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Posted: 07 Feb 2007, 16:38
by QMan
Yeah, for the next release I'm planning a few goodies, check out my updated top post.

Posted: 07 Feb 2007, 16:50
by QMan
Oh, and 2.0 was rewritten from scratch, after learning a lot from the 1.x code. I found a bunch of stuff I had set up made things like keeping a list of active enemy buildings very difficult, hence the 2.0.

Posted: 07 Feb 2007, 18:22
by Slamoid
I rarely find somthing amazing enough to login to post about, but QAI + SSP = TA2. Seriously, I just played my first game of NanoBlobs, and hot damn, great job. Any AI that doesn't require a config file is A+ in my book, let alone one that can play nanoblobs. (Even if it is just target practice) :wink:

Keep up the good work.:-)

Posted: 07 Feb 2007, 19:44
by QMan
Heh I never even tested NanoBlobs out with QAI either. :) My old copy of NanoBlobs crashed spring, and I never tried again.

Posted: 08 Feb 2007, 21:02
by Kloot
The 2.02 source still does not compile without intervention. ;) (Due to the Command.h alias command.h and FileHandler.h inclusion issues, and because g++ doesn't like the extra UNIT:: qualification in UNIT.h for some reason.)

More importantly though, QAI still seems to hang on Green Comet Basic and The Cold Place, or rather, on any map with OTA-style metalspots (that I've tried), which is somewhat befuddling since all the necessary directories are created now AFAICT and there is no platform-specific code in the metal class...

Posted: 08 Feb 2007, 21:49
by hazard
Pardon for likely being simply clueless, but where do I get the latest working windows QAI binary?

Posted: 08 Feb 2007, 23:58
by QMan
Links are in the first post in this thread on page 1 :)

Posted: 09 Feb 2007, 00:06
by QMan
Kloot wrote:The 2.02 source still does not compile without intervention. ;) (Due to the Command.h alias command.h and FileHandler.h inclusion issues, and because g++ doesn't like the extra UNIT:: qualification in UNIT.h for some reason.)
Doh, missed that filehandler include, and fixed up the unit:: thing. Will try to upload new version soon. And can you be more specific about the "Command.h alias command.h" issue?
Kloot wrote:More importantly though, QAI still seems to hang on Green Comet Basic and The Cold Place, or rather, on any map with OTA-style metalspots (that I've tried), which is somewhat befuddling since all the necessary directories are created now AFAICT and there is no platform-specific code in the metal class...
I'll test out those maps specifically tonight and see what is going on. Thanks for the feedback! :)

Posted: 09 Feb 2007, 02:25
by Kloot
What I mean is, Command.h (which you include twice) isn't found by the preprocessor because the actual filename is command.h and Linux is case-sensitive, thus making compilation a minor problem. ;)

Posted: 09 Feb 2007, 03:36
by Isaactoo
When I play on Small Supreme battlefield, I've noticed that the units often get mixed up when my units attack them...sometimes they will shoot one unit but then not shoot the other afterwards, or after the commander kills my scout, he will continue firing a few seconds in the place where my unit was. The commander also fires his d-gun at the ground once in a while long after any enemy units were destroyed.
It's awesome having an AI that can play any mod :-)

Posted: 09 Feb 2007, 05:25
by QMan
Kloot wrote:What I mean is, Command.h (which you include twice) isn't found by the preprocessor because the actual filename is command.h and Linux is case-sensitive, thus making compilation a minor problem. ;)
Ooh, now I see. :)

Posted: 13 Feb 2007, 19:15
by Engine Of Darkness
What I don't like about this Ai is, that it trys to build shipyards only on Supreme Battlefield. The first thing it does is building a shipyard, which leads to 100% looose afterwards (It just builds on water, nearly nothing on land).

The quote below is just a generall though about AI, nothing specific about your AI, it just came into my mind while writing this.
General Ai water/ map behaviour wrote: IMO some AI's are kinda like "if water is more then land, built a army of ships", instead they should be like "theres water, let's build ships to assist my land army". But then you would have a problem with maps which have isles, so either the AI makes use of transport units or just let them build ships when there are no land connections between them and their enemys.

I don't know if any AI does this, but maybe also mapsize should be taken into account when deciding if it is "water map only", let's make an overrated guess: We got a mapsize of 80x80 (yeye, not possible for now). so 90% of it is water, but still the land would be huge enough for Massive unit armys.

I dont know if the game distinguishes between land and water, if yes you could try to calculate the space of land and water, comparing it with the mapsize and maybe using a 6x6 pattern (for example so a goliath can pass).

So if this part calculates that the smallest part is enough for 6 goliaths it's considered a "land army" map, if water size is even bigger, it adds "water army" map.

However fiddling around and writing this code may actually take longer than it's worth in the end.
I'm not saying this AI is bad, it just needs improvement in this section.

Posted: 14 Feb 2007, 02:39
by QMan
Just wanted to give everyone an update, QAI 2.1 is nearly ready. I'm finishing up bugtesting on it before releasing it. It'll have Chokepoint Detection BETA :)

Posted: 14 Feb 2007, 02:41
by QMan
Engine Of Darkness wrote:What I don't like about this Ai is, that it trys to build shipyards only on Supreme Battlefield. The first thing it does is building a shipyard, which leads to 100% looose afterwards (It just builds on water, nearly nothing on land).

The quote below is just a generall though about AI, nothing specific about your AI, it just came into my mind while writing this.
General Ai water/ map behaviour wrote: IMO some AI's are kinda like "if water is more then land, built a army of ships", instead they should be like "theres water, let's build ships to assist my land army". But then you would have a problem with maps which have isles, so either the AI makes use of transport units or just let them build ships when there are no land connections between them and their enemys.

I don't know if any AI does this, but maybe also mapsize should be taken into account when deciding if it is "water map only", let's make an overrated guess: We got a mapsize of 80x80 (yeye, not possible for now). so 90% of it is water, but still the land would be huge enough for Massive unit armys.

I dont know if the game distinguishes between land and water, if yes you could try to calculate the space of land and water, comparing it with the mapsize and maybe using a 6x6 pattern (for example so a goliath can pass).

So if this part calculates that the smallest part is enough for 6 goliaths it's considered a "land army" map, if water size is even bigger, it adds "water army" map.

However fiddling around and writing this code may actually take longer than it's worth in the end.
I'm not saying this AI is bad, it just needs improvement in this section.
I agree, and that was my intent when making the AI. I haven't worked much on optimizing water map stuff, but I basically check if the map is <10% water or >90% water if I'm only building land/ships, and build both if it's in the middle. Looks like it needs a bit of tweaking. :)

Posted: 14 Feb 2007, 15:04
by Engine Of Darkness
oh and your ai seems to crash with LLTA. it came till building a mex and then it stood there doing nothing, (the mex at 0 hp buildstatus)

Iif you need a Link to the mod, here you go: http://spring.unknown-files.net/file/2240/LLTA_V_0.2/

Posted: 14 Feb 2007, 21:39
by QMan
Version 2.1 is up!

I was impressed it held its own against AAI on CoreFaf with BA47 mod :)

Posted: 14 Feb 2007, 21:42
by Engine Of Darkness
Did you also check if it runs with LLTA? I will do that later, I've to pack my PC because I'm going to a "lan" (small, with an old friend) and I'll be online then to check if it works

Posted: 14 Feb 2007, 22:01
by QMan
Yeah, seemed to run fine with LLTA, at least for the first 5 minutes or so.

Posted: 14 Feb 2007, 22:02
by Engine Of Darkness
that's cool, then we have an AI for lan :lol:

I gotta go know, I guess I'll play some hours when I'm back online, if I find any bugs I'll let you know

Posted: 14 Feb 2007, 22:45
by QMan
Thanks!

New minor bugfixed version up, btw. 2.11 fixes a bug that was erasing unit learning data. :(