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Good times for KAI

Posted: 08 Jan 2006, 16:22
by krogothe
Yesterday i finally managed to make KAI 100% crashfree on any map (got bored of testing it on metal maps only)
It doesnt play anywhere as good on normal maps but they didnt do too bad, especially considering i was drunk while coding it yday :lol:
We had many very long games to test the stability so it looks like its real business!

There were two very funny games, one where Kelson wanted to play 2 humans vs 6 KAIs with 100% handicap, which was so short i wont post any screenies, and a big massive one in anglosaxon starfish (4 kais vs 3 humans no handicap):

Heres a human placing mexes:
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Heres KAI doing the same:
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The two starfish arms where Sabutai's and Diamond's bases used to exist:
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They did attempt a hilarious rescue mission to save Diamond's last con, with a goliath chasing after it, making hlts to block the shots while masse sent in a transport around the island. It didnt work but it was close!

By the 30th minute all 3 humans were cornered but putting up a stiff resistance thanks to masses ultraporcing techniques, which were getting neutroned all the time (wait till it makes nukes):
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In my drunken rage i removed radar usage completely as it was buggy and ugly, wasting resources, however this prevented AI units from finding the human base (yeah i need to code scouting properly), and due to the also crappy building code, the game was running much too slow, so we had to call it quits so i could go to bed...


EDIT:
so then today i readded it along with more "agressive" building placement :twisted:

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Anyways thats the update. By the way, The metal class is now 2x faster, a bit smaller and more practical, ill post it up soon!

Posted: 08 Jan 2006, 23:39
by Triaxx2
Looking at the mini maps, it's not hard to see which ones are AI's and which are human.

Posted: 09 Jan 2006, 00:45
by Masse
ahhh... soo much fun with the KAI... i want millions of rematches :lol:

Posted: 09 Jan 2006, 02:17
by Chocapic
how much handicap was there ?

Posted: 09 Jan 2006, 02:17
by krogothe
zero

Posted: 09 Jan 2006, 02:29
by Chocapic
very interesting then :wink:

Posted: 09 Jan 2006, 03:25
by Targon
any release date? I want to watch this beat up the other AI.

Posted: 09 Jan 2006, 16:15
by krogothe
2 months at the very least... so much work still to be done

Posted: 09 Jan 2006, 20:11
by AF
^_^, that is very godo news from over here, that gives me ample time to finish my coursework and exams then go fulldrive on NTAI, and I've got truckloads of ideas I've had to stall on.
I only hope that veylona nd submarine can keep up once our exams are finished.

Posted: 09 Jan 2006, 21:29
by submarine
my exams will begin this february and my prediploma in theoretical physics will likely take place this april, i dont know how much time will be left to work on aai :(

Posted: 09 Jan 2006, 22:36
by Kelson
For the record, Peace and I managed to break the AI, not get beaten by them :) Not to claim we would have won each time, but the more we played them the more we dominatedddddd! (although, as he said, it wasn't made a 'good' ai yet, just a stable ai)

Posted: 09 Jan 2006, 22:51
by krogothe
really? i thought you lost all you base and all you had left was a comm wild gun running in the first 4 minutes, while peace survived but was already taking a 10-to-1 beating in economic power...
oh well i must be getting old and remembering things wrong

Posted: 10 Jan 2006, 02:56
by Argh
Now that it looks like it's stable... I will be happy to test it, if you want it tested thoroughly. Based on the screens, I am quite sure that I will be able to find chinks in its armor 8)

Moreover, I doubt it can play anything but XTA... stable or not. Which is a problem, but hey... baby steps and all that.

Posted: 10 Jan 2006, 04:14
by Kelson
Lost my base? I didn't bother building one that first time - I dgun'd the enemy's then started building up in my corner. Then you had to go fix something with the AI. I had a bunch of stuff up, including a near-done lvl 2 kbot lab, and a sexy lvl 3/4 comm :)

On another note, have some more feedback on your metal class whenever I find you on spring.

Posted: 10 Jan 2006, 04:49
by Caydr
How mod-portable will this AI be?

Posted: 10 Jan 2006, 05:30
by Fanger
does it support aircraft !!!!!

MAKE IT SUPPORT AIRCRAFT!

Posted: 10 Jan 2006, 14:14
by krogothe
I added aircraft support, took a whole nine minutes, plus twelve mins of testing. It build its base up, scouted and attacked with air, but the results are not satisfactory, even with air/land combined and im not surprised since ive been over-using the crappy beehive & friends test code for all that. I removed air support shortly after, happy enough with the proof of concept.

Im working on the last "instant gratification" features (eg, small bits of code that show visible improvement straight away), before moving on to the "extremely delayed gratification" things, where ill have to code many thousands of lines, it will probably not work and ill only find out if it does once im done! If it works, then well, planes and ships will be added quickly. If it doesnt, well Ill quit making KAI :wink:

As for mod-portability, ill be using a new system which should please players and mod-makers alike (especially mod makers), but i wont reveal any details about it yet since its a feature described above and might not work well or at all.

Posted: 11 Jan 2006, 19:33
by krogothe
*evil cackle*
they would be surprised to see this built in the 23rd minute but both players died beforehand :(
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Posted: 11 Jan 2006, 19:36
by Chocapic
it looks very impressive , allthough i need a 1on1 match with it on a not metal map to take my conclusions out :wink:

Posted: 11 Jan 2006, 20:39
by hrmph
Please consider releasling a pre-alpha test version. You would definitely not be the first person to release an incomplete AI :)