Page 5 of 9
Posted: 22 Jun 2006, 17:49
by Firenu
Acidd_UK wrote:Will it work with AA? Do you need help testing/debugging/etc?
itll work with all mods eventually. (possibly except silly ones like the soccer mod)
And every now and then i have new features in the attack stuff that i need to test, so yea

Posted: 22 Jun 2006, 19:17
by Firenu
Neuralize wrote:The unit control that this AI has is a little scary.
Thanks

I added fleeing just this morning ^_^
Posted: 22 Jun 2006, 20:28
by Phantom16
Played with 7 KAI for a 130+ minute game in AA 2.0, no problems. Smart as hell, too. My defenses used to be unstoppable......
Posted: 22 Jun 2006, 22:56
by Arco
Firenu wrote:I added fleeing just this morning ^_^
I've already noticed that units will often turn around after a good chunk of their force is destroyed, which is what I'd assume you mean by fleeing. Or do you mean a whole force will turn around if they see enough big, mean units coming for them? Or that it's just more intelligent fleeing--often I see Warriors and such start firing on a mex, turn around, and maybe turn back to keep firing on it before turning around again...which is a bit silly. But this AI repeatedly kills me--I've only won a handful of times against it so far, and this is the 0.11 release. Although I suspect this has a bit to do with it cheating to find my units; in 0.1 (and I assume it hasn't changed much) I couldn't even use spy kbots to spot for artillery because KAI would see right through the stealth and cloak! But I assume "realistic knowledge of enemy positions" is in the to do list.
Since this "isn't" the gameplay thread, I'll add that KAI is so far the most stable AI I've ever seen. I don't think I've ever had a game against NTai complete before crashing, and AAI is broken right now, so despite its brand-new, rough-around-the-edges status, KAI has been an example of how to properly develop an AI. I hope you guys never succumb to drama or the dreaded Real Life, because I would hate to see such potential go to waste.
Posted: 22 Jun 2006, 23:32
by FizWizz
I like that last bit, here's a P(Paraphrased)FE:
arco wrote:Don't let Real Life get in the way of your potential
Posted: 23 Jun 2006, 04:49
by Acidd_UK
Jusy bene playing with KAI and for an early version it's already looking quite nice! Keep up the good work!
Posted: 23 Jun 2006, 15:50
by Imperator
nice AI. what does cheating AI mean? does it have unlimited res? does it see the complete map?
Posted: 23 Jun 2006, 16:00
by AF
It sees the whole map
Posted: 23 Jun 2006, 17:02
by Acidd_UK
I assume it only gets fake-radar coverage of the whole map, rather than direct los? A lot of KAI's units i have seen firing as if they dont have los to the target - they're really innacurate. Is this correct?
Posted: 23 Jun 2006, 17:04
by krogothe
yep thats correct, they have a sort of enhanced radar basically, they know whats there but cant shoot it well (yet

)
Posted: 23 Jun 2006, 17:32
by Firenu
AF wrote:It sees the whole map
to be specific, it sees all enemy unit and building positions and what types they are. it doesnt see see enemy heading, hp, orders, if they are completed or being built, if they are currently cloaked, etc.
oh and the unit positions are inaccurate if we try to shoot at them and theyre not in los so thats why its missing a lot as it is
Posted: 23 Jun 2006, 18:02
by unpossible
is there any way to stop them seeing cloaked stuff - that's a little silly isn't it?
Posted: 23 Jun 2006, 19:45
by Acidd_UK
I just look forward to when it can scout properly and doesnt need to cheat

Posted: 23 Jun 2006, 20:03
by krogothe
AIs cant see projectiles, hear sounds etc, think we should make all bullets, rockets and cannons invisible and silent as well so its fair and humans dont have to cheat... Oh wait, humans also have a couple billion more neurons than an AI, lets lobotomize every KAI opponent
That is far back in the list of priorities, sorry guys im finishing KAI first, then think about adding "fair" radar coverage.
Posted: 23 Jun 2006, 20:28
by Targ Collective
True, humans have got better hardware. But as an OS the human psyche is worse than windows - it might not crash, but oh, the bugs!
In terms of efficiency humans are left standing. That said it would be fun to play an 'invisible projectile' game. Until the novelty wore off, anyway.
Posted: 23 Jun 2006, 21:19
by Sgt Doom
Humans have pattern recognition that would leave Photoshop drooling, but oh damn, all the corrupt files! The sloth-like pace of doing mathematics!
Posted: 23 Jun 2006, 22:41
by Erom
Targ Collective wrote:True, humans have got better hardware.
Yeah, but computer hardware doesn't need a constant and expensive supply of correctly balanced nutrients to keep it from decaying.
Posted: 23 Jun 2006, 23:21
by krogothe
Erom wrote:Targ Collective wrote:True, humans have got better hardware.
Yeah, but computer hardware doesn't need a constant and expensive supply of correctly balanced nutrients to keep it from decaying.
tweak the voltage up or down by 20% for a few milliseconds and your components are toast, humans can starve for weeks!
Either way, basically its planned but wont happen anytime soon
Posted: 23 Jun 2006, 23:31
by Acidd_UK
Sorry Krogothe, I didn't mean to sound like I was disrespecting KAI, if there are engine limitation that stop AIs from being able to detect projectiles etc then maybe the AI interface needs expanding... I like KAI but I also like to think that AIs are on a level playing field

Posted: 24 Jun 2006, 00:33
by knorke
fun fun fun!
played around with it on Brazilian Battlefield, the game run very smooth even at 2.5 speed (2.8 ghz)
never saw it build metalmakers or radar/jammer. not sure if this is "gameplay" or a bug (cant recognize AA's radars?)
In the end I defeated it with Peewees, Crawling bombs and those flying freezer-drones.
crashs:
right crashs after spawning the commanders on TinyMe-v2. (perhaps because map is only 2x2)
crashed on MiniChess_v2 when I tried to capture a factory. (I could capture other buildings just fine)
error both times: "globa AI has caused an error blabla contact the maker"