KAI v0.11 - Page 7

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

User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

New release probably coming tomorrow, any outstanding crashes/big bugs?
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

you wrote:-Building wrong buildings en-masse or on metal spots
this hasn't been fixed yet? or is it a gameplay performance thing, and, as such, not important?

because you said that you know why, and if you are releasing another version...
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

What they mean si they ahve yet to start a working building palcement algorithm.

A few simple checks should prevent that sort of thing though, namely if(ud->type == string("MetalExtractor")) is the best way to detect mexes.
DoW
Posts: 18
Joined: 04 Jun 2006, 23:33

Post by DoW »

Bout the only thing Ive noticed is a tendency to stall in late game and not use the factories, but Im not sure why. Ill make it a point to figure it out tonight.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

esteroth12 wrote:
you wrote:-Building wrong buildings en-masse or on metal spots
this hasn't been fixed yet? or is it a gameplay performance thing, and, as such, not important?

because you said that you know why, and if you are releasing another version...
Its just a debug thing while the new economy system and improved categorization is not done, its not a bug per se but a consequence of not yet having some major elements needed to know how to use all kinds of units. That will take a while to be "fixed" so dont count on it for next release... You can expect basic metal map support and minor improvements here and there though :wink:
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

DoW wrote:Bout the only thing Ive noticed is a tendency to stall in late game and not use the factories, but Im not sure why. Ill make it a point to figure it out tonight.
If its E stall i already know how and why, if its M stall then you need to tell all about it! again the fix will only come with the new economy which will take a while.
and how could i forget?? +1!
Kovin
Posts: 28
Joined: 11 Feb 2006, 10:21

KAI in FF battles

Post by Kovin »

I have been testing KAI 0.11 in 5 or more FF battles. Maps were AsteroidBeltV2 and Comet Catcher Remake-v02 . In every case, game crashed with "An unhandled exception occured in the global ai dll, please contact the author of the ai" message. In some cases, I didn't even met enemy units. It was standard 1v1 battle, starting resources 1000 M and E, random placement. Shortest battle lasted less then 3 mins, longest about 5-10 mins. FF version was 1.17 and later on, 1.18. Still crashes.
User avatar
unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

ooops, you've got catch AI exceptions on in the options. turn it off ;)
Kovin
Posts: 28
Joined: 11 Feb 2006, 10:21

AI exceptions

Post by Kovin »

Yes, I know... I have tried both options, on and off, still errors, nothing changed (except that with off option selected, I don't receive that message, but thats obvious). I have spoken with Krogothe, problem is FF has all air units, no land ones. KAI seems to crash cause of it.
Tournesol
Posts: 7
Joined: 27 May 2006, 21:29

Re: AI exceptions

Post by Tournesol »

Kovin wrote:Yes, I know... I have tried both options, on and off, still errors, nothing changed (except that with off option selected, I don't receive that message, but thats obvious). I have spoken with Krogothe, problem is FF has all air units, no land ones. KAI seems to crash cause of it.
The crash is a cache bug + some logic errors. The demo will always crach because of it on mods like FF.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Release is delayed due to some bugs, but the more you wait the better KAI gets so its all good :wink:
Firenu
Posts: 39
Joined: 29 Apr 2006, 00:49

Post by Firenu »

About KAI's support for FF:
Atm. KAI's air support is just a basic hack of a few lines (if the time is this and that and we got at least x units, then attack some expencive stuff with everything). And all FF units are air so the attack/defense behaviour of kai wont be very exciting in FF in its current state. BUT! With a handful more infrastructure things that have been planned it will support controlling FF units way better. And air in general =)
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Guys, im going away for a tour of england on monday and will be away for most of the weekend before that, its very short noticed but i didnt know i was going until today. This might delay the release further but Ill see what can be worked out before then. I couldnt code efficiently anyways with the broken debugger so it shouldnt be a major holdup. Ill try and keep everyone posted before monday but if im not, well see you on the 16-17th!
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

I captured an ai' con veh (lev1 core) after stealing it with an atals on comet catcher (5 other (ai's present ) when the unit was coverted the game crashed, something about unexpected something or other, sorry I cant remember exactly what, me and cabbage playing 6 ai's totally frazzled me... I just put my frosties on a dinner plate and put milk on them, ^^
see what KAI does to ya!

anyway, I didnt capture anymore bots and voila, me and cabbage vs 6 ai's , took us an hour to beat them and no crashes im pleased to say.
Tournesol
Posts: 7
Joined: 27 May 2006, 21:29

Post by Tournesol »

BigSteve wrote:I captured an ai' con veh (lev1 core) after stealing it with an atals on comet catcher (5 other (ai's present ) when the unit was coverted the game crashed, something about unexpected something or other, sorry I cant remember exactly what, me and cabbage playing 6 ai's totally frazzled me... I just put my frosties on a dinner plate and put milk on them, ^^
see what KAI does to ya!

anyway, I didnt capture anymore bots and voila, me and cabbage vs 6 ai's , took us an hour to beat them and no crashes im pleased to say.
This bug has been fixed. Giving it units is fixed too :-)
User avatar
Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

Post by Slamoid »

Kor, when you get back, do you have it building water units yet?

And btw, THANK YOU for the universal mod suppourt! KAI is now the only AI I use.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

So how's the next release candidate shaping up?
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Vassago
Posts: 77
Joined: 25 Jun 2006, 00:03

Post by Vassago »

Kai seems way too slow to me, though.
10-20minutes can pass before anything happens. Even then, I can sometimes stroll over to their base after 20 min, and they've only got like 5 kbots.....
User avatar
Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

i experienced the exact opposite, kai is spreading over the whole map and sending hordes of units at me. if i give it time to do so ...
User avatar
unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

Vassago wrote:Kai seems way too slow to me, though.
10-20minutes can pass before anything happens. Even then, I can sometimes stroll over to their base after 20 min, and they've only got like 5 kbots.....
are you playing on linux or gamespeed 0.3 or something?
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