NTai XE10.1b - Page 12

NTai XE10.1b

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

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mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

NTAI XE* crashes spring on my computer, right when the AI should be loaded. It isn't clean, either. The exception thrown by Spring is caught by Windows, not the dedicated crash report system spring used to have.

If it helps my email is mehere101@gmail.com, so email me for more information...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

hmmm untill I get AA/XTA buildtrees and release NTAI XE7.5 I guess you wont find out what the problem is just yet...
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AF
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Post by AF »

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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Omg, this is awesome. Plays NanoBlobs like a champ. Linking now!


Unzip this to your NTAI folder.
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AF
AI Developer
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Post by AF »

I found an error I'd made this morning Argh and fixed it and nanoblobz play wasnt laggy anymore for me, I only wish i knew 0.34 was out
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Argh
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Post by Argh »

It's ok, I've posted up links to everything on the mod download, and if users can't figure it out, meh. I will send updated buildtree/balance stuff when the new content is in the mod and reasonably game-balanced. Overall, though, I'm very, very impressed- it really went exponential quickly, and gave me an awesome game, 1 vs. 1 :D
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AF
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Post by AF »

now I've looked at it argh that data is already in the installer so it isnt needed....
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Great!! works A LOT better than previous versions, or other AI's. However it still crashes, although a bit later in the game (5 players: 1 human + 4 ntai)

(unexpected prob in global ai .. yadayada)

Keep up the good work! and make it uncrashable :)

icexuick
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Works good for me as well. Only issue I've seen (besides crashing every once in awhile), is that the commander tends to follow a unit early game. One game the commander followed a fink all over the map trying to hunt it down (eventually it did give up and started building again, but that was after a minute or two of wandering).
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

I'm having problems with the AI's trying to stash all their units in the top left of any map. Anyone know what may be causing this?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Yeah, that's a bug. Caught it doing that with NanoBlobs, and it still occasionally crashes, mainly when the Commander can be seen by the player. Other than these (small) problems, this is frickin' nice, and I can live with the occasional crash, it really plays well. Haven't tried it with other mods yet, but I think that if people will sit down and do proper buildtrees and other stuff, then we can get this to play a very nice game on most mods... now I'll have to come up with some really weird stuff for the next version of Blobs hehe ;)
mynthon
Posts: 23
Joined: 12 Feb 2006, 19:23

Post by mynthon »

:: NTAI XE7.5 Log File
:: Programmed and maintained by AF
:: Copyright (C) 2006 AF
:: Released under the GPL 2.0 Liscence
:: Game started: 26.2.2006 20:17:41

:: Absolute Annihilation 1.44
:: AA for Spring v1.44 Standard Edition
:: First instance of NTAI
:: Player : player :: 0
:: AI DLL's in game
:: aidll\globalai\NTAIXE7.5.dll : AI :: 1

:: Found 80 Metal Spots
:: Using abstract buildtree

:: GreenHaven.smf
:: AASpring144S.sdz
:: map size 16 x 16

after maybe 20 minutes ntai send comm to my base.

after 30 minutes

[30:00] unit finished doesnt exist?! Could it have been destroyed?
[30:00] CBuild() :: COREXP
[30:04] CBuild() :: CORMEX
[30:11] issuing mobile unit :: CORTHUD
[30:16] CBuild() :: COREXP
[30:24] CBuild() :: COREXP
[30:26] CBuild() :: CORADVSOL
[30:31] CBuild() :: CORADVSOL
[30:36] Chaser::Add()
[30:36] new attacker added :: CORTHUD
[30:36] issuing mobile unit :: CORTHUD
[30:44] CBuild() :: CORMEX
[30:47] CBuild() :: CORADVSOL
[30:47] CBuild() :: CORADVSOL
[30:50] CBuild() :: CORADVSOL
[30:50] CBuild() :: CORMEX
[30:51] CBuild() :: COREXP
[30:51] CBuild() :: CORLAB
[31:01] Chaser::Add()
[31:01] new attacker added :: CORTHUD
[31:02] issuing mobile unit :: CORCK
[31:02] CBuild() :: CORLLT
[31:08] CBuild() :: CORMEX
[31:11] CBuild() :: CORERAD
[31:13] CBuild() :: COREXP
[31:15] CBuild() :: CORMEX
[31:16] CBuild() :: CORADVSOL
[31:18] CBuild() :: CORADVSOL
[31:31] CBuild() :: CORMEX
[31:35] CBuild() :: CORLAB
[31:41] CBuild() :: CORNANOTC
[31:46] CBuild() :: COREXP
[31:47] CBuild() :: CORMEX
[31:47] CBuild() :: COREXP
[31:51] CBuild() :: COREXP

and then "unhandled exception..."

-------

even after comm lost ai still attacks with lots of thuds. This ai is much, much better than previous versions.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Well I'm baffled there, I didnt include an AA buildtree as nobody would make one, and most people complain it wouldnt build a factory on AA for ages, so ti looks like either you have an AA buildtree, you have one from an older NTAI (backwards compat) or the unviersal build routines have somehow gotten over it for no reason at all...

I wasnt aware of any crash bugs though, I havent experienced any myself I mustnt be looking hard enough, I've been playtesting using nanoblobz lately..


Although I was aware there was a corner bug I added numerous checks to try and cut down on how often it happened. I then added a piece of code that dampened the value of the 0,0 square in the threat metrix so that the effects where then lessened, but it seems that wasnt enough.........

If it happens a lot on specific maps just verify its the threat amtrix by typing .threat and zooming in on the image, it should show a big green square in the top elft corner among other thigns. You need something setup to view TGA files, such as irfranviewer though else windows will start asking questions.

oh and hrmph, what mdo where you playing, if I remember correctly by default NTAI sets the comamnders firing and mvoe state to holdfire and holdpos unless lindir changed it through tags in XTA.....
nfekti0n
Posts: 46
Joined: 08 Feb 2006, 16:15

Post by nfekti0n »

I usually never play against AI on any speed below 2.0, and it seems with this current release, 2.0+ is impossible, due to instant game lag that goes away just as instantly if the speed is then reduced down to 1.0 or 1.5.

:?
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Of for the love of Apple, that NTAI beat me with nanoblobs. (although I wan't trying very hard). And surprisingly, didn't crash, hurray!
you do need to learn him to protects his flanks and back, since his base (or the concentration of units + lord) is slowly moving towards mine.
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Triaxx2
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Joined: 29 Aug 2004, 22:24

Post by Triaxx2 »

That's what it's supposed to do, slowly move closer, until it envelopes you.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

NTAI spaces its routines out by so many frames so they dotn all happen at ocne engulfing the user in lag. However that becomes irrelevant fi you up the speed as it jumps from 30 frames per second to at least 60 at 2x speed, and thigns occur more often.
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

I tried it on AA and XTA. It played well on XTA. I was 1 vs 3 and having a hard time, especially as all 3 coms bombed my base once the AIs had expanded as far as they could. It then crashed.

I noticed that in both mods construction planes get built and sit on the ground the whole time, with a rare exception to build a dragons eye at 0,0.

It was interesting watching the variations in AA. Sometimes it would build factories, solars but no mexes, or solars mexes and llts but no factories, or sometimes even solars mexes and a factory or two.

Perhaps the universal builder could track resource consumption or creation for all units. It could soon recognize that factories are resource consuming buildings. If resources generated gets higher than resources being consumed, more focus could be put on building units/buildings that consistently consume resources such as factories and construction units. Perhaps it could even do a text parsing of names if it has never played a mod/built a particulor unit. If unit name contains factory or construction or whatever, then assume resource consumption = 5 metal, 20 energy or something. If it contains energy or metal, it genereates 1 metal or 20 energy. These values would of course be replaced by real values once it observes the unit in use.
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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

jellyman wrote:I noticed that in both mods construction planes get built and sit on the ground the whole time, with a rare exception to build a dragons eye at 0,0.
That's odd, in XTA they are supposed to build mexes, repair, and build advanced air plants if there is enough metal for them.

I've noticed some odd behavior with units refusing to repeat their buildlist though.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I think rather its units that get given invalid commands such as moving offmap etc

Try adding the repeat keyword to the end of every buildtree. Units should repeat buildtrees by default but it's not always the case....
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