NTai XE10.1b - Page 25

NTai XE10.1b

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

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DoW
Posts: 18
Joined: 04 Jun 2006, 23:33

Post by DoW »

Thanks, it complains about fewer dll's now. Unfortunately, still complains about mmAiv2 and unitdef dlls.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

They're 0.71b1 dll's so you can safely delete them
Bad_Dude
Posts: 44
Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

Crashed each time, all logs except 1 end with this.
[12:50] Dgunning failed, canDGun == false
[12:50] CManufacturer::TaskCycle has found the unitID, issuing TaskCycle
[12:50] CManufacturer::TaskCycle
[12:50] CManufacturer::TaskCycle Task executed
[03:07] Dgunning failed, canDGun == false
[03:07] CManufacturer::TaskCycle has found the unitID, issuing TaskCycle
[03:07] CManufacturer::TaskCycle
[03:07] CManufacturer::TaskCycle Task executed
[03:07] scheduled unitidle loop finished
[03:07] issuing command in update()
[03:07] issuing command in update() succeeded
[12:50] issuing mobile unit :: ARMBATS
[12:50] CManufacturer::TaskCycle Task executed
[12:50] issuing command in update()
[12:50] issuing command in update() succeeded
[12:50] issuing command in update()
[12:50] issuing command in update() succeeded
[12:50] issuing command in update()
[12:50] issuing command in update() succeeded
[12:50] issuing command in update()
[12:50] issuing command in update() succeeded
[12:50] issuing command in update()
[12:50] issuing command in update() succeeded
[12:50] CManufacturer::UnitIdle
[12:50] issuing random move
[12:50] issuing random move accepted
[03:06] CManufacturer::TaskCycle Task executed
[03:06] scheduled unitidle loop finished
[03:06] issuing command in update()
[03:06] issuing command in update() succeeded
[03:06] issuing command in update()
[03:06] issuing command in update() succeeded
[03:08] issuing random move
[03:08] issuing random move accepted
[03:08] issuing command in update()
[03:08] issuing command in update() succeeded
Thats how all my games Ive just played ended.
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rattle
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Post by rattle »

It's getting boring...

Code: Select all

Number of damage types: 5
Unknown feature type 
TA Spring 0.72b1
AI has enabled cheating.
GlobalAI1: error in Global constructor, cannot continue
GlobalAI1: Error :: InitAI() in XE9RC12 failed, please notify AF at once
GlobalAI1: Error :: www.darkstars.co.uk
any ideas yet? appearently a problem with me only :cry:
DoW
Posts: 18
Joined: 04 Jun 2006, 23:33

Post by DoW »

I also crash every time, with the same at the end of the logs. There are of course, other errors:
[00:00] error :: a value :: B_SCOUT :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
.
.
.
[02:25]issuing random move failed (upos given as UpVector)
[02:25] CManufacturer::UnitFinished
[02:25] CManufacturer::UnitFinished role set
[02:25] error :: a value :: B_RULE_CARRY :: was parsed in :: AI\Default\commander.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I've changed the exception handling around, fixed a few errors which gave me crashes and now ti runs perfectly fine in long games for me.

New Exception handling arrangements should mean less interference with the AI's workings and more log information.

I've also packaged a second NTai.dll aka NTaiNLOG.dll, which will log lots and lots of information, so don't use it unless you get a crash as the log files get very big sometimes but it will give em a heck of a lot more data on any crash.

I also fixed a few things:

Fixed a bug that introduced the corner bug problem into the attack targeting system.
Changed order caching system to filter out more invalid commands.
Removed a few errors people got with the default buildtree
Add B_FIGHTER B_SHIELD and B_GUNSHIP
Changed around Lindirs buildtree somewhat to get better performance (more attacking units, less builders, a few silly decisions changed)

Download XE9A Installer
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rattle
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Post by rattle »

Code: Select all

AI has enabled cheating.
GlobalAI1: error in Global constructor, cannot continue
GlobalAI1: Error :: InitAI() in XE9rc14 failed, please notify AF at once
GlobalAI1: Error :: www.darkstars.co.uk
:?

Could you include a command for the player to chose the respective starting type? e.g. .aitype <numai> 1/2/4/8 for kbots, tanks, aircraft, hovercrafts etc

That'd probably fix it, at least for me
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AF
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Post by AF »

no because by then it's already chosen it.

Also please try again with the NTaiNLOG.dll as it will give me information as to where the crash occurs in the constructor which will let me figure out the cause
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rattle
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Post by rattle »

Tried NTaiLOG, same results and no logfiles were created in TASpring\AI\Logs
DoW
Posts: 18
Joined: 04 Jun 2006, 23:33

Post by DoW »

Not sure if this is a problem, but still getting these errors in the logs (the ai still seems to work):
[00:00] <0 Frames> error :: a value :: B_MEX :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RULE_EXTREME :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RADAR :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RULE :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RUL_EXTREME :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_MEX :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RULE :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_MEX :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_GUARDIAN :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_BUILDER :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_BUILDER :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_SCOUT :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_ASSAULT :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RULE :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_FACTORY :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_FACTORY :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_FORTIFICATION :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_FORTIFICATION :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_FORTIFICATION :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RADAR :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_RULE :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
[00:00] <0 Frames> error :: a value :: B_POWER :: was parsed in :: AI\Default\global.txt :: this does not have a valid UnitDef according to the engine, and is not a Task keyword such as repair or B_MEX
Bad_Dude
Posts: 44
Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

ok, mine worked, 2 Ntai's vs 2 more, cheat mode on, after 25mins, i closed out the game, all it was doing was sitting there and building con units and more con units, so i said hell with it and quit.
DoW
Posts: 18
Joined: 04 Jun 2006, 23:33

Post by DoW »

Just noticed this, but the AI doesnt seem to echo whether its cheating. So when you type .cheat and .aicheat, it doent say 'Ai cheating enabled'.

Might be a symptom of a lot of units, but last game I played became unplayable around the 40 minute mark due to CPU usage
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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

I'm back, just so you know.

Off to make revisions...

edit: This is annoying I'm going to have to test it against itself, because currently KAI crashes when there is more than 1 AI, and both SAI and AAI don't work with the new spring version.

edit2: What exactly did you change? B/c I want to be able to re-evaluate the changes.

I see you've made singlebuild=armtarg, cortarg

This is bad because the facilities have a set range (At least that is what I thought.) I want NTai to build multiples.

Are all of the changes in mod.tdf? B/c it would otherwise be very hard to track them down.

edit3: It seems not... I understand your logic but it is still a bit annoying having large changes. I'm going to redownload the buildtree I put on FU.

If you have suggestions, tell them to me. Don't just change the buildtree. I have good reasons for a lot of things I'm stubborn about, and I'd be happy to defend them staunchly.
Bad_Dude
Posts: 44
Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

I had the same problem, with 2 ntai's on cheat mode, the game just lagged out so bad, this was at 3x speed also, slowing to 1x was pretty bad also, considering i have a pretty good rig. this AI builds a horried amount of Con units and facilities, doesnt really put up much of a fight.
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Lindir The Green
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Post by Lindir The Green »

New buildtree!

http://www.fileuniverse.com/?p=showitem&ID=3504

I completely rewrote everything that AF changed, not just because I wanted to be the sole provider of the XTA buildtree, but because I dissagreed with a lot of the changes.

I did think about them and take them as suggestions, so now the buildtree agrees a bit more with AF than before.

Changes from the buildtree in the install:

-New air buildtree
-Higher proportion of assault units
-A bit more likely to go advanced, even if doing so would cause temporary stalling
-Now it should only build one krog gantry at a time every 1000 units
-Numerous other unremembered tweaks

So test it, and give me feedback. Remember: saying "it sucks" doesn't make anything happen.
Bad_Dude
Posts: 44
Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

I will test it out when i get off work today.
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Sgt Doom
Posts: 144
Joined: 19 Jun 2006, 10:52

Post by Sgt Doom »

With this AI, it starts well, it battles well. But, later on, it creates huge lag spikes at certain times then displays a message about "Player is out of sync" crap every time it hits a lag spike. This is with only 1 bot, it happens on every map.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

What baffles me is that impossible errors seem to be cropping up that i have never encountered myself.

That one with the thing giving errors from the global buildtree is strange, did you get ti with XE8? It hasn't changed since XE8.

Lindir, I twiddled a few values in mod.tdf and changed the ratios of con to attack and got much better results.

Any further problems, can you email me as I have limited access to the forum, If i knew about these problems when they where posted hare through email you could all have had them fixed by now.

And please send me entire logs, parts of logs aren't as helpful to me, and make sure they where generated by NTaiNLOG.dll not NTai so i have enough information to debug. And don't mail me 5 logs in an email one after another, add them as attachments
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Sgt Doom
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Joined: 19 Jun 2006, 10:52

Post by Sgt Doom »

Ok, i'll play through a few maps with one bot and send you the log in the event of a crash.
Ringold
Posts: 7
Joined: 19 Jun 2006, 16:32

Post by Ringold »

Joined the board just to pipe in here, maybe provide logs to help since I like this AI so much.

Poked at an AI for over two hours last night, 867mb log file.. Compressed it down to 2.6mb with 7zip (WinRAR can decompress it), I'll send it when I get home. I noticed some lag, and it times is spiked as was jarring. Got a powerfully overlocked AMD X2, and I don't think it was my vid card choking.. It would happen when little was on the screen (unless the engine is silly and renders everything all the time), and seemed to stop right after I carpet nuked their side of the map. Could it have just been the activity of writing to a 800+mb file? Might've even been antivirus freaking out to scan it on-access. No crashes, though! I'll waste more of my life playing later.

I forgot the ".cheat" ".aicheat" thing until late in the game.. had it one 3x speed, looking at a blank part of the map when I typed it. Before I know it, something must've spawned in my base, or.. something.. cause my army stirred and there was a hole where a commander or nuke had gone off.. in the middle of my base. No idea what happened, but then again, no idea what the .aicheat does.

Keep up the good work.
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