NTai XE10.1b - Page 14

NTai XE10.1b

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

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AF
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Post by AF »

Image

Expect XE8 this weekend (if Argh says he'll release nanoblobz 0.4 on mondya I'll wait for him).

XE8 is about 99% done, with only a few minor little things to do

In the shot the golden grey in the bottom is AAI, and it's under XTA v6

NTai currently has AAI/OTAI style rules + buildtrees + a global queue

It also has a changelog from XE7.5 big enough to fill 4 A4 pages of text.

Atm I'm not aware of any feature any AI has that XE8 doesnt have, please reel off if you think otherwise and I'll prove you wrong
muhhahahahahahahahahhaha
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unpossible
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Post by unpossible »

doesn't massage my feet when i get home from work each day, it's rubbish

;)
Bad_Dude
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Post by Bad_Dude »

What about cooking? :P
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krogothe
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Post by krogothe »

real predictive dgunning?
strategic based attacking?
Strategic defense placement?
A timer on that screenshot to not prove that it took over 30 mins to get to that state?
sorry im drunk again :D
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unpossible
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Post by unpossible »

so can it use nukes/antinukes?
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AF
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Post by AF »

At that point it had 3 antinuke installations.

NTai has been nuke capable since 0.28 but nobodys told Ntai to build a silo yet so you rarely get it. Lindirs focusing mroe on bertha cannons from what i can tell, unless he was waiting for me to finish the B_SILO keyword which I finished earlier this week.

As for cooking ;D, I'll have a screenshot later for that.
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Lindir The Green
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Post by Lindir The Green »

The last thing it builds in global.txt is a silo.

It least I think so...
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AF
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Post by AF »

I saw a B_SILO in the global list int he last one you sent me.

NTai seems to handle berthas somewhat better tho. AAI builds one fo those autofiring silos that has the smaller range and it did so in that game I took the screenshot from. The problem was it didnt have LOS for anything to attack in range save the odd scout NTai sent. That and it cut its only adv factory off from the rest fo the base with a wall of solars blocking the onyl exit out fo that bit.
Bad_Dude
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Post by Bad_Dude »

So we going to have it today then? :P I want to see nukes comming my way from that AI
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AF
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Post by AF »

Not yet, some minor wrangling with lindir over buildtrees and wether argh is releasing nanoblobz this weekend or on monday (I've just finished the last feature I can remember, which directly affects buildtrees).

That and I dont term friday as the weekend ^^.
Bad_Dude
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Post by Bad_Dude »

well, guess i will be bored till then...
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AF
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Post by AF »

Well when you do get it you'll ahev the following too:

ETA GroupAI::
Displays the Estimated time of arrival of any selected unit in seconds, including ETA till within firing range for DGunning, attacking, and building.....

Fixed Cursor GroupAI::
Displays a symbol that follows your cursor that your allies can see so they know where you're looking and what you're doing
It also displays blobs above selected untis that're colour coded so you can see what they're doing, e.g. a red blob when atatcking, or a yellow blob for building

Local Time AI::
Targ Colelctive asked for this. It shows the system time when you put the cursor in the bottom left corner of the screen (as in it's 4PM not 15 minutes ingame)

Improved Metal Maker AI v2::
It turns things on and off based on how efficient they are in order to get the most metal for the least energy. Also accepts mexes and whatnot....

Exception Handling GlobalAI's::
These enable you to play against other AI's without fear of them crashing, These AI's load the original AI's and use exception handling to trap crashes and errors so that though the AI may bugger up, it'll never crash the game.


XE8 todo list ::

- Finish adding construction rules
- Release
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Soulless1
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Post by Soulless1 »

good stuff there AF - can't wait :-)
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Cyberwal
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Post by Cyberwal »

that sounds awesome <3
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Targ Collective
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Post by Targ Collective »

Thanks, Alantai.

One question though, how does the Time AI handle resolutions? Does it autodetect, or is it undependant on pixel counts? Some users run in 800x600, and while I'm not among them, they're in danger of missing out if you've overlooked this.

7.5 was a little too obsessed with resources in the early game, leaving it horribly vulnerable to rushes. I'm trusting the Commander has a production plant early in the buildqueue, and is more focused on fortification this time around...

I have to say, I'm eager to give it a try.
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AF
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Post by AF »

Yah, the second item in the buildtree is a factory,a dn the factory immediatly builds a scouter, an attacker then builders (or is it the other way round?Been workign on GroupAI's and tweaking the EE buildtree).

Also as for resolution i figured all you need todo is zoom out.

GroupAI 6+6

AntiStall::
Displays a marker under the transparent building placement thing when you go to build something that tells you wether you'll stall if you build it.

Unitname::
Displays internal engine information about selected units, as in it's unitname (ARMCOM/CORCOM/GDCOM/CORKROG) and the filename the unti is stored in..... Mainly for modders,orpeople explorign new mods, or buildtreemakers (saves me looking through mod archvies for a unit in an unfamiliar mod.....)
Bad_Dude
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Post by Bad_Dude »

ok its monday, where is it?? :P
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Lindir The Green
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Post by Lindir The Green »

He's still adding new stuff, and all of us poor buildtree makers are trying to take advantage of it, just to have more new features piled onto us.

At least I am.
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unpossible
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Post by unpossible »

:oops: how long did the reclaiming thing take in the end? :oops:
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AF
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Post by AF »

Well in the end I looked at my planner and saw the this morning I had a Physics A2 practical exam.

I already have a reclaim nearby routine, I just need to add it in the correct place, and then ontop of that tie it into the buildtree loading sequence, which should mean 5 lines of code.

Ok todo::

Add the rest of the alphabet to the SkyWrite Class
Experiment with the new anti stall algorithm I devised
Tie in building rules for mexes, metal makers, and energy stuff (or yank a copy out of JCAI/OTAI).

Also as for lindirs thing, I implemented metatags after he noticed I'd forgotten to re-implement them when redoing construction agent, aswell as the frantic rush of me adding random buildtrees, global build queues, and the 2 Rule tags B_RULE and B_RULE_EXREME.

Oh and lindir::
The metatag tags for mod.tdf...

Code: Select all

[AI]
{
    metatags=tag1,tag2;
}
[TAGS]
{
    tag1=ARMSOLAR,ARMFUS,ARMUWFUS;
    tag2=etc,etc,etc;
}
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