KAIK 0.13 Unofficial (Spring 0.80.5*) - Page 12

KAIK 0.13 Unofficial (Spring 0.80.5*)

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

Moderators: hoijui, Moderators

User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Argh »

I presume this happens with 0.8RC3?
I dunno. Where's a current download link for that?
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by hoijui »

Argh wrote:
I presume this happens with 0.8RC3?
I dunno. Where's a current download link for that?
i dont think this is a KAIK version, but rather a PURE version, no? :/
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Argh »

Yes, you're correct, lol. Sorry, I've been AFK most of the day, didn't spend enough time actually reading.

Yes, this error occurs with RC3 as well as 4. If you want, I can package up RC4 at some point, so that you can get a sneak peek, btw, but it's still rough in a lot of areas.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Pressure Line »

Kloot wrote: 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.
excellent! although my issue is that teh commander isnt a con at all. its a pure combat unit, i just dont want it marching off to its doom in the 1st 5 minutes of the game
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by slogic »

KAIK 0.13 tends to create too many units. This is dangerous cause Spring just dies. It takes 20-40 mintues to see your FPS drop to 1-6. I set 100 units limit per side & start to watch a KAIK vs KAIK duel. So i discovered that AI is not optimized for unit limit at all cause duel lasts forever. AI could not think to optimize its buildings by self-destructing & building the most effective ones.

PS. This is the most impressive AI i've ever seen in TA's series. Excluding sea battles of course.
Last edited by slogic on 21 Mar 2009, 23:08, edited 1 time in total.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Hoi »

I like the lolunits part, this ai is slightly challenging, it just beat 5 rais on castles.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Hoi »

Hmm, sorry for doublepost, but:

I think kaik would be much better if it wouldn't build that much labs, I just played a game on smalldivine against kaik, and I gave it a few minutes to build up, when I attacked it had 3 labs already and was busy making it's 4th, it should make more combat units at the start, becaus it's very weak at the start atm.
Last edited by Hoi on 09 Mar 2009, 20:46, edited 1 time in total.
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by slogic »

Yep, smalldivine is a small map which defines another tactics not supported by KAIK.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by 1v0ry_k1ng »

if someone is still managing this, can you make KAI recognise the importance of teching up in EE?
atm it makes the t1 nano tower (which builds bases) fine but never builds the t2 one..
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Kloot »

I don't know why you would assume KAIK isn't being managed anymore. Has this thread ever looked like it was buzzing with activity to you?

KAIK will still build the T2 (and T3) hubs given enough resources. The actual problem here is its fondness for spamming T1 factories that eat up most of those resources since they're all kept active non-stop, which I've dialed down (as of today) so the T2 stuff can now start arriving earlier. Just don't play EE on Small Divide.

(I guess this also pertains to Hoi's and slogic's comments ;))
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by 1v0ry_k1ng »

release release !
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by slogic »

he is still working hard :) subscribe to http://github.com/feeds/spring/commits/spring/master to see the changes. i could not get the source code via git yet. i think i'll use HTTP Weazel or similar program to download them when i give up with git.
BAMOFO
Posts: 11
Joined: 10 Feb 2009, 04:04

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by BAMOFO »

Great AI btw

So I've been working with the source code for KAIK, trying to make another copy of it that I can tweak. After a lot of headaches, I've got it build down to 8 errors, all in AIExport.h AIExport.cpp. They are as follows:

Compiling: AIExport.cpp
In file included from T:\Home\Code\kaik\AIExport.cpp:21:
T:\Home\Code\kaik\AIExport.h:26:3: #error BUILDING_SKIRMISH_AI should be defined when building Skirmish AIs
T:\Home\Code\kaik\AIExport.h:29:3: #error BUILDING_AI should be defined when building Skirmish AIs
T:\Home\Code\kaik\AIExport.cpp:57: error: declaration of C function `int init(int, unsigned int, const char**, const char**, unsigned int, const char**, const char**)' conflicts with
T:\Home\Code\kaik\AIExport.h:52: error: previous declaration `int init(int, const SSkirmishAICallback*)' here const char**, const char**)':
T:\Home\Code\kaik\AIExport.cpp:66: error: `util_setMyInfo' was not declared in this scope
T:\Home\Code\kaik\AIExport.cpp:121: error: `util_getMyInfo' was not declared in this scope
T:\Home\Code\kaik\AIExport.cpp:129: error: `util_getMyInfo' was not declared in this scope
T:\Home\Code\kaik\AIExport.cpp:143: error: `util_getMyInfo' was not declared in this scope

So please any help would be much appreciated!
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Kloot »

Looks like you're trying to compile KAIK without going through one of Spring's own build systems (either scons or cmake). AI libraries need to have special flags, include-paths, etc. passed to them, so I don't recommend building it that way.
User avatar
Agon
Posts: 527
Joined: 16 May 2007, 18:33

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by Agon »

you need the latest spring source code from git to compile KAIK
because it requires as I can see from the log, util_getMyInfo which is in spring/AI/Wrappers/CUtils/util.h if I remember correctly.

And #error BUILDING_SKIRMISH_AI happens because you don't build it with springs AI part. Hmmm, remove it maybe it will work with spring, don't know.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: KAIK 0.13 Unofficial (Spring 0.77b5)

Post by hoijui »

As Kloot said already, it is highly recommended to compile KAIK either with SCons or CMake.
You will probably be able to compile it otherwise, but then it will not work well because of things you should have done at compile time that mess something up at runtime.
You have to follow the steps to compile spring:
http://spring.clan-sy.com/wiki/Building_spring
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: KAIK 0.13 Unofficial (Spring 0.78.2.*)

Post by AF »

The whole point of the C api in the first place was to lift the need to use cmake/scons + mingw32.

Eitherway you seem to be building with visual studio, at which point you will inevitably run into the '100 errors cannot continue compiling' that arises because I've been waiting weeks now for a fixed util.h and util.c to be committed into the git repo
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: KAIK 0.13 Unofficial (Spring 0.78.2.*)

Post by slogic »

Kloot, i see you're trying to fix everything we repoted lately. I found one more issue which RAI overcomes. There is a map Speed_Ball_10x10.sdz which includes TLLMEDFUSION at very cheap price. RAI intelligently uses it. KAIK doesn't, but it registers it according to the log file:

Code: Select all

udef->id: 280, udef->name: tllmedfusion, utype->category: 1, .cfg category: 1
Please, take a look at this.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: KAIK 0.13 Unofficial (Spring 0.78.2.*)

Post by Tobi »

AF wrote:the need to use cmake/scons + mingw32.
hoijui wrote:it is highly recommended to compile KAIK either with SCons or CMake
Requirement != recommendation, it is recommended to build with SCons or CMake because then you don't have to set anything up. If you want to build with Borland / Visual Studio / etc., feel free to, but you will have to set up your project files yourself. Hence it's not recommended. But definitely possible.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: KAIK 0.13 Unofficial (Spring 0.78.2.*)

Post by AF »

heh sorry it's just an emerging pattern I'm seeing like the 'use lua' posts that litter the modding forums
Post Reply

Return to “AI”