AI Duke Out - Page 2

AI Duke Out

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

Moderators: hoijui, Moderators

cain
AI Developer
Posts: 124
Joined: 09 Aug 2005, 10:04

Post by cain »

use the battle soom:

human player 1 ally 1

bot1 player 1 ally 1
bot2 player 2 ally 2
bot3 player 3 ally 3
bot4 player 4 ally 4

start
quit
open script.txt
set you as spectator=1
launch from cmd spring script.txt
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

pfft, you do things the hard way. I just write the whole script :P
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

have you tried increasing your page file size to see if it makes the problem go away?

Might be worth a try to narrow it down
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Process explorer shows a jump in springs memory footprint from tis average of 100-200MB to a peak fo 1.6GB when this error occurs.

The likelihood fo thsi error happenign though has been reduced immensly, I modified build code 2 days ago and sicne then I ahvent had any of the VM low problems sicne, only the enw set of bugs that replaced ti, which are conventional fixable bugs I shall have eradicated shortly.

But the bug is nto an NTAI bug specifically as it affects AAI too! Masse has playtested numerous combinations fo AAI and NTAI and found VM crashes on games here there where only AAI players.....
renrutal
Posts: 84
Joined: 28 Apr 2005, 16:45

Post by renrutal »

Run the game with valgrind or any other memory leak analyser.
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munch
Posts: 311
Joined: 26 May 2005, 20:00

Script

Post by munch »

Alantai Firestar wrote: ...
The above script will run an AAI vs AAI vs NTAI vs NTAI on comet catcher XTA, with NTAI in the south and AAi in the north.

You start out in the bottom left corner, but you're sharing your commander with one fo the NTAI's, just do .cheat .spectator and watch what happens.
Ah OK! I did try that, but I found that if I was sharing comm with the AI, it just sat there and didn't do anything. It might just have been the particular combination of map/AI that I was trying at the time that caused that though. One thing, I found that NTAI won't ally with other AIs (i.e. not sharing comm). If you try to put it on the same ally team as other AIs, it just sits there and does nothing (not sure if it is the same if it allies with human players) - this is a shame because to get a quick game in, I have a script that plays several AIs allied against me, but NTAI is stronger and would make the enemy game more balanced. It's quite nice actually cause JCAI sends out air scouts and complements AAI quite nicely - they have different strengths and weakneses. It would be nice to be able to add NTAI into the mix too!

Thanks for the help.

Munch
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think that's a consequence of how the interface deals with creatign enw AI instances with regard to ally teams.

Next version uses an identical interface.cpp to JCAI with a few modifications (courtesy of the linux port people, I forget which one specifically)
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I forget which one specifically
me
</shameless_plug>
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

yay! Sometimes I wonder why this forum isnt called Alantais notebook, afterall I have more posts than all of those in the AI forum put together.....
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

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

Post by Kuroneko »

Alantai Firestar wrote:yay! Sometimes I wonder why this forum isnt called Alantais notebook, afterall I have more posts than all of those in the AI forum put together.....
Because you only have 1/4 of the posts in this forum?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

oh well, post 3000 is coming up shortly (2956 and counting)
patmos
Posts: 12
Joined: 07 Nov 2005, 19:38

Post by patmos »

Alantai Firestar - I have been playing 0.28.10 and it crashes at around 17 minutes for me. It took me a long time to just get an error as the whole computer locks up most time. The last few time I go a C++ runtime error when it died.

If I new were to send log files I would be glad to send them on.

This version of your AI is much better and even beat me once when I was just playing around as I had got use to everything going to 0,0,0 and standing around.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

My AI also crashes around the 17-20 min mark on most maps...
I wont know why until i make a logger...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm, well I've decided to eradicate ym building algorithm handler and take a enw approach, the next version should have a much much improoved building system, and a few surprises.

For all intensive purposes I am skipping 0.29 as a beta , and going straight for V0.3.
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munch
Posts: 311
Joined: 26 May 2005, 20:00

out of memory

Post by munch »

You may or may not be happy to know that I've had the out of memory error (at last) - it was on metal heck. I normally don't play metal maps (due to ease of expansion), but after getting wiped by an experimental version of KAI (admitedly it had 100% handicap) I thought that maybe all AIs would do well on metal maps, so I gave it a go. About 10-15 mins into the game I got the error.

Munch
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

i got beaten up by 3 KAI's with no handicap... on any map ! I SUCK or the kai's really good... i cant say that for sure yet cause i dont have it in my hands :-)
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Re: out of memory

Post by krogothe »

munch wrote:but after getting wiped by an experimental version of KAI (admitedly it had 100% handicap)
Munch
It was hardly fair considering it was playing against 2 humans...

I wonder what the hell you guys do to make the AIs crash so much? I only have 2 crash bugs, both known and fixable with about 10 lines of code (waiting on rewrite of some classes to fix them). Hope KAI wont go bad on me as it gets more complex!
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse »

if ur AI develops that fast... we wont soon need any human *HAAAHAHHAHAHAA* :lol:

dies to laughter and floats to bed


really now im serious here... WHY DID I LOSE AGAIST 3 AI'S !!! that just aint possible... im still thinking of it and it just couldnt happen ! i musta been really tired and that slowed my brain activity by 100%
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I wonder what the hell you guys do to make the AIs crash so much? I only have 2 crash bugs, both known and fixable with about 10 lines of code
Maybe because you started with a debugged AAI from submarine instead of writing from the start?
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