RAI v0.601
Moderators: hoijui, Moderators
Re: RAI v0.553
AIs cant tell wether enemy players are human or AIs unless they're programmed to search through script.txt. And even then they cant distinguish all the time.
Re: RAI v0.553
The point isn't that it should be able to distinguish -- the point is that there's a problem that means that AIs aren't getting the same information back when playing against other AIs, compared to humans.AF wrote:AIs cant tell wether enemy players are human or AIs unless they're programmed to search through script.txt. And even then they cant distinguish all the time.
Re: RAI v0.553
The current RAI is kinda passive about defending its territory, as long as it's buildings aren't being damaged and it hasn't gathered enough units it won't attack. This problem is probably a lot more noticeable for AI vs AI since AIs tend to expand as much as possible, even into each other's territories.
Re: RAI v0.553
Ah, this was all due to a bug upstream. Now fixed :)
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: RAI v0.553
That explains why it goes all rambo on me when I kill it's constructors.
Could you add the ability for the ai to see that a mex is already built at a location?
Could you add the ability for the ai to see that a mex is already built at a location?
Re: RAI v0.553
did you mean for enemies or allies? For allies this issue is more or less be solved. For enemies it's not as simple since they may simply be guarding it rather than using it.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: RAI v0.553
allies
Re: RAI v0.553
Right now it is set up to search for ally extractors within half the extractor radius from the metal spot. But if you are referring to maps with off-center building positions then extractors are often only detected in the upper left area of the spot.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: RAI v0.553
Ally AI's always build mexes next to mine. As upgrading the mexes replaces the unit, that causes a biiiig problem, because once the original mex gets replaced, the AI mex gets priority.
Re: RAI v0.553
simply replacing an extractor shouldn't prevent it from detecting a newly built one. So, I'm still not clear on the problem you are trying to describe. Just to eliminate my suspicions for good, when they build extractors next to you, is it built to the upper-left of your extractor's position?
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: RAI v0.553
I think what he's trying to say is this:
- Player builds extractor.
- AI builds extractor next to it.
- Player upgrades their extractor.
- During the replacement, the old player extractor is removed, which means that the AI extractor gets priority.
Re: RAI v0.553
yeah, I was about to edit the beginning of my last post... oh well
The issue that is bothering me is that I can't think of a case where my AI would built extractors next to ally extractors in the first place. Just to clarify, AIs tend to think that a metal spot's center position is farther off to the top-left, so to me this sounded like the issue is that his extractors were just too far away to be detected.
The issue that is bothering me is that I can't think of a case where my AI would built extractors next to ally extractors in the first place. Just to clarify, AIs tend to think that a metal spot's center position is farther off to the top-left, so to me this sounded like the issue is that his extractors were just too far away to be detected.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: RAI v0.553
Yes it is about the farthest northwest that it could be and still cover the spot.
If you fire up a game of evolution you'll see what I am talking about. Other than that, RAI rocks ass in evolution.
If you fire up a game of evolution you'll see what I am talking about. Other than that, RAI rocks ass in evolution.
Re: RAI v0.553
yeah.. its fixed in the next version. Its really more an issue of the metal algorithm choosing bad positions, I just didn't want to make a false claim if something else were broken.
With ally AIs I just get into the habit of building them off-center in the same way, in RAI's case it is willing to build around a position to some extent but detects other extractors to the same extent, most other AIs will give up if the exact metal position it choose could not be built at.
With ally AIs I just get into the habit of building them off-center in the same way, in RAI's case it is willing to build around a position to some extent but detects other extractors to the same extent, most other AIs will give up if the exact metal position it choose could not be built at.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: RAI v0.553
AHA, I can beat the curse yet!
erm... New version plz kthx?
Something to add would be the ability for them to be able to use what is essentially a stationary con that is a building.
erm... New version plz kthx?
Something to add would be the ability for them to be able to use what is essentially a stationary con that is a building.
Re: RAI v0.600
Before I start making any more major changes, I figured it would be best get this released, there's no telling how long it will be before my AI is stable again. Since the last version I had been trying to rework and/or expand a lot of the older code, but you probably won't notice a great deal of change since the economy and unit behavior are almost identical. Rather than my AI doing anything new in version, this release is more of an issue of all the stupid things it won't do anymore.
Re: RAI v0.600
Reth, could you create a makefile that I can create rpm packages for your AI, please.
Re: RAI v0.600
Keeping in mind that I know next to nothing about programming under a Linux environment, this one was generated while compiling in windows.
- Attachments
-
- Makefile.zip
- (1013 Bytes) Downloaded 31 times
Re: RAI v0.600
This will not help. I think I must create a make file for my own.
Re: RAI v0.600
Hi, where does it say how to install this? I am new and I've got no idea where to put the dll. I wished you had included a readme file along with the dll.