Detecting AI errors

Detecting AI errors

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

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alik83
Posts: 82
Joined: 08 Sep 2004, 15:32

Detecting AI errors

Post by alik83 »

For ex. : when GiveOrder() to a builder is issued, he starts moving, but when he get's to a place- it's occupied (and "buildpos occupied" message is given),
or bldr is given order to guard or repair another unit and that unit gets destroyed b4 the builder gets there and situations like that:
The question: is AI able to detect when an order fails (Do you know in what situations GiveOrder returns -1, would it return -1 in the situations above?), and is it able get the error message?
Are there any good and easy ways to detect when order fails or do you always have to arrange it manually by checking all your units or smth.?
Thanks,
Alik
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Sj's AI's used simple checking by recording what command the unti should have when checked and comapring it to what ti should be doing. To test this start Central construction AI and take a unti guarding another utnia dn give it commands and it'll post error.

JCAI attemtped to do the same on a bigger scale.

However the commands the AI gives have the same effect as wen issued by a human.
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