Seemingly random crashes - Page 2

Seemingly random crashes

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

Moderators: hoijui, Moderators

User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Well, its quite embarassing actually :oops:

Code: Select all

ai = new AIClasses;
AIClasses holds the pointers to all AI bits and bobs, classes and callback it is probably the most important pointer of the whole thing, but since just instantiating its members worked (barely) i would have never noticed!

Heres another, centerrock, place mines/dt on the bright areas!
Image
User avatar
Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

Ooh. That's nasty.

Still, I'm sure it's a mistake most of us have mirrored.

I'm not sure, but I think no-one's created a chokepoint finder yet except yourself. That's impressive.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Targ Collective wrote: I'm not sure, but I think no-one's created a chokepoint finder yet except yourself. That's impressive.
Took just a few mins to whip it out under the current infrastructure, no crashes = working first time = no time wasted. Its just a step towards the real defence placer, but an important one nevertheless, plus it looks cool and modern-arty
User avatar
Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

'Under the current infrastructure'...

Y'know, it's only just hit me, just how much potential there is in KAI.

...I keenly await further developments.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Wow, developing with this new found stability is almost orgasmic.
Yeah that line made me sound a lot fatter and uglier than i am, it cant help being happy about implementing more than 5 lines of code without 1h debugging session, but anyways, ive mad progress with the mod-independence and now KAI can build bases in any mod without the need for any user-written files, should be good for testing out a new mod or just playing one that sucks!
With my beloved "infrastructure" a full base building KAI should be out in a matter of a week or two (maybe more due to exam revision).
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

The debugger works now too ^_^
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Kai has had its first victory vs another AI at E&E >:D
a week or two and public testing season vs humans will start!
User avatar
unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

krogothe wrote:Kai has had its first victory vs another AI at E&E >:D
a week or two and public testing season vs humans will start!
yay another AI :-)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm that aint exactly hard (XE8 is the only public EE capable AI but it's crappyatplaying it).

Go come back with a replay of something like XTA.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Sure, heres KAI (red) and NTAI(blue) on xta 6.0:

Image
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Heres the latest chokepoint finder pics:
Image
Image
The smoothness isnt photoshopping but a trick to make it run even faster (its currently 100x+ faster than the one posted on the last pic)
If all goes well, tonight or tomorrow i should have a working defense placer :wink:
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Hmm, turns out cannibalizing code from other places already allowed for an early test to be coded in 10 mins:
Image
Image
Theres billions of improvements to be done but hey it does look cool doesnt it!
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Hmmm almost human-like!
Image

Ill make a KAI thread soon, this was supposed to be a bitch-about-crash thread :)
Monkwarrior
Posts: 43
Joined: 12 Aug 2005, 08:24

Post by Monkwarrior »

Keep up your good work son :wink:

Monk.
User avatar
Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

*Jaw drops*

Krogothe, perhaps you should consider updating the wiki about some of this. I changed the section a short while ago, but I'm going to be largely offline for the next week or so.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

I dont want to create hype and false expectations, those are the best pics, the system isnt even properly implemented yet (should be coding the real thing today, so it stops suiciding builders). Feel free to update the wiki (thanks for updating it btw), just state that youre not quoting me ;).
The reason i post these here is to show im back at work (finally) and because of that incontrollable urge to show people my baby which all mothers have :wink: !
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

KAI handed my ass to me on centerrock yesterday... 1 vs 1

It was quite humiliating. It owned me, pwned me, and fucked me 6 ways from sunday. I've never been happier :lol:

Thing was, it was just plain everywhere at the same time. Ungh, it was a massacre.

I made all of 1 successful attack, which in all reality ended up being quite pathetic.

I didn't realize that ice had fixed the chokepointyness of centerrock and got a suprise when 2 units waltzed into my base outta nowhere. That annoyed me a little bit. Then there was the fact of it sending ant workers as attackers, which has quite effective sadly enough.

It also built a shitton of aircraft as well which suprised me a good bit.

When it comes down to it I simply couldn't deal with the fact that it was everywhere at once. Kinda like playing bigsteve 1 vs 1 on an 8x8 map=ftl. :roll:
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

I demand that you send me a test version!

KAI 0.0.0 already ruled everything else, except for the fact that it only supported XTA.
I'm really looking forward to playing with the next version.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

jcnossen wrote:the fact that it only supported XTA.
I'm really looking forward to playing with the next version.
It kinda plays any mod out of the box atm (no nanoblobs yet :P).
Youre one person that can help push KAI out faster, we need the damages thing working for a LOT of things and since its all interlocked even the economy cant be done properly without it :/
What i need is a way to get the list of damages a weapon does against each different armorclass (this number is variable for each weapons thats why the updated callback function doesnt work well). Armorclasses are easy to read, the file doesnt change name, however each mod has a different set for weapons, so we can either enforce everyone to use a weapons.tdf or we need some callback function to return the list of damages of each weapon, or a way to open all files in a folder in the virtual filesystem...
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

int numTypes;
aiCallback->GetValue(AIVAL_NUMDAMAGETYPES, &numTypes);

for (int a=0;a<numTypes;a++)
DoStuff(weaponDef->damages.damages [a]);

There are numTypes armor classes, and logically every weapon also has numTypes damages... one for each armor class. I am very sure that is how it works, if you're still convinced then you have to figure out what is really happening and tell me ;)
Post Reply

Return to “AI”