[release] Radar Group AI

[release] Radar Group AI

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

Moderators: hoijui, Moderators

colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

[release] Radar Group AI

Post by colorblind »

Radar AI
http://teake.home.fmf.nl/temp/RadarAI.zip

This group AI does something very basic, yet very usefull: it alerts the players whenever an enemy unit comes into radar / LOS.

Pros:
+ You don't have to keep a constant eye on the minimap for enemy intruders.
+ With any luck, you can get to the enemy intruders before they get to your mexxes :P
Cons:
- It currently broadcasts it message to everyone in the game.
- It gets a bit useless after the initial stages of the game when your base perimeter is better defined.
- It isn't compiled yet :(

The first con can also be a good thing: now the other players also now that you have recieved an alert, making it a bit more fair if your oppenent doesn't have or doesn't use the AI.

The last con is a big bummer: I can't compile it with MinGW so that it runs on the 0.71b1 release (which was probably compiled with Visual Studio, which I don't have). Would someone be so kind to compile it so that it runs on the latest release?

:update:
I've released a patch that updates the functionality of the Radar AI a great deal. Check my post below.
Last edited by colorblind on 04 Jun 2006, 17:55, edited 1 time in total.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

lol i would refuse to play with someone spamming me with messages
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I'll take a look at the source and see if I can bring up a solution that doesnt require console messages.

Would you mind if I packaged this with XE8.1?
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

submarine wrote:lol i would refuse to play with someone spamming me with messages
It doesn't spam; it uses an interval of at least 320 frames between messages, and it reports groups of enemy units at once: e.g. "10 enemy units have entered radars/LOS".
AF wrote:I'll take a look at the source and see if I can bring up a solution that doesnt require console messages.
Would you mind if I packaged this with XE8.1?
You can perhaps draw lines on the map, but I don't think that would attract enough attention of the player. And sure, go ahead and include it (with name and reference) in XE8.1, but be a good sport and compile it first for me :P.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I'm thinking more fo a message that flashed by the users cursor, with a faint line in the direction of the event/s...
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

how about if it automatically pinged the units like human allies would do?

You've got your groupai's to draw before havent you AF?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

pinged? huh? You mean draw a marker?

And yah, my groupAI's can draw photo realistic animation, albeit I havent worked on speeding ti up from a laggy crawl just yet.....
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

AF, stop stealing my topics.

Is nobody so kind to compile this groupAI with MSVC for me?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I'll ahve ti for you tomorrow
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

Great, thanks a million. Can you do an unmodified version (i.e. my original) and one you've adapted?
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I can put it in the spring repository if you want? It seems like a nice non-intrusive AI dll...
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

ok but please make sure that only the player using the ai gets those messages. it might be annoying for the other players who dont use that ai...
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

It doesn't actually do that I think, there is no networking code and SendTextMsg doesn't send chat messages to other players.
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

jcnossen wrote:I can put it in the spring repository if you want? It seems like a nice non-intrusive AI dll...
Sure, go ahead! It's nice to know that my efforts haven't been in vain :). And in case you're right about SendTextMsg, you can remove the team number in the first part of the text message.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Can someone please compile this so that we can use it?

I play at 1600x1200 which means the dots on the minimap are incredibly hard to see. Not to mention when 1 dot blends in with the map.

I really need this groupAI
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

It's in SVN, so it will probably be in the next release too. IF you can't wait that long you'll have to poke AF for a compiled version (as he promised me some days ago ...)
colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Radar AI update

Post by colorblind »

I thought it was time to pimp up my Radar AI, and so I did. The patch is here:

http://teake.home.fmf.nl/temp/RadarAI_update.patch

This does the following:
  • You can now press F3 which will take you to the location of the enemy unit that has tresspassed your LOS / radar.
  • It also adds a notification on the minimap.
  • I had to change the AI interface a bit to allow for the above functionality. I added the functions SetLastMsgPos and AddNotification, I hope jcnossen doesn't mind ...
Enjoy :)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

yay that's very useful thx colorblind for those additions!


Now if onyl there was an explosion and weaponfired event
User avatar
Cronyx
Posts: 55
Joined: 24 Jan 2006, 03:04

Post by Cronyx »

So is there a .dll we can download at some point? :P
User avatar
Rafal99
Posts: 162
Joined: 14 Jan 2006, 04:09

Post by Rafal99 »

It was added to the Spring installer. You should have it in your .../aidll folder.
Post Reply

Return to “AI”