[12:19] issuing mobile unit :: CORTHUD
[12:30] CBuild() :: CORADVSOL
[12:30] CBuild() :: CORMEX
[12:30] CBuild() :: CORMEX
[12:32] issuing mobile unit :: CORSTORM
[12:32] CBuild() :: CORMEX
[12:35] CBuild() :: CORLAB
[12:37] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[12:45] issuing mobile unit :: CORTHUD
[12:49] CBuild() :: CORMEX
[12:49] CBuild() :: CORHP
[12:51] CBuild() :: CORADVSOL
[12:51] CBuild() :: CORADVSOL
[12:53] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[12:53] issuing mobile unit :: CORTHUD
[13:10] CBuild() :: CORMEX
[13:10] CBuild() :: CORMEX
[13:10] issuing mobile unit :: CORTHUD
[13:13] CBuild() :: CORMEX
[13:13] CBuild() :: CORMEX
[13:13] CBuild() :: CORMEX
[13:14] using default abstract buildtree for :: Kbot Lab :: NTAI\Default\factory.txt
[13:14] issuing mobile unit :: CORAK
[13:16] CBuild() :: CORADVSOL
[13:16] CBuild() :: CORADVSOL
[13:16] CBuild() :: CORMEX
[13:18] CBuild() :: CORADVSOL
[13:18] CBuild() :: CORMEX
[13:19] issuing mobile unit :: CORCK
[13:19] CBuild() :: CORADVSOL
[13:19] CBuild() :: CORSY
[13:27] CBuild() :: CORADVSOL
[13:27] CBuild() :: CORHLT
[13:33] scouter found
[13:33] issuing mobile unit :: CORCK
[13:34] CBuild() :: CORMEX
[13:34] CBuild() :: CORMEX
[13:34] CBuild() :: CORMEX
[13:36] issuing mobile unit :: CORTHUD
[13:38] CBuild() :: CORPUN
[13:38] CBuild() :: CORMEX
[13:40] CBuild() :: CORMEX
[13:43] CBuild() :: CORADVSOL
[13:43] CBuild() :: CORADVSOL
[13:43] CBuild() :: CORLLT
[13:43] CBuild() :: CORGEO
[13:43] CBuild() :: CORDL
[13:43] CBuild() :: CORADVSOL
[13:43] CBuild() :: CORMEX
[13:46] CBuild() :: CORNANOTC
[13:46] CBuild() :: CORNANOTC
[13:46] CBuild() :: CORLLT
[13:50] CBuild() :: CORTIDE
[13:50] CBuild() :: CORLLT
[13:51] CBuild() :: CORMEX
[13:51] CBuild() :: CORADVSOL
[13:59] CBuild() :: CORAK
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORCK
[13:59] CBuild() :: CORCRASH
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORCRASH
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORSTORM
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORCK
[13:59] CBuild() :: CORAK
[13:59] CBuild() :: CORSTORM
[13:59] CBuild() :: CORTHUD
[13:59] CBuild() :: CORTHUD
[14:00] CBuild() :: CORPUN
[14:01] using default abstract buildtree for :: Kbot Lab :: NTAI\Default\factory.txt
[14:01] issuing mobile unit :: CORAK
[14:02] issuing mobile unit :: CORTHUD
[14:04] CBuild() :: CORSY
[14:04] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[14:04] CBuild() :: CORADVSOL
[14:04] CBuild() :: CORADVSOL
[14:04] CBuild() :: CORMEX
[14:05] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[14:12] scouter found
[14:12] issuing mobile unit :: CORCK
[14:12] CBuild() :: CORMEX
[14:13] issuing mobile unit :: CORCK
[14:18] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[14:27] CBuild() :: CORMEX
[14:27] issuing mobile unit :: CORTHUD
[14:30] CBuild() :: CORMEX
[14:33] CBuild() :: CORADVSOL
[14:33] CBuild() :: CORADVSOL
[14:33] CBuild() :: CORMEX
[14:36] CBuild() :: CORADVSOL
[14:36] CBuild() :: CORLAB
[14:40] CBuild() :: CORMEX
[14:40] issuing mobile unit :: CORTHUD
[14:40] CBuild() :: CORNANOTC
[14:42] CBuild() :: CORMEX
[14:45] using default abstract buildtree for :: Construction Kbot :: NTAI\Default\builder.txt
[14:45] CBuild() :: CORMEX
[14:45] CBuild() :: CORADVSOL
this time it crashed after destroing const KBOT. maybe it afected build tree and thats why game crashed? i can destroy scoutts, mexex and AA turrets. in both cases game crashed after destoing construction unit (commander, const kbot)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

unless that was from XE7a that bug has been fixed......
mynthon
Posts: 23
Joined: 12 Feb 2006, 19:23

Post by mynthon »

sorry, i didnt saw your post about 7a.
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