CAI - Page 2

CAI

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

Moderators: hoijui, Moderators

Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: CAI

Post by Google_Frog »

Well I will improve it when I have time.

Commanders are currently treated no differently from other cons as I don't know what comms are going to do.

I will work on improving battlegroups.

Not advancing 'tech' and not reclaiming enough can be tweaked in the config functions.
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: CAI

Post by slogic »

knorke wrote:...Noticed it seems to use artiellery as intended.
I'm almost sure it is CA logic, not AI.

I liked AI. Especially economy evolving & placing defenses.

I noticed the following flaws: scouter units are getting move command above areas they can't reach (water) and stuck on the shore forever.

Currently E323AI is losing to CAI due to invalid economy handling (it is unable to work with economy booster units & mobile storages).
echoone
AI Developer
Posts: 150
Joined: 16 Nov 2009, 18:26

Re: CAI

Post by echoone »

CAI does not show up in the debug view under AIs. Therefore there does not appear to be a way to observe CPU overhead/runtime of the CAI AI. I assume this is an engine oversight due to the fact its written in LUA. Is there a fix planned? Or is it already there and I'm simply not seeing it?
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: CAI

Post by hoijui »

cant be done by the engine, as it is part of the mods Lua. the engine can only measure all the Lua CPU-time as whole. would need special Lua in the mod, measuring just CAI time, and then could be shown elsewhere.
echoone
AI Developer
Posts: 150
Joined: 16 Nov 2009, 18:26

Re: CAI

Post by echoone »

K...was afraid that was the case. I guess such support isn't planned?

Thanks.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: CAI

Post by Google_Frog »

You could get an idea of the running cost by using the inbuilt gadget profiler.
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