AAI v0.3 - Page 2

AAI v0.3

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

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submarine
AI Developer
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Post by submarine »

ok it seems as aai ran out of buildspace, probably increase base_size in the cfg. file
cain
AI Developer
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Post by cain »

nasty bug in TA (v0.3):

advanced builders generates +21 energy and are
considered as energy buildings, and produced in large quantities
if low on energy.

didn't build any advanced resource/metal building, are they enabled?
submarine
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Post by submarine »

no they are not, i'll take care of all that in the future
submarine
AI Developer
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Post by submarine »

no they are not, i'll take care of all that in the future
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sintri
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Post by sintri »

expanded to 8 for AA and haven't crashed yet, but also switched maps so that's not much for a basis for anything, but nice job on the ai so far, it runs with most mods, doesn't create giant 1 gig html log files, and so far has the nicest functionality and least crashes. Still the comp doesn't put enough of a fight without access to air and sea, normally having 4 artillery batteries and possibly 1 annihilator/obliterator'll keep you safe for the whole game, and the ai defense script's are either really poor or non-existant (all ais) so doesn't really take much to destroy an ai.

The good - it's better than all the ais so far
The bad - that's not saying too much :P
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Kuroneko
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Post by Kuroneko »

As had been said before, the AI needs to learn. Over time it will develop the concept of where and how much defence it needs for it's bases. Sometimes it'll go overboard and place like 10 LLTs around a factory.

And I ussually play with the same limitations it has (no sea, air) just to keep it more interesting ;)
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AF
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Post by AF »

doesn't create giant 1 gig html log files,
Dont comment on NTAI if you're not willing to play the latest version at least once, if you had you'd knwo I've made s much as 90% reduction in logging size, and I've added plaintext support.
cain
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Post by cain »

just curious:
if I let the ai play and learn with themself, will be access problem on the learning file?

will be learning both sides?
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sintri
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Post by sintri »

You sure do get around a bit Alantai Firestar, though I never mentioned anything about NTAI, but seeing this isn't an NTAI thread, I'll make this brief.

It's not so much as an unwillingness to play the lastest version once, more as an unwillingness to play it more than once, extended periods of playing has caused Spring to pretty much overload and lock up for some reason. As for logging I wouldn't really mind if the AI log was overwritten each game rather than updated. Unless someone develops a biometric hd that can increase capacity and search speed over time, well, actually, huh. It's not bad, it's just also not good, well great. At least it'll run mods compared to some others, it's an ongoing project, opinions on it aren't final until you decide to close the project, who knows it may turn out to be the best.
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AF
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Post by AF »

doesn't create giant 1 gig html log files,
I was just referring to the fact only NTAI logs in html, therefore you where referring to NTAI. But really you should try deleting the logfile when you get a new version otherwise any improvements to make logging smaller are pointless. But I mgiht aswell start a poll on this and wether people want plaintext on by default.
submarine
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Post by submarine »

cain wrote:just curious:
if I let the ai play and learn with themself, will be access problem on the learning file?

will be learning both sides?
its no problem, each ai will load the same learning files at the beginning and merge their results afterwards
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Imperator
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Post by Imperator »

how can i have more than one AI in one game? if i add more than one AI one does something the rest nothing. :(
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sintri
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Post by sintri »

odd I ran AA as well as TLL 2v2(me being one) without any problems, are you running a mod or something?

Anyways, finally had time to do a nice run, and had a suprisingly decent time. Through the 2 hours of play on Comet Catchers running AAI .32 with a modified 8 base size and AA 1.3 mod, there was not a single crash, which is quite suprising and framerate kept high enough. Cpu offense was a bit dissapointing but they don't have access to air so that might help a bit in the future. One of the cpus did get stuck when it spawned in the NE corner of the map, not sure if it's due to the default ai or the modified base size though, checking the logs there was a number of ERROR: UpdateSectorThreat() invalid UnitDef of attacker #### (various numbers) however that didn't crash spring any. The first two AIs I wipped out after 1 hour 40 minutes with 3 Krows, the last ai however was a bit annoying (Apparently Annihilators are the best AA guns in the game, least against floating fortresses), so I sorta got tired and went home, built 10 more, this time the group accidently ran into the commander and all cept one went down when the commander died. Went home, got the korgroth and the game pretty much ended. But decent run, no lag, no crashes, semily decent assualt, decent defense, overall not bad, looking forward to next release.
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Imperator
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Post by Imperator »

dont think its a huge disadvantage that aai doesnt build air yet, it saves much res by that and the few planes it would build dont really have much power in the battlefield. jsut had a game vs ntai vs aai. ntai got wiped out by aai. ntai however built some nice assaultgroups vs my base but then all its units got stuck in the base and couldnt attack and got slowly killed by wave after wave of aai units. later on aai attacked my base with decent numbers but surely lacked the power and coordination to break through my defense lines. this was in AA Spring. ntai built some aircraft surprisingly quick but that were only scouts. some gunships would have meant trouble at that point in time ;)
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AF
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Post by AF »

Could you tell em anythign abotu hwo NTAI works udner AA spring? I'm not surprised AAI won udner AA sicne NTAI is balanced for XTA, but nobody will tell me ANYTHING about how NTAI runs under AA, save that ages ago it wouldnt build anything from the factory.......

Better yet post a replay.
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Imperator
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Post by Imperator »

works quite well not significantly different than AAI. the game was on icearena where there is constant metal all over the map. AAI started building 20 mexxes and 2 solars while NTAI already had an attack force standing in its base but not attacking AAI or me. Later on AAI built some factories and due to the mexx only start had more res than NTAI -> AAI wore NTAI down over time plus NTAI attacked me instead of its arch enemy ;)
you should hardcode in your AIs that they will only attack their Archenemy AIS ;)
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AF
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Post by AF »

Aha, NTAI scouts by sending scouts to each mex spot in turn, an all metal map would confuse the hell outa it so ti probs never scouted out AAI otherwise it'd have realized. I'm workign on the probs, but it's ncie to know NTAI can play on AA.
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Neuralize
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Post by Neuralize »

Yeah, AAI crashes on metal maps, sorta a bummer :/
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Kuroneko
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Post by Kuroneko »

Neuralize wrote:Yeah, AAI crashes on metal maps, sorta a bummer :/
It does? I've played on metal maps.
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Fanger
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Post by Fanger »

I demand support for aircraft...

seriously id like to use this AI for FF but well theres a slight problem..
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