AAI 0.63 released (win + linux version included) - Page 10

AAI 0.63 released (win + linux version included)

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

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submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

Tobi wrote: Because it did compile here when I did that, I only couldn't get spring to load it, no matter how hard I tried.
you compiled under linux right? nicke reported the same problem
Axel
Posts: 14
Joined: 11 Jun 2006, 23:29

Error

Post by Axel »

I have updated to the latest spring version (0.72b1) and I get the following error:

Incorrect AI dll

aidll/aai.dll
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mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

That is because the interface for the AI's was changed for 0.72, the Ais need to be recompiled.

Recompile AAI now soon, I really cannot stand NTai anymore (no offense AF)
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

the current version of aai is more or less ready to be be released. thej problem is that there is still one crashbug (probably something very simple) i'pretty sure i could fix if i had a working debugger

i could not get the debugger to work with the current spring release and to make things even more difficult due to some necessary changes in the current spring svn code it is not possible to compile aai under windows (however ppl succeeded compiling it on linux)

zaphod currently is my last hope but he just moved so it may take some time until he'll find some time to have a look at it
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

none taken, altho I do say upgrade from the crappy XE7.5 to XE9 first.
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Rafal99
Posts: 162
Joined: 14 Jan 2006, 04:09

Post by Rafal99 »

Why don't you use source from .../tags/taspring_0.72b1 and compile AAI with it?
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

it does compile with it, but i cant get the debugger working with 0.72b1 source

it just doesnt show me the callstack when it crashes (all i get is that the crash appears in Update() :) )
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Oh its wodnerful beign the oynl AI dev with a working debugger....
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

update:

debugger is working again (big thx to firenu)

some minor improvements, new version has been sent to the testers
Geryon
Posts: 4
Joined: 05 Jan 2006, 05:14

debugger

Post by Geryon »

What was wrong with the debugger? (would help other devs with the same problem). Am looking forward to the imminent release :).
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

changelog:

- Improved assistance management e.g. factories will now call assisters
both based on buildque length and buildtime of single units (thx to
accid_uk for his suggestion)

- Added MIN_ASSISTANCE_BUILDSPEED statement to mod cfg

- Improved/fixed building of stationary defences - only terporary,
defence placement will be reworked within the next versions
(MIN_SECTOR_THREAT statement added to mod.cfg)

- Fixed a bug that prevented AAI from rebuilding killed builders
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

submarine wrote:changelog:

- Improved assistance management e.g. factories will now call assisters
both based on buildque length and buildtime of single units (thx to
accid_uk for his suggestion)

- Added MIN_ASSISTANCE_BUILDSPEED statement to mod cfg

- Improved/fixed building of stationary defences - only terporary,
defence placement will be reworked within the next versions
(MIN_SECTOR_THREAT statement added to mod.cfg)

- Fixed a bug that prevented AAI from rebuilding killed builders
I require a download link! :D
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

email has been sent to the testers, if there are no severe problems left i'll release as soon as possible. meanwhile i play a bit with the ai so it has at least some basic learning files...
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

No bugs so far...
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Vassago
Posts: 77
Joined: 25 Jun 2006, 00:03

Post by Vassago »

I have the same problem as axel - I get an "incorrect global AI" error on game load, and it crashes out.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Vassago this is a known problem caused by the current release version of AAI being compiled against an older version of the AI interface. As soon as the new version of AAI is released this will be fixed. Please be patient!
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

testing went smoothly so far, one major problem of AAI still is that it sends builders into dangerous zones - builders get killed - resources lost.
other than that it attacks with force and in numbers, very nice to skirmish against.
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Vassago
Posts: 77
Joined: 25 Jun 2006, 00:03

Post by Vassago »

Sounds great, Acid :)

NTai isn't tough enough, and Kai cheats, so I'm looking to a better skirmish AI.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

KAI's map hack can be annoying sometimes. Let's hope you don't take too long to release it :)
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

Imperator wrote:testing went smoothly so far, one major problem of AAI still is that it sends builders into dangerous zones - builders get killed - resources lost.
other than that it attacks with force and in numbers, very nice to skirmish against.
Does AAI use some system to determine where the enemy is, what areas are important and where the enemy placed defence? If so, the builders could use this as well. Or invent some system ;) Would make the AI much smarter!
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