NTai XE10.1b - Page 33

NTai XE10.1b

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

Moderators: hoijui, Moderators

User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I'm building my own mod which hasn't really seen a release yet. One thing I've done is combined mexes and powerplants into one building, I suppose there is no special behaviour for that case to make NTAI build mexes anywhere when it builds them as a powerplant rather than a mex (B_POWER, for example)?

I'm still getting a few unhandled Global AI exception crashes, is that a known problem in the current release?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm, might be because of the change in your mod.

mexes and pwoerplants should both be detected by B_MEX or B_POWER so in yuor case if all powerplants are mexes then B_POWER and B_MEX are the same only 1 prioritizes the ability to produce energy and the other metal.

However Make sure you're running latest NTai with sprign AI exception catchign turned off in settings, those exceptions should be caught by NTai exception handling and logged, not by spring.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think Spring will only catch the exception if it wasn't caught inside the AI. If Spring didn't catch it it would collapse the entire try{} stack, causing a termination without error message.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

NTai is supposed to catch the error, if your compiling RC20 make sure the #define EXCEPTION isnt commented out in include.h.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I'm using the binary build, I have no idea how to deal with compiling TBH.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

By the way, is it possible to put the AI profile into the mod sd*?
User avatar
unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

KDR_11k wrote:By the way, is it possible to put the AI profile into the mod sd*?
bad idea unless AF decides to put the AI files in the correct/standard place (globalAI folder), otherwise it'll be looking for the information in the wrong directory if you set up a sensible one.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Send build data to me to be included in he next release or package alongside the mod. People can just drop the fodler in their AI folder, or wherether else it is.

Also NTai CAN put stuff in the globalai fodler if you configure AI.tdf correctly.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I was just hoping I could throw he files into the mod's sdz instead of having the mod consist of the sdz and an AI folder.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

It is possible, if you create an AI folder and place the folder inside there then package ti up it'd work but then everyone would have to keep tot eh default AI.tdf.

Also it means I cant peer review and change things in the public releases, your essentially locking in your mod to a specific build tree.

Your best sending me the data along with the learning file
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

NTAI(9) Linux

i tried out your code idea in .deb thread
& i also tried it out for the svn tagged released for 72.b1 (before the code to rotate buldings got in) still the same results.

Btw gonna throw together a thread regarding NTAI / linux later in linux forum.

Cause looking @ thread for .deb package for spring
Looking here & i think this also spread to a few other threads plus possible an email / PM is completey unnesscary fragmented dicussion on gettin bot to work under linux.

Hell even R.txt R1.txt R2.txt are still not changed for latest buildtress for XTAPE. They should be r.txt r1.txt r2.txt.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

A few bits of twiddling got em the same results.

For that I've eliminated FBuild() in favor of using CBuild() and that worked. Also passing 4 parameters through CBuild has no effect on 0.71b1 so it should be able to sue 0.72 code too.

That and I eliminated a few minor bugs and optimized one or two bits here and there. I'll post the new source later.
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

Quick question (I searched the forums but I couldn't find the answer, maybe it is too obvious).

Is NTAI source code kept in the spring svn repository on berlios ? (I mean the development version...)

In case this is not the case, is there a way to get the latest source ?

Thanks
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

the berlios svn and the spring svn are the same.

The latest code released is RC20 which attempts to fix few things for linux. I have RC21 here but lindir keeps reporting issues with the anti stall algorithm, and I've lost my main net connection on my own computer making svn access extremely awkward. As a result I'm considering removing NTai completely from the svn until svn access is more feasible (and I manage to figure out how to configure tortoise svn and commit...).
User avatar
Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

Hey AF, I think I found some of the problem.

Check your e-mail.
User avatar
Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Post by Erom »

I assume this is already a known bug, but just to make sure,

In AA with RC20, NTai refuses to build suficient energy sources. It will build 1-2 solars near it's start point, then build no further e sources, causing it to e stall the entire game. Both with the stock version and the H mutator, this is on non-metal maps.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

That's a symptom of a disease known as autoconfigia nonexistia.

NTai gets this while playing AA and reverts to the default build tree, which is generic, and doesn't fit in with AA completely. This is a symptom of having values designed to work for the majority and they need optimizing.

However I fell a cure may be on the horizon in the form of the elusive AA buildtree but that's something we'll have to wait and see about.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

AF wrote:That's a symptom of a disease known as autoconfigia nonexistia.
Autoconfiguration nonexistant? :P

but yeah, linder's buildtree is for XTA, so AA has nothing...
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

One recent patient of autoconfigia nonexistia is ee. However this mod now ha a basic mod.tdf settign outattackers and scouters, allowing NTai to detect something as anything other than a scout.

ironically, SWTA has this disease but suffers litle to no side effects.
User avatar
Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

But... side effects are caused by the treatment of the disease, not the disease itself. So I think you mean symptoms... :/ :P

[/smartass mode]
Post Reply

Return to “AI”