AAI 0.63 released (win + linux version included) - Page 9

AAI 0.63 released (win + linux version included)

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

Moderators: hoijui, Moderators

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Acidd_UK
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Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Yes, it learns what units/defences are effective vs classes of targets - gorund sea air hover etc.
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Sgt Doom
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Joined: 19 Jun 2006, 10:52

Post by Sgt Doom »

Kewl, now all I need is the compatible version.

submarine can you give us an ETA when you'll have a compatible version up?
This waiting is driving me insane.
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

i mailed a version to the testers yesterday...

however, both university and soccer slow down development heavily :=
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Imperator
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Post by Imperator »

more hot updates please :)
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Acidd_UK
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Post by Acidd_UK »

The testers (I am at least) are reporting bugs/improvements to Submarine as we find them, it's just a case of him having enough time to implement them... watch this space!
submarine
AI Developer
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Post by submarine »

well update:

i extended the unit learning a bit, aai now learns about the usefulness of different categories (air, ground, sea, hover) not only based on a specific map but also based on the mod itself

the total usefulness will be a mixture of both values. i hope aai now doesnt have to learn that hovercraft in aa are not useful on land maps on each land map again....
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FizWizz
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Post by FizWizz »

AAI works nicely in my experience, 'cept for a bug that I e-mailed Submarine about a couple days ago... And haven't heard back or gotten an acknowledgement about.
submarine
AI Developer
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Post by submarine »

@fizz: sorry i read your mails but i havent found the time to respond...

but you got a new version some minutes ago :)


especially the "sufficient ressoruces but idle factories" obeservation is really anoying, i'm thinking about a good way to make sure aai does not waste any metal
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FizWizz
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Post by FizWizz »

*dances like a child on christmas morning*
submarine
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Post by submarine »

update: some minor things fixed, some primitive reclaiming added but development now stalled until i can use the debugger again...
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

argh it seems as if the interface has been broken once again -> "my" aai version wont work with curent spring release
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unpossible
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Post by unpossible »

when you get it working again i've got a good suggestion/addition:
"ai has turned off cheating :twisted: "
submarine
AI Developer
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Post by submarine »

the problem is:

current spring release -> doesnt support debugging

current svn version -> perhaps it may be compiled to support debugging but is not compatible with the 0.72 spring release
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

The current svn version can run 0.72 aidll's and vice versa, onyl you have the otpion to use extra events using the abstract interface additions cain and zaphod added, such as WeaponFired events.

You also get a stability boost as they recently fixed an issue with not having virtual destructors
submarine
AI Developer
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Post by submarine »

so an ai dll without this destructor will not work anymore...
submarine
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Post by submarine »

AF wrote:The current svn version can run 0.72 aidll's and vice versa, onyl you have the otpion to use extra events using the abstract interface additions cain and zaphod added, such as WeaponFired events.

You also get a stability boost as they recently fixed an issue with not having virtual destructors

no it doesnt,

tobi said "Anyway, for now it means that AIs compiled against current SVN don't work with
either current release or spring compiled from current SVN. As a workaround
(for AI devs) go some revisions back and compile your AI against that
checkout."

besides those virtual destructors completly broke compilation for me, it's not possible to even compile the ai atm...
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AF
AI Developer
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Post by AF »

Maybe you should setup your own destructors as virtual, after all it's good practice, and if you derive from those classes it can mean bugs.

Destructors should always have the virtual keyword.
submarine
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Post by submarine »

of course i set up my own destructors, thats not the problem, have a look at the dev mailing list, tobi described the problem more detailed
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

submarine wrote:besides those virtual destructors completly broke compilation for me, it's not possible to even compile the ai atm...
Did you try removing this IGlobalAI::~IGlobalAI() {} thingie in AAI.h?

Because it did compile here when I did that, I only couldn't get spring to load it, no matter how hard I tried.
submarine
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Post by submarine »

yep i did, but then the ^linker error appears again, i'll try to "downgrade" to an older svn version until you fix the problem with visibility
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