RAI v0.601 - Page 9

RAI v0.601

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

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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: RAI v0.553

Post by AF »

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.
zenzike
Posts: 77
Joined: 12 Apr 2008, 13:19

Re: RAI v0.553

Post by zenzike »

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.
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.
Reth
AI Developer
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Joined: 15 Aug 2006, 14:05

Re: RAI v0.553

Post by Reth »

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.
zenzike
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Re: RAI v0.553

Post by zenzike »

Ah, this was all due to a bug upstream. Now fixed :)
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: RAI v0.553

Post by Forboding Angel »

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?
Reth
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Re: RAI v0.553

Post by Reth »

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.
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Forboding Angel
Evolution RTS Developer
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Re: RAI v0.553

Post by Forboding Angel »

allies
Reth
AI Developer
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Re: RAI v0.553

Post by Reth »

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.
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Forboding Angel
Evolution RTS Developer
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Re: RAI v0.553

Post by Forboding Angel »

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.
Reth
AI Developer
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Re: RAI v0.553

Post by Reth »

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?
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Evil4Zerggin
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Re: RAI v0.553

Post by Evil4Zerggin »

I think what he's trying to say is this:
  1. Player builds extractor.
  2. AI builds extractor next to it.
  3. Player upgrades their extractor.
  4. During the replacement, the old player extractor is removed, which means that the AI extractor gets priority.
IIRC the oldest extractor over each metal spot gets priority but I could be wrong.
Reth
AI Developer
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Re: RAI v0.553

Post by Reth »

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.
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Forboding Angel
Evolution RTS Developer
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Re: RAI v0.553

Post by Forboding Angel »

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.
Reth
AI Developer
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Re: RAI v0.553

Post by Reth »

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.
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Forboding Angel
Evolution RTS Developer
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Re: RAI v0.553

Post by Forboding Angel »

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.
Reth
AI Developer
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Re: RAI v0.600

Post by Reth »

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.
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Agon
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Re: RAI v0.600

Post by Agon »

Reth, could you create a makefile that I can create rpm packages for your AI, please.
Reth
AI Developer
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Re: RAI v0.600

Post by Reth »

Keeping in mind that I know next to nothing about programming under a Linux environment, this one was generated while compiling in windows.
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Makefile.zip
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Agon
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Re: RAI v0.600

Post by Agon »

This will not help. I think I must create a make file for my own.
goduranus
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Joined: 25 Jul 2008, 10:49

Re: RAI v0.600

Post by goduranus »

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.
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