KAI v0.11 - Page 6

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

jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

Nice AI. I really like being forced to protect all angles of attack against an AI, instead of being able to build a big porc at the location where the AI attacks and leaving everywhere else undefended.

I could beat it comfortably at AA. But then I played EE and could not beat it in 3 or 4 games, and eventually resorted to giving myself a large handicap. I had then experimented with all the various tanks and stuff for nearly 2 hours before it finally crashed.

With this AI's solid universal mod support, it would be nice to be able to give the AI an 'easy' mode somehow. I wouldn't mind learning some other mods, but the disincentive is the steep learning curve against humans, and the difficulty of finding games with other mods.

Although I could beat it giving myself a handicap, this isn't a great way to learn a mod, as my sense of how to manage the economy is twisted by all the extra metal.

Maybe this should be a request to dev's to allow the assigning of negative handicaps as well as positive handicaps. That way I could simply assign a -30 handicap to the AI and learn to play my economy properly.

And I tried it with the AA action mod, and I was amused/impressed because it built solar collectors on the metal spots. Amused because it was silly, and impressed because I assume it had some fuzzy logic that recognized solars as the closest thing to a resource in that mod (or was it only because solars are the first item in the build list?)
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

jellyman wrote:
And I tried it with the AA action mod, and I was amused/impressed because it built solar collectors on the metal spots.
did it build them bang on the spots? if so then that's not really on the spot as the metal finding algorithm always 'finds' the spot to be up and to the left of the centre of the spot. you sure it wasn't just neglecting mexxes for the time being as it had plenty of metal?
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

The Action mod has no metal extractors or any way to build metal other than the com which produces 25 income. I can't remember exactly whether the solars were perfectly centered, or to the top and left, but there was basically one being built for each metal spot.
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

jellyman wrote:The Action mod has no metal extractors or any way to build metal other than the com which produces 25 income. I can't remember exactly whether the solars were perfectly centered, or to the top and left, but there was basically one being built for each metal spot.
sorry, didn't realise there weren't extractors

*smacks hand on head*
Tournesol
Posts: 7
Joined: 27 May 2006, 21:29

Post by Tournesol »

jellyman wrote:The Action mod has no metal extractors or any way to build metal other than the com which produces 25 income. I can't remember exactly whether the solars were perfectly centered, or to the top and left, but there was basically one being built for each metal spot.
When KAI tries to make metal extractors it will fail if the builder cant make any extractors. If this happens KAI makes the first item in that builders build list.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

What's the logic behind that decision?
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

debugging
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Ha ha, fair enough :-)
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

uh... I'm pretty sure Action AA does have mexes, but basic ones only...Cadyr put them in so's you have a reason to expand ;)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

If it's of any consequence I recently added a WeaponFired event to the AI interface which will be in the next version, and I may add more alter such as Explosion.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

How will that work? what data can be extracted from it?
Sounds really good AF, good job!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

It's something like

struct WeaponFired{
int unit;
WeaponDef* def;
};

With it only going for units you own atm, tho i may change that later with ForeignWeaponFired
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jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

out of curioisty, when will KAI be able to play on the water? (ships,shipyards)
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

not today, not tomorrow, not in a weeks time, we can discuss a month :wink:
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Hopefully, KAI will not specifically counter in water, but rather do what NTai did and have water support by consequence not intent. Such a flexible build system is a must if it's to support the full spectrum of mods such as nanoblobz.

btw whats KAI's eprformance on FF1.17?
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

AF wrote:Hopefully, KAI will not specifically counter in water, but rather do what NTai did and have water support by consequence not intent. Such a flexible build system is a must if it's to support the full spectrum of mods such as nanoblobz.
Ill do what i deem appropriate in order to obtain the best performance both gameplay and CPU wise...
btw whats KAI's eprformance on FF1.17?
Havent tried but id guess non-existant due to the poor mod support atm.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Spring crashes once KAI built a shipyard so it's hard to tell. The only mod that it runs good on is XTA.

By the way will you tweak the fleeing behaviour of units in the future? Watched a 2on2 setup (all KAI) and they built tons of units but barely dared to attack until the chokepoints were blocked. And it desperately needs some AA units or buildings here and there, atm it's not building any.
DoW
Posts: 18
Joined: 04 Jun 2006, 23:33

Post by DoW »

Trying to track down a wied multiplayer crash on plains and passes (in single player, it works, but I get "no Sync response" messages, in multi, it crashes back to desktop).
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Vassago
Posts: 77
Joined: 25 Jun 2006, 00:03

Post by Vassago »

DoW wrote:Trying to track down a wied multiplayer crash on plains and passes (in single player, it works, but I get "no Sync response" messages, in multi, it crashes back to desktop).
I'm getting that problem with NTai. KAi is smooth as silk, but it crashes often.
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Sgt Doom
Posts: 144
Joined: 19 Jun 2006, 10:52

Post by Sgt Doom »

I get the same error with KAI, I believe it to be about all the hundreds, nay thousands of units the AIs make.
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