Seemingly random crashes - Page 3

Seemingly random crashes

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

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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

aha, yeah it seems youre right :oops:, if a weapon doesnt explicitly specify different damages the defaults are used... Everything makes sense now! so yeah you speeded up KAI development! <3 my favourite dev
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

No NanoBlobs? No cookie. A good AI should be able to handle mobiles building mobiles, which is really the only real difference between NanoBlobs and anything else. That, and the fact that the balance between each unit type is very complex. Only stupid people think NanoBlobs is just about sending units at the other guy faster than he can send them at you- what you're sending, and where it's going, how long your lines of supply are, and how much of the map you hold, are all vital factors.

I'm very interested in the micro'ing aspects of this project- in large part, because at some point or another somebody really needs to build some GroupAIs that can do some more sophisticated and semi-autonomous behaviors for players- everything from marching in formations to auto-gathering resources. As the game engine begins to support more elastic game designs, this is going to become a bigger deal. Just as one example, the attack AI for current units is really quite primitive, and needs a lot more in the way of options.

And wait 'til you see what twisted things I'm putting into the next mod. If you think NanoBlobs has some rough spots for AIs to handle... just wait ;)
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krogothe
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Nanoblobs is actually easier than OTA mods to support, its just that├óÔé¼Ôäós not what im focused on atm. I got a basic system that makes buildtrees "smartly" for testing the stuff that├óÔé¼Ôäós getting worked on atm, the infrastructure. Just yesterday i finalized the first stage (out of 3) of strategic gearing, so it will try to build counters. Seems to work in AA, spam lvl1, it will build more warriors/levellers, make air and it will build anti-air. It now also knows what units can fire at what units (no easy task I tell you!) Of course anyone can think of millions of way to exploit this system, and that├óÔé¼Ôäós why its only stage 1. We are also working on improving the performance of several cpu-intensive parts of the AI and there are plenty of them, but they pay off by providing an AI that requires no file but the DLL, works with any mod instantly and needs no config files/buildtrees/etc, while still placing defences smartly according to the terrain, choosing units smartly without the need to learn (and relearn if the opponent changes tactics), as well as some semi-intelligent attacking at the least defended enemy location instead of piling armies at the player's defences. There will be an optional personality file at some point but if it is not there, it will simply play at the hardest, most balanced setting.
It is all very early, but i am optimistic, luckily every part of it worked exactly as planned so far, so rest assured one day KAI will support nanoblobs and all other major spring mods.
Asteriw
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Joined: 14 Jun 2006, 04:31

Post by Asteriw »

Nice topic i like it! :) :)
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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

how is KAI coming along Krog?
nudge nudge :wink:
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Groups are working, some micro is starting to be added, the baseline counter systems are in place and the damage functions are fairly accurate (it can tell that a guardian sucks at hitting fleas or what units are anti-air or whatnot without having to learn). the big push for the new economy system will come soon but we need lots of stuff to serve as a base, so atm im adding a normally distributed random number generator and a mersenne twister to replace the default random function, along with fixing bugs here and there...
Dont expect a final release anywhere soon yet, were working hard but theres a mountain to climb still :wink:.
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Masse
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Post by Masse »

sounds really nice :wink: i havent touched spring for while now... i just lurk around forums waiting for something to happen :P
when u get that AI somewhat ready i know i have to pust it to its limits in testing
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Masse wrote:i know i have to pust it to its limits in testing
Hopefully it should do that to you for a change :twisted:
/me thinks of the pretty samsoms microing away from the slow warriors today
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unpossible
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Post by unpossible »

why do you need the mersenne twister? :?
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krogothe
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Its more want then need... Its more random and faster than the default random function, and thus should help with any montecarlo prediction systems we might want to test in the future. Lastly, its a lot easier to modify (not in the standard library) and can do up to 53 bits of precision being a couple million times more accurate than the default rand() function too :wink:
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