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ZcAIn introduced - 0.02
Posted: 18 Oct 2005, 21:16
by cain
I've done some progress with mine AI:
http://www.fileuniverse.com/?p=showitem&ID=1658
ZcAIn AI
version 0.02
added features
- complete builder handling
- auto rebuild of destroyed buildings
- a little hardcoded ugly script, build a simple base
and take over an hotspot (if you don't attak =) )
bugfix
- killed units doesn't crash the AI anymore
- more robust order and unit handling
- moved some more code to find mexes into the
unit
- moving units goes to their pos
- units does not remain stuck anymore after a
order is completed
known bugs
- save/load of map informations doesn't works
- some orders in the queue are never executed
(notice the three mexes to build on the hot
spot - and that only one is actually built.
concurrency problem?)
______________________________
version 0.01
initial release
current features
- metal handling of any map
- ability to find best metal position in a zone
- ability to find best metal zone in a map
current bug
- does nothing useful, apart a lot of aircrafts and mexes
Posted: 18 Oct 2005, 21:26
by AF
hmmm, perty little thing you got there.
*cain gets a cookie*
Posted: 18 Oct 2005, 23:16
by submarine
well i dont know if it happened by accident or its part of your strategy but after building some solar plants and an aicraft factory your commander walks around the map until it finds the players base and attacks it...
Posted: 18 Oct 2005, 23:49
by cain
*damn* I think ive got ridden of that bug. it happens as the returned pos from closestbuildsite was 0,0,0 . I think I've putted a check on this. better recheck. what map was that? i've never see this on small divide
Posted: 19 Oct 2005, 00:04
by submarine
no it wasn´t on smalldivide but on river jale (its not one of the standard spring maps..)
Posted: 19 Oct 2005, 02:24
by Stanky105
Cain,
I have tested your AI on several maps, and so far it does nothing at all, the commander just stands there.
Did I install it correctly? I put the main zcain folder into the AI folder, but took out the .dll and put it next to the other .dll's in the global ai folder. The rest of the files are sitting in the zcain folder inside the globalAI folder.
Posted: 19 Oct 2005, 08:27
by cain
how did you tested it? tha only way to make it do something is to plai with the globalai test script, corrently there are some check that miss for plaing the ai from the lobby. I'll download river jale soon to make some tests. thanks for the reports. however: the install consist only in copiing the dll in the globalai folder. the other files are just the sources of the ai
Posted: 19 Oct 2005, 08:35
by Stanky105
cain wrote:how did you tested it? tha only way to make it do something is to plai with the globalai test script, corrently there are some check that miss for plaing the ai from the lobby. I'll download river jale soon to make some tests. thanks for the reports. however: the install consist only in copiing the dll in the globalai folder. the other files are just the sources of the ai
Oh, ok... yeah I was trying to play it from the multiplayer lobby. I did install it correctly, just didn't play it correcty...
I'll try the other route and see if I have better luck.
Posted: 19 Oct 2005, 11:17
by Masse
i works just fine from the lobby
all u need to do is put zcain.dll into \aidll\globalai\
and then open the lobby and begin game and push the Reload it the bot list

Posted: 19 Oct 2005, 20:21
by AF
WHAIDUIFNNGIUGBNJIN
You havent befuddled your cource code after compiling before you released have you? I see a 1000% accuracy drop in your mex routines when they are itnegrated into NTAI from this version, infact apart from telling me there are no mex positions whatsoever they crash the game everytime I build a mex.
Posted: 19 Oct 2005, 20:27
by Torrasque
Is it normal that in the AILog.htm , every map size is detected as 32*32?
Posted: 19 Oct 2005, 20:38
by AF
AILog.htm simply calls callback->GetMapWidth()/32 or I think thats it. Maybe it's just a co-incidence that you're reading the same log bti voer and over again instead of scrolling down? Or maybe your maps are all 32x32, atm NTAI detects brazillian battlefields as 16x16 I think, if thats wrong I'll tweak it again.
But ncie to know that there is someone else who has an AILog.htm
Posted: 19 Oct 2005, 21:06
by cain
actually, there's no change altsoever in the metalhandler class. just diff it if you don't believe
Posted: 20 Oct 2005, 01:16
by CaptainMaim
ZCain AI crashes when a unit get captured. (Spesifically my commander captured a rather rude Core Construction Aircraft who was insistant upon building a mex right next to my starting point.) I captured the unit, he turned blue and the game crashed with a DLL exception Error.
Posted: 20 Oct 2005, 01:51
by jcnossen
Currently all AI's crash when units are shared or captured, it's simply impossible to detect it.
Posted: 20 Oct 2005, 02:48
by Stanky105
Masse wrote:i works just fine from the lobby
all u need to do is put zcain.dll into \aidll\globalai\
and then open the lobby and begin game and push the Reload it the bot list

.....weird, it never works for me when loaded in the lobby, the commander just sits there.
Posted: 20 Oct 2005, 09:24
by CaptainMaim
Zaphod wrote:Currently all AI's crash when units are shared or captured, it's simply impossible to detect it.
Oh. So much for "Dead or alive"... Aquiring enemy units is now just "Dead Only." Yar! Kill 'em all! No Bounties for the live ones!
Guess they should include that in another AI interface update then eh?
Stanky105 wrote:
.....weird, it never works for me when loaded in the lobby, the commander just sits there.
What about your Spring version? You know the lastest NTAI only works on the lastest Spring. .65b2... Not .65b1 (I know I tried, and I got the brain dead commander too.)
Posted: 20 Oct 2005, 13:49
by Triaxx2
Perhaps a belong flag? Something along the lines of IFF tags, so that it only attempts to issue orders to units with a flag indicating they own it.
Posted: 20 Oct 2005, 20:37
by AF
lmao, to chekc if a unit has been captured, simply keep a log of all your untis and every now and again do an iterative loop testing each unti by calling the itnerface and asking which side that unit id belongs to then comparing it to what your side is, and if there are any mistmatches then that unit has been captured.
Posted: 20 Oct 2005, 21:16
by CaptainMaim
Alantai Firestar wrote:lmao, to chekc if a unit has been captured, simply keep a log of all your untis and every now and again do an iterative loop testing each unti by calling the itnerface and asking which side that unit id belongs to then comparing it to what your side is, and if there are any mistmatches then that unit has been captured.
The crash happened immediately, so I don't think that periodically checking is going to work. Unless by "every now and then" you mean per second. Cause once that plane's paint turned blue the game was through.