KAI v0.11 - Page 5

KAI v0.11

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

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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

Firenu
Posts: 39
Joined: 29 Apr 2006, 00:49

Post by Firenu »

Acidd_UK wrote:Will it work with AA? Do you need help testing/debugging/etc?
itll work with all mods eventually. (possibly except silly ones like the soccer mod)

And every now and then i have new features in the attack stuff that i need to test, so yea :P
Firenu
Posts: 39
Joined: 29 Apr 2006, 00:49

Post by Firenu »

Neuralize wrote:The unit control that this AI has is a little scary.
Thanks :P
I added fleeing just this morning ^_^
Phantom16
Posts: 5
Joined: 27 Sep 2004, 06:02

Post by Phantom16 »

Played with 7 KAI for a 130+ minute game in AA 2.0, no problems. Smart as hell, too. My defenses used to be unstoppable......
Arco
Posts: 75
Joined: 17 Jun 2006, 16:28

Post by Arco »

Firenu wrote:I added fleeing just this morning ^_^
I've already noticed that units will often turn around after a good chunk of their force is destroyed, which is what I'd assume you mean by fleeing. Or do you mean a whole force will turn around if they see enough big, mean units coming for them? Or that it's just more intelligent fleeing--often I see Warriors and such start firing on a mex, turn around, and maybe turn back to keep firing on it before turning around again...which is a bit silly. But this AI repeatedly kills me--I've only won a handful of times against it so far, and this is the 0.11 release. Although I suspect this has a bit to do with it cheating to find my units; in 0.1 (and I assume it hasn't changed much) I couldn't even use spy kbots to spot for artillery because KAI would see right through the stealth and cloak! But I assume "realistic knowledge of enemy positions" is in the to do list.

Since this "isn't" the gameplay thread, I'll add that KAI is so far the most stable AI I've ever seen. I don't think I've ever had a game against NTai complete before crashing, and AAI is broken right now, so despite its brand-new, rough-around-the-edges status, KAI has been an example of how to properly develop an AI. I hope you guys never succumb to drama or the dreaded Real Life, because I would hate to see such potential go to waste.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I like that last bit, here's a P(Paraphrased)FE:
arco wrote:Don't let Real Life get in the way of your potential
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Jusy bene playing with KAI and for an early version it's already looking quite nice! Keep up the good work!
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

nice AI. what does cheating AI mean? does it have unlimited res? does it see the complete map?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

It sees the whole map
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

I assume it only gets fake-radar coverage of the whole map, rather than direct los? A lot of KAI's units i have seen firing as if they dont have los to the target - they're really innacurate. Is this correct?
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

yep thats correct, they have a sort of enhanced radar basically, they know whats there but cant shoot it well (yet :twisted: )
Firenu
Posts: 39
Joined: 29 Apr 2006, 00:49

Post by Firenu »

AF wrote:It sees the whole map
to be specific, it sees all enemy unit and building positions and what types they are. it doesnt see see enemy heading, hp, orders, if they are completed or being built, if they are currently cloaked, etc.

oh and the unit positions are inaccurate if we try to shoot at them and theyre not in los so thats why its missing a lot as it is
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

is there any way to stop them seeing cloaked stuff - that's a little silly isn't it?
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

I just look forward to when it can scout properly and doesnt need to cheat :-)
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

AIs cant see projectiles, hear sounds etc, think we should make all bullets, rockets and cannons invisible and silent as well so its fair and humans dont have to cheat... Oh wait, humans also have a couple billion more neurons than an AI, lets lobotomize every KAI opponent :wink:
That is far back in the list of priorities, sorry guys im finishing KAI first, then think about adding "fair" radar coverage.
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Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

True, humans have got better hardware. But as an OS the human psyche is worse than windows - it might not crash, but oh, the bugs!

In terms of efficiency humans are left standing. That said it would be fun to play an 'invisible projectile' game. Until the novelty wore off, anyway.
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Sgt Doom
Posts: 144
Joined: 19 Jun 2006, 10:52

Post by Sgt Doom »

Humans have pattern recognition that would leave Photoshop drooling, but oh damn, all the corrupt files! The sloth-like pace of doing mathematics!
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

Targ Collective wrote:True, humans have got better hardware.
Yeah, but computer hardware doesn't need a constant and expensive supply of correctly balanced nutrients to keep it from decaying.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Erom wrote:
Targ Collective wrote:True, humans have got better hardware.
Yeah, but computer hardware doesn't need a constant and expensive supply of correctly balanced nutrients to keep it from decaying.
tweak the voltage up or down by 20% for a few milliseconds and your components are toast, humans can starve for weeks!
Either way, basically its planned but wont happen anytime soon
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Sorry Krogothe, I didn't mean to sound like I was disrespecting KAI, if there are engine limitation that stop AIs from being able to detect projectiles etc then maybe the AI interface needs expanding... I like KAI but I also like to think that AIs are on a level playing field :-)
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

fun fun fun!
played around with it on Brazilian Battlefield, the game run very smooth even at 2.5 speed (2.8 ghz)
never saw it build metalmakers or radar/jammer. not sure if this is "gameplay" or a bug (cant recognize AA's radars?)
In the end I defeated it with Peewees, Crawling bombs and those flying freezer-drones.

crashs:
right crashs after spawning the commanders on TinyMe-v2. (perhaps because map is only 2x2)
crashed on MiniChess_v2 when I tried to capture a factory. (I could capture other buildings just fine)
error both times: "globa AI has caused an error blabla contact the maker"
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