AAI v0.2 Test release - Page 2

AAI v0.2 Test release

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

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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

submarine wrote:has anyone noticed crashes with aai v.022 so far?
heaps. ussually during the first or second major clash of forces.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Submarine, while you might like the upgrade to cains latest class for mex palcement I suggest you work on your own unless cain can fix the errors in it. NTAI has had problems running under some mods, and the crash and all the exceptions following ti where caused by a bug in cains mex placement class which ended up stopping the flow so the agents arent initialised and those that do crash when they call the mex palcement routines.

I havent a clue if cain even looks at these forums anymore.....
CrowJuice
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Joined: 13 May 2005, 11:01

Post by CrowJuice »

Kuroneko wrote:
submarine wrote:has anyone noticed crashes with aai v.022 so far?
heaps. ussually during the first or second major clash of forces.
Same here. :( But usually when ever the AI gets attacked at it's base.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

ok i found a possible memory leak and fixed it. i sometimes have crashes too but i dont get any ai-exceptions, so i'm not sure if its a bug in spring or in aai...
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DeathHawk
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Joined: 19 Oct 2005, 02:02

Post by DeathHawk »

I think u should spread out the buildings more or seperate the factories in wide open spaces so units dont get stuck in the middle of a bunch of buildings.

If that makes sence :P
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I havent a clue if cain even looks at these forums anymore.....
PM'ed him, mailed him several times, but that was quite a few weeks ago, so I think we can declare him "missing", unfortunately
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

had 3 crashes out of game in 4 games, the AI works with AA 1.2 sorta, just doesn't build any defense buildings, air, or water. But think the crash is somewhat commander related, but it only crashes when you or another ai attacks the ai's base.
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Kuroneko
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Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

sintri wrote:had 3 crashes out of game in 4 games, the AI works with AA 1.2 sorta, just doesn't build any defense buildings, air, or water. But think the crash is somewhat commander related, but it only crashes when you or another ai attacks the ai's base.
Exact same symptoms with KuroTA

Don't think the comm has anything to do with it. It's happenened before a comm kill, and after a comm kill.
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

aai doenst build defence buildings right now, but thats all in the readme..

if you want aai to spread its bases more, you can set X_SPACE and Y_SPACE in the mod cfg files to higher values.

i suppose i included a new bug in v0.22, now it also crashes for me nearly everytime i play aa:ta. i'm working on a bugfix
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

ok i think i located the bug:
it seems as if unitDestroyed() does not always provide valid units ids :(

aai.dll!AAI::UnitDestroyed(int unit=15595564, int attacker=4823)
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AF
AI Developer
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Post by AF »

Exceptions are when the little msgbox sayign error cotnact author of Ai thign pops up. if you uncheck the bit in settings on exception checkign then you get a fullblown spring crash instead. And sicne AAI has no itnernal exception checking, you're onyl gonna get those 2 types fo crash, both fo whcih you cant recover from.
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

i think i finally got those bugs. here is a fixed version

http://www.fileuniverse.com/?p=showitem&ID=1911
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

submarine wrote:i think i finally got those bugs. here is a fixed version

http://www.fileuniverse.com/?p=showitem&ID=1911

hrm, AI doesn't seem to be building mex's.....

and no mention in the logs of how many metal spots it has found
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sintri
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Joined: 30 Nov 2005, 18:38

Post by sintri »

haven't crashed yet, but didn't play for that long before someone immed me and spring started doing it's tearing glitch, but the ai does build kbots, least for AAI, though still don't see any air or naval, I'll try running it a bit more.

Oh yea, metal extractors aren't building for me for both XTA and AA on both Core and Arm.
Last edited by sintri on 02 Dec 2005, 07:38, edited 3 times in total.
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DeathHawk
Posts: 278
Joined: 19 Oct 2005, 02:02

Post by DeathHawk »

Kuroneko wrote:
submarine wrote:i think i finally got those bugs. here is a fixed version

http://www.fileuniverse.com/?p=showitem&ID=1911

hrm, AI doesn't seem to be building mex's.....

and no mention in the logs of how many metal spots it has found
Yeah thats right AI dont build no mexes and Construction Vheicle Doesnt help it just sits there
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

lol of course you're right, i accidentally commented the metal spot finder out and forgot to reinlcude it before compiling for the public...stupid...


ok here you go...
http://www.fileuniverse.com/?p=showitem&ID=1919
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

Just got a crash...

Code: Select all

AAI 0.24 running mod KuroTA-v047.sd7
 
Config file loaded
Mapsize is 1024 x 1024
10 sectors in x direction
10 sectors in y direction
x-sectorsize is 816 (Map 102)
y-sectorsize is 816 (Map 102)
85 metal spots found 
 
Base has now 2 neighbouring sectors
Playing as Core
Looking for factory to build Thunder
Added Level 3 Construction Building to buildque
Looking for builder to build Level 3 Construction Building
Added Adv. Construction Vehicle to buildque
Looking for factory to build Adv. Construction Vehicle
Added Adv. Vehicle Plant to buildque
Looking for builder to build Adv. Vehicle Plant
Added Construction Vehicle to buildque
Looking for factory to build Construction Vehicle
Added Vehicle Plant to buildque
Looking for factory to build A.K.
Added Kbot Lab to buildque
Found 2 possible target sectors 
Adding sector 1,9 to base 
Base has now 3 neighbouring sectors
Looking for factory to build Krogoth
Added Krogoth Gantry to buildque
Looking for builder to build Krogoth Gantry
Looking for factory to build Kraken III
Added Adv. Kbot Lab to buildque
Looking for builder to build Adv. Kbot Lab
Added Construction Kbot to buildque
rm to buildque
Looking for builder to build Hovercraft Platform
Added Construction Vehicle to buildque
ERROR: No builder found who has built Solar Collector
ERROR: No builder found who has built Solar Collector
ERROR: No builder found who has built Solar Collector
ERROR: No builder found who has built Solar Collector
ERROR: No builder found who has built Solar Collector
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

did you try to build solar plants on your own?

most of the time, these error messages result from human players who want to help the ai...
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

submarine wrote:did you try to build solar plants on your own?

most of the time, these error messages result from human players who want to help the ai...
Nope, I just add 4 bots, make two teams with them and spectate.


oh, just got another one...

Code: Select all

AAI 0.24 running mod KuroTA-v047.sd7
 
Config file loaded
Mapsize is 1024 x 1024
10 sectors in x direction
10 sectors in y direction
x-sectorsize is 816 (Map 102)
y-sectorsize is 816 (Map 102)
85 metal spots found 
 
Base has now 2 neighbouring sectors
Playing as Arm
Looking for factory to build Peewee
Added Kbot Lab to buildque
Looking for factory to build Flash
Added Vehicle Plant to buildque
Looking for factory to build Leopard
Added Hovercraft Platform to buildque
Looking for builder to build Hovercraft Platform
Found 2 possible target sectors 
Adding sector 1,9 to base 
Base has now 3 neighbouring sectors
Looking for factory to build Spider
Added Adv. Vehicle Plant to buildque
Looking for builder to build Adv. Vehicle Plant
Added Construction Vehicle to buildque
Looking for factory to build Fury
Added Advanced Tower Construction Pad to buildque
Added Advanced Tower Construction Pad to buildque
Looking for builder to build Advanced Tower Construction Pad
Added Construction Vehicle to buildque
Looking for factory to build Construction Vehicle
Added Vehicle Plant to buildque
Looking for factory to build Zeus
Added Adv. Kbot Lab to buildque
Looking for builder to build Adv. Kbot Lab
Added Construction KBot to buildque
ERROR: MetalForConstr(): index 455 out of range, max units are: 2
ERROR: MetalForConstr(): index 455 out of range, max units are: 2
ERROR: MetalForConstr(): index 455 out of range, max units are: 2
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

crashes here with AA too, log doesn't tell anything though, running multiple bots at a time, log's not displaying any error, just getting the Error in global ai. Did get a program crash before too though. Extractors are back up though.
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