NTai XE10.1b - Page 46

NTai XE10.1b

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

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DJ
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Post by DJ »

Still no change
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AF
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Post by AF »

What map are you testing on
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DJ
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Post by DJ »

small supreme battlefield v2. Tested on altored divide before as well but didn't bother this time as there was no change
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AF
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Post by AF »

Can you test if b_radar places radar towers next to eachother or spaces them out? I have an idea I might have made a certain mistake but I havent got NTai source here at the moment.
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DJ
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Post by DJ »

it spaces them out
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AF
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Post by AF »

NTai XE9.58

It turns out I'd made a silly mistake by passing the builder as the building and vice versa, so you NTai commander would try to find a place to put a mex by passing in a commander instead of a mex.....
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AF
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Post by AF »

NTai XE9.59

- Building placement algorithm optimizations and restructuring
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

I still cant get it working with lindirs xta buildtree. can you give me a step by step installation guide to get it to work?
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AF
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Post by AF »

IK:

http://spring.clan-sy.com/phpbb/viewtop ... 154#171154

everyone else:

I'm working on the build placement algorithm.
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AF
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Post by AF »

NTai XE9.6

This build changes a lot in the build algorithm among a few other little things.

I also reccomend you turn of interpolation of b_rule_extreme_nofact as it is bugged. Attacking also seems borked at the moment and scouting is disabled. Also be aware that if your conbots are building too close to factories then increase the spacing for the factories..

In the mean time try not to build shipyards either.
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AF
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Post by AF »

17 people have downlaoded this but nobody ahs mentioend anything so I must assume these people are expecting a skirmish AI and nto a development build.

So let me stress again:

THESE NTAIS ARE NOT SO PEOPLE CAN PLAY SKRIMISH BATTLES THEY'RE SO PEOPLE CAN FIND BUGS AND CRASHES, THEY WILL NOT GIVE GOOD GAMES AND THEY ARENT SUPPOSED TO WORK, YOU WILL BE DISSAPOINTED AND THESE AI BUILDS ARE NOT INTENDED FOR THE AVERAGE USER
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DJ
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Post by DJ »

OK mexes are now back on board, as regards the spacing you say that i need to increase the spacing if conbots build too close to a factory. I assume there is some spacing by default and one of the conbots built a radar tower inside a factory so there might be an issue there.

When do you think attacking will be back?
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AF
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Post by AF »

When looking at attacking I got NTai to place attack markers showing that it had identified a target map position to attack, but it never actually sends the units there.

In the build I have at home, I have changed the targetting function around a bit where its sending attack units to the target position but I've yet to try and test it.

Testing is somewhat of a pain when you're testing something like attacking since you have to let NTai build up a base and nvidia drivers may crash at any time during the building up process, and they usually do unless I'm playing simbase which usually gets around 30 minutes of pre-crash gametime (perhaps because it has no explosions yet).

I also notice sometimes that the blocking map is unblocked by items sometimes usually around factories because of con units bumping into things etc...

Also if you look at submarines latest AI interface bug report you'll notice this has a direct knock on effect on NTai task lists that involve shipyards, NTai places shipyards down on land then they never build, but they block on the blocking map preventing the other tasklists from building vehicle/air/kbot labs.

B_RANDMOVE also suffers from the same flaw as the scouting I disabled in that units move only a small distance resulting in lots of wriggling units getting in the ay of things.

There is also a discrepency in the engine between where you tell it to place a building and where it actually is and the location of a unit, which shows up in the blocking map imprint not correctly covering the unit evenly and being offsetted. This is because sometimes a location references the centre of the unit and sometimes it references the top left hand corner, and I'm not sure which is which. I do try to anticipate this but it isnt working as well as I hoped.

If you dont give a large enough amount of spacing around a factory then things will get built too close to the openings and things the factory builds might get stuck, or parts of the blocking map might get 'unblocked'.

In the mean time I'll try and sort out the unblocking problem, and check my spacing is being handled correctly. I may have a go at trying to implement a work around for the height issue where the engine wont return negative values for water, preventing the AI from detecting any water at all.
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AF
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Post by AF »

When looking at attacking I got NTai to place attack markers showing that it had identified a target map position to attack, but it never actually sends the units there.

In the build I have at home, I have changed the targetting function around a bit where its sending attack units to the target position but I've yet to try and test it.

Testing is somewhat of a pain when you're testing something like attacking since you have to let NTai build up a base and nvidia drivers may crash at any time during the building up process, and they usually do unless I'm playing simbase which usually gets around 30 minutes of pre-crash gametime (perhaps because it has no explosions yet).

I also notice sometimes that the blocking map is unblocked by items sometimes usually around factories because of con units bumping into things etc...

Also if you look at submarines latest AI interface bug report you'll notice this has a direct knock on effect on NTai task lists that involve shipyards, NTai places shipyards down on land then they never build, but they block on the blocking map preventing the other tasklists from building vehicle/air/kbot labs.

B_RANDMOVE also suffers from the same flaw as the scouting I disabled in that units move only a small distance resulting in lots of wriggling units getting in the ay of things.

There is also a discrepency in the engine between where you tell it to place a building and where it actually is and the location of a unit, which shows up in the blocking map imprint not correctly covering the unit evenly and being offsetted. This is because sometimes a location references the centre of the unit and sometimes it references the top left hand corner, and I'm not sure which is which. I do try to anticipate this but it isnt working as well as I hoped.

If you dont give a large enough amount of spacing around a factory then things will get built too close to the openings and things the factory builds might get stuck, or parts of the blocking map might get 'unblocked'.

In the mean time I'll try and sort out the unblocking problem, and check my spacing is being handled correctly. I may have a go at trying to implement a work around for the height issue where the engine wont return negative values for water, preventing the AI from detecting any water at all.
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DJ
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Post by DJ »

OK I set factory spacing to 5 and it made no difference, I'm pretty sure spacing is foo bar'd. I've emailed you a screen shot and the config i used.
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AF
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Post by AF »

I need to re-enable spacing markers with the peewees then.
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DJ
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Post by DJ »

could you use a spacing marker that is present in BA as well? I don't mind building a test config for XTA if necessary but would rather stick with BA
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AF
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Post by AF »

There isnt one, all the XTA names changed.

Code: Select all

	defence_spacing=7; 7*8 = 56
	power_spacing=6; 6*8 = 48
	factory_spacing=5; 5*8 = 40
	default_spacing=5; 5*8 = 40
a solar extractor in XTA is around 75 in width IIRC, these values are high if you're using the engines closestbuildsite() but with the new algorithm these values mean build squares not footprints, aka 5 squares, not 5*(squares in a footprint).

A game square is 8 pixels so measure out ingame and then divide by 8.

I'll have an XE9.61 out in the next 20 mins
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AF
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Post by AF »

NTai XE9.61 I hope that things are much much shinier!
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DJ
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Post by DJ »

afraid things are no better, i'm sending you some screen shots but it appears that the spacing is still a problem

Also the vehicle labs still just stop executing their task lists which was one of the very first bugs i submitted and is a real problem even though attacking isn't working yet it remains impossible to see the sort of unit production the AI is capable of.
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