KAIK 0.13 Unofficial (Spring 0.80.5*) - Page 11

KAIK 0.13 Unofficial (Spring 0.80.5*)

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MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by MelTraX »

Hmm, I have no idea why it was set to 500 energy, but you're right. Is that a new default somewhere?

Anyway, KAIK should be able to do stuff with 500 energy. Should be a pretty easy fix, shouldn't it? Like "if you start with <1000 energy, build an estore before factory" or something better ofc.
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by merijn »

Hmm yes, the 500 starting energy seems to be the problem. I think springlobby reset to 500 starting energy last update. TASClient still has my original 1k energy when hosting a game.

And I wan't having the problem with XTA, because even if you start with 500 energy, the actual amount ingame is still 1k (not sure why this is, maybe the mod overrides it, or has a min. value).
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hoijui
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Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by hoijui »

it seems like now, KAIK does not build anything anymore (tested with rev 6967 XTA 9.5, map: brazzilian battlefield).
infolog just sais that it initialized succesfully.
RAI still works, so i guessed it may be a problem with KAIK.
(i had the impression, that the KAIK initializing phase finnished faster then before)
merijn
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Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by merijn »

I did a successfull game a few days ago with:
Spring 0.77b5+ ([GML]R6937) MT (1 threads)
Also XTA 9.5, map Comet Catcher Redux.

So if its a problem in KIAK it might have been introduced between those revs. If i have time I might run a test against latest rev.
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hoijui
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Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by hoijui »

ahh yeah.. i forgot ot mention in this thread as well:
KAIK worked fine for me with rev 6941
not anymore iwth 6967
merijn
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Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by merijn »

Tested again with:
Spring 0.77b5+ (R6977)
same map again

KAIK worked just fine for me.
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hoijui
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Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by hoijui »

hmm.. strange.
i tested hte latest KAIK in the C AI branch and in trunk, both at rev6979. with Both XTA 9.52 and BA 6.5.
in all those games it never started to build a single thing.
(i also tryed different maps).
let me see the log...
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hoijui
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Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by hoijui »

The KAIK log for one of these games:
http://pastebin.com/m215594e7

the others look the same: nothing happens after the unitDef categorization. i dont know if anything should be there or not.
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by merijn »

KAIK in trunk hasn't been changed since 2008-10-21, rev 6833 it seems. Are you really testing with trunk?

[edit]Oh, and the KAIK log doesn't log much, unless KAIK is compiled for debugging. I had about the same log for the game where KAIK worked.[/edit]
Super Mario
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Joined: 21 Oct 2008, 02:54

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Super Mario »

Question: Are you going to update your AI or what?
bbe
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Joined: 15 Nov 2008, 17:24

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by bbe »

Kloot,

I think I may have found a bug in KAIK on Linux (Gentoo). I have included the stack trace as best I can, but can't seem to get the exact line in the code using GDB.

http://pastebin.com/m6f29b859

This seems to occur at random during a game and I haven't been able to find a common cause. I can reproduce the bug just by launching the GlobalAITest, letting KAIK kill me, and then waiting an indeterminate amount of time for it to crash (usually ~30minutes). Not much else to it really.

Some system information:
gcc-4.3.2
glibc-2.8_p20080602-r0,
2.6.27-gentoo-r1 i686

Edit: Forgot mod - BA6.5
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Pressure Line »

KAIK has a problem for games with 'commanders' that are combat units (using lua to spawn additional con units at game start) as in it treats them as combat units, usually sending them to their doom within the first few minutes of the game.

not 100% sure what id like to see default behavior being, but perhaps getting any unit with commander=1 to patrol around the start point unless there are multiple commader=1 units currently active? (but attempting to keep at least 1 commander unit near the start point?) i dunno.
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hoijui
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Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by hoijui »

...again
i still have the same problem: KAIK behaving like TestGlobalAI
this happens for spring SVN for games with starting values 1000 metal and 1000 energy. it happens with trunk spring and caiinterface branch spring. wether i compile it locally on windows or linux or on the buildbot. on two different systems, in windows and in linux.
please try this:
http://planetspring.free.fr/spring/inst ... vn7171.exe
install to a new dir, install the KAIK that comes with the installer (it is labaled KAI in the installer menu, but it is actually KAIK).
i can not believe that it works for everyone else.
merijn
Posts: 59
Joined: 17 Feb 2007, 18:43

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by merijn »

I tested that spring version, I let two KAIK's play against eachother on comet catcher redux playing mod XTA.

They played normally.

The only weird thing was that I (as a spectator) was put ingame on the same team as one of the bots (I could command his units and i was not spectating cause i couldn't see the other bot). But this could be a spring or even springlobby issue. [edit]tested with tasclient, same result[/edit]
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hoijui
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Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by hoijui »

hey Kloot,
merijn, BrainDamage and me found an answer for the issue.
merjin always tested with a lobby, and i tested with spring.exe directly.
thats why KAIK worked for him and not for me, if he tests with spring.exe aswell, he has the smae problem as i have -> commander does not do anything.
we had a guess that it could be that KAIK parses script.txt, but something in the parsing goes wrong with the latest SVN version, only works with the lobbies that generate the some old version of script.txt.
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Argh
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Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Argh »

KAIK 0.13 crashes with P.U.R.E., every time. Here's tail end of the Infolog.
Attachments
infolog.txt
(1.75 KiB) Downloaded 21 times
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hoijui
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Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by hoijui »

i translated this stack trace with bibims buildserv, and received this:
http://planetspring.free.fr/spring/stac ... 869244.txt

essentially:

Code: Select all

AI/Global/KAIK-0.13/PathFinder.cpp:182
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Argh
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Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Argh »

Weird, that it's the pathfinder. Maybe it's all of the Units using that no-stop-on-turn thing, I'd forgotten what a tight grip KAIK assumes it has over Unit movement.
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hoijui
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Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by hoijui »

it is some initialization code. KAIK get the number of units (in frame 0 or 1 or so, and then iterates through all of them, fetching their start positions (all this through the cheat interface/callback). one of these fetches fails (may be the first, the last, or something more seriously going wrong, like bad number of units reported or .. i dont know.
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Kloot »

Argh: I presume this happens with 0.8RC3? If not, I can't fix it. ;)

hoijui: that strikes me as odd. There is no script.txt (other than the one that gets broadcast internally in 77b5 and above when the server thread starts) when running Spring from the CLI, and KAIK does not parse it anymore either. It's probably some other engine change leaking through (again).

PL: you can override the unit categories assigned by KAIK so ordinary cons with weapons won't try to act like combat units. A description of how to do that should be somewhere on a previous page of this thread.

bbe: thanks!
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