KAI v0.11 - Page 3

KAI v0.11

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

Moderators: hoijui, Moderators

How do you rate it at the moment?

Poll ended at 25 Jun 2006, 00:27

Good
28
82%
Average
4
12%
Bad
2
6%
 
Total votes: 34

Bad_Dude
Posts: 44
Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

lol, well worth a try, KAI has the best def. placement ive seen to date, but crashed after 25mins on DeltaSeige, xtav7

*EDIT* It was giveing NTAI a whipping, w/o cheat mode on, when on, KAI commander just stops.
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Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

Yeah, but KAI always has cheat mode enabled. As in, even when you don't want it to, it cheats.

And so comparing it to the non-cheating version of NTai isn't fair. Compare it to NTai with .cheat .aicheat :twisted:
Bad_Dude
Posts: 44
Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

Cant. useing the .aicheat makes KAI commander freezup, ntai still can ever comapare to the def. placement, almost human like.
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

but map-hacking can't be comparable to spawning an unlimited number of commanders whenever you want to build something :S. admittedly it boosts the combat effectiveness of units way beyond what it should be...but having unlimited resources is much worse!

are you going to leave it map-hacked Krogothe or implement some scouting/radar/los?
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Sgt Doom
Posts: 144
Joined: 19 Jun 2006, 10:52

Post by Sgt Doom »

I don't mind if it map hacks (bigger, quicker battles), I want to know if it's more stable.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Well I dotn need a map hack for NTai without cheat mode turned on, I have a very nice scouting system using multiple scouting methods, and I'm sure you could have something similar for KAI, ask firenu, he has a groupAI that does that that seems effective for air scouting.
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wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

wow, i played against this last night and its was the most intense battle with an ai i've had before it crashed. you're def onto a great start.
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Quite the epic battle, but then it crashed, I don't really remember what I was doing, a lot of things were going on. I was killing a lot of stuff with an annihilator though.

The unit control that this AI has is a little scary.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

look, I appreciate ntai and I like AF, however... Scouting etc etc is only going to lead to an AI that doesn't really put up a fight, a la, any of the AI's out (exception of KAI).

KAI beat me in a 1 vs 1 a while back in E&E on centerrock. Now that makes me happy.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

If you guys check the first page, two of the crashbugs in this version have been fixed(once they all are fixed ill release another). Since i had an advanced mechanics exam a few days ago and did some revision (for a change), ballistic fomulas were fresh in my head, meaning KAI now is a bit more of a physicist, though the effect wont be very noticeable atm but lets say tremors wont be as popular on CC for example :wink:
Journier
Posts: 214
Joined: 24 Jan 2006, 19:15

Post by Journier »

guys, my game was also crashing quite a bit before, BUT after talking to krogothe if you turn off AI exceptions and then it doesnt give an error when it crashes then the bug is almost fixed.

but if it does give an error let him know..

worked for me

i love this ai.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

krogothe wrote:mechanical crap...tremors wont be as popular on CC for example
... what? are you saying that it handles artillary more effectively? what did you do, exactly?
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

it picks units a bit more smartly now, thats all
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

You mean blind shots actually hit now. Wombats leveling the ground next to each other are just lovely :P
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Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

I just want to say it here on the forums what i've already told Krogothe, but i have to say that KAI is the single best AI i've come up against to date. Sure, NTAI is the longest running and it has all of these technological advancements, but to be honest, i don't really care if its too easy to beat.

KAI simply rapes, its amazing. I haven't had so much fun fighting a bot since , well, ever.

Yes, it cheats, but who really cares, Krogothe simply gave it situational awareness, which in my oppinion is why its so challenging. It sees the weak points in a defense and exploits them, like an AI should. On top of that, it keeps the pressure on from beginning to end. (to be honest, all of my matches have ended in a crash so far, but its only at ver. 0.1 so its going to have its problems.)

KAI should be called Killer AI, because thats what i does, it kills. A LOT.

Sorry AF, i think Krogothe has something special here, and i think you could learn something from what he's doing here, if not technically, then at least in his basic AI principle, cause it works.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I personally would rather fight an AI that has to resort to the same sort of play that I implement and doesn't cheat, than one that has to have a highly significant headstart to beat me.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Quanto, I have all the answers, and I have all the necessary planning to make an AI unlike that ever seen by anyone in an rts game in history, but I'm a single person and I cant make leaps and bounds straight away.

I see the same with krogothe, only he has different ideas and goals, 2 programmers to help him, and a habit of trying to leap, which usually gets him to where he wants but with a lot of bugs in the process, as can be seen here.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

AF if you can plug NTAI in the ntai thread instead and discuss plans and other stuff somewhere else id appreciate it, i wanna keep this more for bug reporting (NOT GAMEPLAY IM NOT HEARING GUYS LALALA :wink:)
New version up, hopefully more stable, let me know...
http://www.fileuniverse.com/?p=showitem&ID=3521
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

should we purge the KAI folder when we install the new version?
Firenu
Posts: 39
Joined: 29 Apr 2006, 00:49

Post by Firenu »

Same deal as last time, try open maps. It wont work well on maps that require that you attack over sea or air and wont do too well on metal maps. Water maps with islands wont work at all.
Try it and see if it can kick your ass or not :P
I believe we managed to find all the bugs resulting in crashes earlier. As of right now i only know of it crashing in cases where it cant reach the enemy at all (like shore to shore or other island maps).

So have a go, test the updated version and let us know how it goes :o
Please PM me in the chat room if you see blatant errors having to do with kai attacking.
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