KAI v0.2 Unnoficial - Page 3

KAI v0.2 Unnoficial

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

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Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Post by Kloot »

The version of KAI 0.11 as you remember it and the one I "fixed" were not built from the same exact codebase. Basically, what left the SVN source for dead was the last commit made by Krogothe before he stopped maintaining it altogether (which introduced a logic error causing the AI to never give orders to builders), but there are signs of earlier changes to its economic model as well, and those I cannot undo without a revision history.

The AI interface revisions had nothing to do with it, in any case.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Sometimes the AI interface can be indirectly affected by the other classes and behaviours of units in spring. One example can be some attack behaviours that lead to AAI bombers being broken in an earlier version.

Although I may have a rather useful document for you.
Tobi
Spring Developer
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Post by Tobi »

Hence the word interface in "AI interface" :-) Just like players, AIs have been affected by the conbots-guarding-factories-get-stuck bug in b2 and another behaviour bug in b1...

Also the exact behaviour for e.g. attack has been tuned since the last version of KAI by Krogothe: for example, bombers don't just bomb the first thing they fly over anymore, they actually bomb their target now. If an AI relied on that (by e.g. just giving bombers a move order in enemy area) then the AI (or the interface) would seem broken because Spring was fixed..

Once spring is dead the AI interface will be fully stable :P
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Bobcatben
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Post by Bobcatben »

Tobi wrote:Just like players, AIs have been affected by the conbots-guarding-factories-get-stuck bug in b2
atleast i know its not just me with that bug now :P
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

so whats being done atm? KAI 2.0 is being fixed to work?
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AF
AI Developer
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Post by AF »

0.2*
Tobi
Spring Developer
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Post by Tobi »

1v0ry_k1ng wrote:so whats being done atm? KAI 2.0 is being fixed to work?
Kloot made a fixed version of 0.11 iirc, see one page back.
Kloot
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Post by Kloot »

update 29/7: removed outdated link and post content
Last edited by Kloot on 29 Jul 2007, 15:16, edited 4 times in total.
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AF
AI Developer
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Post by AF »

When I compiled KAI 0.2 and tested with EE 0.171 it crashed at startup.
Kloot
Spring Developer
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Post by Kloot »

Yeah, originally there was a null-assignment in the MicroPather class constructor that led to a segfault, but it seems to have been removed.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

KAI crashes 5 seconds in on gundam (it does start building then dies).
it metal leaks in most mods, but I think this is because of boned builder and factory behavior in this version. ill test 0.21 now :)
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

man 0.2 is boned atm.
if left to its own devices it just makes metal extractors.
if you control it and make it construct a factory, it makes a solar then goes back to mexs. the factory just spams const bots which spam mexs.
whats up with it?
Kloot
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Post by Kloot »

That's what I hope to find out, but like I said most of the time it just runs out of memory during initialization and dies before I can do anything (despite there being 2GB available), and when it doesn't this is the result, which I suspect is a related problem.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

why does it draw arrows?
btw, when given units, its attack sequences work fine. it dosnt D-gun mind.
Tobi
Spring Developer
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Post by Tobi »

0.2 is in debug mode, and Krogothe's way to turn that off was to comment out each debug statement separately... (ie. it's relatively much work to disable it)
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

could that affect the way it plays? like unit and building choice?
Tobi
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Post by Tobi »

If it's really debug code then it shouldn't interfere with normal execution... but well, you never know ;-)
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rattle
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Post by rattle »

I tested 0.11 with the result that anything but XTA crashes once the AI attempts to build the first unit from a factory type of building. This was happening with FF before only. It's most probably my end again...
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

it crashes in gundam
Kloot
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Post by Kloot »

Yes, that's on my fix-list, right underneath getting Gundam itself to not crash on startup (both Epic 1.1 and Tiny 1.1 don't make it past the loading screen for me, AI or no AI).
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