AAI 0.63 released (win + linux version included) - Page 5

AAI 0.63 released (win + linux version included)

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

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submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

unpossible wrote:speaking of config files has anyone got a Xect vs mynn config file for AAI that they'd mind sharing?
if somebody made one please send me a copy as well so i can include it in the next release :)
Bad_Dude
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Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

AAI seems broken after the update, still after a new install. Any ideas?
nfekti0n
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Joined: 08 Feb 2006, 16:15

Post by nfekti0n »

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Last edited by nfekti0n on 03 May 2006, 08:43, edited 1 time in total.
Bad_Dude
Posts: 44
Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

its funny, new spring came with AAI and NTai, SAI, OTAI and Ntai are the only ones that work ATM. SAI has killed both AI's, was going to try it against AAI but it didnt work.
nfekti0n
Posts: 46
Joined: 08 Feb 2006, 16:15

Post by nfekti0n »

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Last edited by nfekti0n on 03 May 2006, 08:43, edited 1 time in total.
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unpossible
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Post by unpossible »

Bad_Dude wrote:AAI seems broken after the update, still after a new install. Any ideas?
weird...AAI is still working for me...though it seems to be making different decsisions regarding how far the ocmmmander can walk to set up his base :shock:
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Post by yuritch »

People are probably using AA 1.46 or some other new mod for which AAI lacks the config file, so it's not working. Renaming the old config for that mod according to new mod file name should allow it to play.
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unpossible
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Post by unpossible »

yuritch wrote:People are probably using AA 1.46 or some other new mod for which AAI lacks the config file, so it's not working. Renaming the old config for that mod according to new mod file name should allow it to play.
yeah that's probably it.

Sub, how about a quick reminder/hint on the first post about how to make new copies of the cfg files so AAI will work with the most recent versions of mods to help the AAI noobs?
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

And if it's about XTA, that's mostly my fault, I should have tried it *after* I changed the mod file name.
Though maybe it's a good idea to take the non-digit characters in the mod name and use those to pick a config file (Only if the normal way doesn't find one).
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

aai displays an message inagme if it could not load the config properly (file was missing, erroneous keywords) and in that case it puts the desired config filename in its log file

however if aai is the first instance and ppl run different ais it may happen that they just dont see that message since the other ais have a lot of messages as well ....
Bad_Dude
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Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

For AA, i changed the config file to work with AAI, xta didnt work from the get go, never say and error msg popup, even when it was AAI vs me.
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unpossible
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Post by unpossible »

Bad_Dude wrote:For AA, i changed the config file to work with AAI, xta didnt work from the get go, never say and error msg popup, even when it was AAI vs me.
so your config file is definately the same name as the .sd7 archive in your mod folder?
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Targ Collective
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Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

This is important as AAI checks the archive name rather than the MOD name.

Submarine, Zaphod has a good point re the ignoring of numeric characters in archive names. I second it.

EDIT: The ideal would be a combination of this and auto-generation of config files. Give AAI enough training and it can get really aggressive, so why lose that between mod versions? Why not inherit learning files too? I've performed a manual switchover between versions of AA, and it seemed to work fine, although AAI seems to have developed a Rocko fetish...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Do what NTai does and use the tags which I've managed to push into AA XTA Nanoblobz and EE that give me nice tags so that they'll work with any version of NTai and any version fot he mod from now on ^^

e.g.

nanoblobz 0.35 : nanoblobzseries03
XTA v6 : XTAPE
AA 1.45 AA 1.46 :: AAS/AAB/AAF
EE 0.150/0.151/0.152 : EE

etc...

Or do what OTAI does, though OTAI 1.13 wont work with XTA v6 either


hmmm I cant get SAI to work no matter what i do, have I missed something out? When I run it, it crashes, and when I shove it through my anticrash thing it sits there taking up lots of cpu cycles (30-40% in debug mode)
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FizWizz
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Post by FizWizz »

Targ Collective wrote:This is important as AAI checks the archive name rather than the MOD name.

Submarine, Zaphod has a good point re the ignoring of numeric characters in archive names. I second it.

EDIT: The ideal would be a combination of this and auto-generation of config files. Give AAI enough training and it can get really aggressive, so why lose that between mod versions? Why not inherit learning files too? I've performed a manual switchover between versions of AA, and it seemed to work fine, although AAI seems to have developed a Rocko fetish...
correct me if I am wrong, but if units are added or removed between versions, wouldn't that mess up the learning file? Ignoring the numbers would be nice, or maybe it would be safer to name the config files as AA###S, filling in the pound signs itself (for itself only) with whatever mod version it finds? If that wasn't clear, sorry about that.
Bad_Dude
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Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

I had OTAI and SAI and NtAi all plaing aa 1.46.


unpossible: yes, it is the same.
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Targ Collective
Posts: 202
Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

Fizzwizz: No idea. My guess is AAI would create a new entry to the buildtables and start learning about the new unit from scratch, but Submarine is really the guy to ask about this.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

That's why i used TDF files to save NTai data rather than use submarines method.

That way suers can add stuff themselves, and if NTai doesnt find a untis value then it generates a default value absed on its stats then adds it to the list and it gets outputted when the thign si saved.

Units that're removed are kept but their values arent used or affected so they stay the same and are ignored untill the unit is re-added allowing multiple versions of a mod to use the same data.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Anything you can store in a TDF you can also store in a binary file, it just depends on how you set it up. You could store the name of the unit def instead of an index...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Well i wanted people to be able to edit them themselves easily, so i chose TDF so I could put in unit names and description as comments and make an editors life a whole lot easier, especially sicne these values afefct where NTai atatcks, what it builds, targetting, down to how it percieves an enemy base and force.

For example multiplying the threat value of the Lord in nanoblobz by 2000 means whenever NTai sees the lord it'll attack that location immediatly and all units will fire at the lord first... It also means should say the Knight get a huge threat value distorting the AI's gameplay, the modder can manualyl reduce it to something more sane..

Whereas if I simpyl did lines of the format:

unitid value1 value2 etc..

people would have problems udnerstanding whcih line to edit and which one was which
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