Dont know whats with the engine dev <-> ai dev drama so ill just comment as player and maker of some game nobody plays:
I think the lack of AIs/AI devs ultimately boils down to:
1) no games to play.
Any spring game either changes alot in some months or it is dead, except for maybe the basic gamemode of kernel panic. (the one without shields etc)
So that leaves TA games but TA is not a good testfield for AIs imo. (tl;dr but can expand on this if wished)
There is interest in spring in the AI community at large but these issues prevent us from benefiting from a flood of academic and hobby interest: ...
I agree and bad documentation also stops the flood of game makers and modders. Like ie
http://love2d.org/ Spring could be a good tool to quickly prototype game ideas. And not just games, (agents) simulations and all that stuff too...
http://springrts.com/wiki/AI:Development:Lang:C
vs
http://code.google.com/p/bwapi/wiki/BWAPIManual
How comes some hacked close source engine has a better manual?
people are blindly seeing the quick lua job as superior to the 6 month C++ AI purely because its lua without even considering its flaws and merits.
Uhm, no.
From a players point of view, native AIs were not that big a sucess in the last years. Crashy, often outdated etc, generally frustrating.
On the other hand, there are the Lua AIs of S44 and zeroK which are easy to set up, always work, use "specials",
know the game and all that.
There are no dedicated AIs for games outside of TA.
Yes. I would even say the "
so they develop for as many games as they can" part is just wrong because because all the AIs were/are made with TA in mind. Even the ones that claimed to support multiple games only really supported *A. As soon a game was somewhat different, they failed. (ie E&E hub system)
Which AI does really try micro the hero units of Gundam?
Which AI does not walk through the fire of the area deny thing of Kernel Panic's pointers?
Which AI tries to capture flagpoints in S44 or planets in THIS?
Afaik none does any of that. This sort of things can not be changed with config files either.
So if a native AI "plays" KP it seems more a result of the builders
having no other buildoption but to make sockets. Or if you watch some AIs playing Cursed at first glance they seem to be working but if you look closer they just poorly try find the units closest to the ones in TA or w/e. This "auto categorize every unit" which most AI devs seemed to have going on was pretty fail imo as it only really worked for TA. Could have just hardcoded the counters then.
So if Lua AIs suffer exactly the same problem native AIs do, then why are people advocating dedicated lua AIs?
(See above, only Lua AIs ever got to play a non-TA game)
Also the "information problem" is much easier with Lua. ie in Spring Tanks, if I wanted the Lua AI to know the game score, I would just put it into this global _GG. SYNCHED thingy and then the AI can read it. (and then play more defensive when it is winning for example)
To notify any native AI about the score would require me to do uhm, no idea actually. Only info I found is
A follow up release will be made at the weekend with extra API additions such as game:SendToContent(luatable) for gadget communication, and anything anyone puts forward between now and then.
And the AI<->Lua communication seems to be one-way only and AIs other than Shard do not have it at all.
Content developers see a lack of progress in native AIs to support their games purely as a sign that native AIs will never suffice.
When I list the disadvantages of native AIs I refer to the currently active AIs. Surely an AI like S44's CRAIG could be made in any language. But realisticly I just do not see anybody who would do the trouble for ie spring tanks.
Why the generalisation of "Content developers", there are not that many games in development.
And ie oksnoop2 does not really care if CT gets a Lua AI or something else, I think neither does Azeremomomomth (Cursed)
Bob's object based "Contact" game will not be playable by any AI either. And no config file can fix that.
When in actuality, a lack of help from them, coupled with a non-presence in the AI community is actually to blame.
Didnt I at some point answer all the questions about CT's economy and whatever else (cruisers?) was stopping Shard?
Popular anti native AI sentiment is leading to anti-competitive behaviour and a rise in the quick fastjob lua AI
The only game EVER with the patented quick fastjob lua AI (TM) is Spring Tanks! Only here you get the full "blindly sends units towards enemy" tactic, the AIs of KP/S44/zeroK are too advanced to be called fastjob.
Fun fact: no other Lua AIs exist. (so its hardly a poplar movement)
So Lua AIs can only be bundled with the game but I guess even the games that already have a working AI would just include a second AI if somebody asked. And native AIs can play vs bundled AIs just fine, so how does it lead to less competion?