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JCAI source on spring CVS

Posted: 09 Oct 2005, 19:06
by jcnossen
For anyone interested, I've uploaded the work-in-progress JCAI source to the spring cvs repository:

http://cvs.sourceforge.net/viewcvs.py/s ... ring/JCAI/

It is currently working but doesn't scale very well to larger bases, and doesn't build defense yet, as well as some other minor problems.

Posted: 09 Oct 2005, 19:07
by SinbadEV
Does it crash anymore?

Posted: 09 Oct 2005, 19:10
by jcnossen
Nope, it's very stable now :)

Note that releasing is a bit difficult since it uses the newer AICallback which is not supported in spring 0.64b1

Posted: 09 Oct 2005, 19:12
by Min3mat
for all us coding-noobs could you please tell us how to get it to work? AF keeps on talking about compiling it, what do i need for that? (link would be nice)
pretty please? :cry:

Posted: 09 Oct 2005, 21:22
by jcnossen
SJ told me there is going to be an update tomorrow, and JCAI will be included in it, so you'll have to wait till then.
I'll try to do a few improvements before tomorrow...

EDIT: SJ told me there is POSSIBLY going to be an update tomorrow

Posted: 09 Oct 2005, 21:28
by Min3mat
really! cool!
this could be bad news for AF though...
is this a update in the cvs or the current version?

Posted: 09 Oct 2005, 21:33
by jcnossen
Not a cvs update, a "real" update where version numbers increase ;)
But I think I'm stealing the news here :P
anyway, jcai is not be much of challenge right now, but it's a nice way for
beginners to find out how the game works.

Posted: 09 Oct 2005, 21:40
by Min3mat
really! Alantais going to be pissed :lol: can't wait to tell him! rofl

Posted: 09 Oct 2005, 22:21
by jcnossen
Well really the AI sucks now, so I don't think he's going to be pissed (oh yes Im mean angry in UK english :P) that much :lol:

Compiling JCAI

Posted: 09 Oct 2005, 22:33
by alik83
When compiling JCAI I get an error:
d:\games\workCode\JCAI\BaseAIDef.h(23): fatal error C1083: Cannot open include file: '<boost\bind.hpp>': No such file or directory
I have regular VC2003 instalation, so I wonder how to workaround this problem...
Thx,
Alik

Posted: 09 Oct 2005, 22:53
by GrOuNd_ZeRo
Can anyone refer me to a page I can download VC2003? i'd appriciate it so I can mess with the Spring sourcecode...

And Zaphod, you ROCK man :D

Posted: 09 Oct 2005, 22:54
by jcnossen
You need the boost::bind headers to compile:
http://www.boost.org/
Boost::bind requires no libraries to be linked or anything, so you just need to set the correct include path in vstudio (tools menu -> options -> projects -> VC++ Directories)
You will need other boost parts anyway once the linux port has been merged.

GZ: Eh thanks :P

Posted: 10 Oct 2005, 05:52
by Strider
This is great news. Including a working AI in the default distrobution will only serve to help new players get used to the system, and/or allow others to try different stratagies/mods.

Will this be like your last AI in that it gets it's behavior from a rather easily interpreted and edited text file (that will inevitabally be built upon within a week of it's release), or is it a bit more internalized?

Posted: 10 Oct 2005, 06:18
by mikedep333
I agree. Having an AI included to practice against, no matter how crappy it is, will help attract newcomers.

If a new spring version is not released within the next few days, someone please compile a version that works with .64b1.

Also, include a start menu shortcut to spring.exe for an AI game.

Posted: 10 Oct 2005, 07:01
by Kuroneko
mikedep333 wrote:Also, include a start menu shortcut to spring.exe for an AI game.
just make a script, and run the script via a shortcut.

Posted: 10 Oct 2005, 08:37
by jcnossen
Will this be like your last AI in that it gets it's behavior from a rather easily interpreted and edited text file (that will inevitabally be built upon within a week of it's release), or is it a bit more internalized?
Yes and no, the last config script allowed for a lot of control of how the base was constructed, you could specify what build what. The new script is more of a set of weights for all the algorithms implemented into it.
The AI finds out automatically which builders are required to build things, and possibly which builders are required to build the builders....
This build table is also all precomputed and stored in a cache file on disk.
I could also just calculate the storage unit types and resource production unit types by itself so those don't have to be specified in the config file, but for now I wanted a little more control.
However forces and recon work in the same way.
So a text file is still used but a lot of things are more automated and internalized

Posted: 10 Oct 2005, 20:18
by AF
Oh, min3mat, if you'd seen what I've seen you wouldnt be pissed of at all, you'd be quite ecstatic

^_^

Posted: 10 Oct 2005, 20:23
by AF
http://www.fileuniverse.com/?p=showitem&ID=1597

For those who cant wait, zaphods previous AI release recompiled for current version (0.64b1)

Posted: 10 Oct 2005, 20:25
by Min3mat
meh censorship suxxx

Posted: 10 Oct 2005, 21:22
by jcnossen
Use your own thread for cryptic messages please :P

And why are you uploading my buggy old 0.10 version? :|
Let me decide when to release my stuff ok? :shock: