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AAI 0.4 released
Posted: 13 Jan 2006, 01:50
by submarine
Although im not absolutely happy with aai's current behaviour i think it's time to release a new version.
This release features
- completely redone scout system (which should make it easier for aai to detect the enemy)
- redone and improved building placement
- air support
- builders assisting other builders/factories
- various minor things
The buildtable version changed as well, which means aai will automatically create new versions of all of your buildtables. so be patient and give aai quite some time to learn about the units as well as the maps...
Yet aai does not have a ressoruce management system at all. therefore it will probably not stand a chance against fast rushes with lev1 units. i'll take care of that in the future.
AAI v0.4:
http://www.fileuniverse.com/?p=showitem&ID=2148

Posted: 13 Jan 2006, 03:04
by Slamoid
My dialup modem bows to your VC compiler.
*downloads
Posted: 13 Jan 2006, 03:15
by Argh
I'm up for testing. Getting closer to "done" on my current project, and am in pre-planning for the mini-mods to give y'all more game designs to chew on...
Posted: 13 Jan 2006, 04:08
by Chocapic
hmm ive allways been curious about your very interesting learning system.
If it learns from crappy humans itll build crappy units/buildings ?
Posted: 13 Jan 2006, 04:44
by sintri
w o o t
Posted: 13 Jan 2006, 05:46
by Targon
Been looking forward to this!
thanks for the release
Posted: 13 Jan 2006, 06:27
by alaney3
Cool, I am glad to test it. Previous verson did pretty well as long as I set back and let it attack me first then I would counter attack. It did not do so well if I attacked i early. :)
Posted: 13 Jan 2006, 08:27
by Targon
the only thing is that air units (at least in SWTA) seem to want to attack 0,0,0. they will occasionally break off and go for a bombing run, but most of the time they shoot at that upper right corner.
Posted: 13 Jan 2006, 10:53
by submarine
Targon wrote:the only thing is that air units (at least in SWTA) seem to want to attack 0,0,0. they will occasionally break off and go for a bombing run, but most of the time they shoot at that upper right corner.
hmm, i thought i fixed this bug. ground units pass the unit_id of defences or strong units to the air force to get support
i dont know why they sometimes attack the upper left corner
Posted: 13 Jan 2006, 13:18
by Slamoid
Bug confirmed. 0,0 attack bug; though it looks like it's only aircraft, but on all AI sides.
I do have one beef: It seems your AI doesn't have a desire to expand too much. It builds an advanced Kbot lab, and works mexes outwards, but it rarely fortifies a position, aside from getting some L1 kbots to patrol. But honestly, aside from that this is great. I'm seeing some great behavior in AI-vs-AI games. Ground squad gets killed by tanks? Planes. Planes getting shot down? Kbots. Kbots getting bombed? Fighters. This is GREAT I say.
I told my friend about this AI and he doesn't want to try it. He says once AIs start to learn, it's all over for the rest of us. I think with a little more aggressivness, he might be right.

Posted: 13 Jan 2006, 14:19
by submarine
Slamoid wrote:
I do have one beef: It seems your AI doesn't have a desire to expand too much.
atm there isnt any economy management at all, aai just tries to build mexes or cheap power plants when running low on ressources. so there's no way to determine if its necessary to further expand. but this is probably the next thing on my todo list...
Posted: 13 Jan 2006, 18:13
by sintri
couple things, 1/2 of my allied air kept attacking the upper left hand corner while the other 1/2 sat back. Then a while into the game the enemy base would randomly erupt shooting at some invisible enemy.
Posted: 13 Jan 2006, 19:09
by cain
could it be that ai tries to get a position of an unit no longert in LOS? that would return 0,0,0 (I think, don't remember if was -1,0,0)
Posted: 13 Jan 2006, 19:43
by submarine
could be possible, i thought about that too. but if a unit is not in los, you dont get its definition. but aai needs a valid definition to determine if its sensible to send in air support or not. so atm the attack order is given the unit must be within los
Posted: 13 Jan 2006, 20:52
by Archangel of Death
@sintri: Sounds like some of your friendly aircraft flew up really high and started flying over the enemy base. The enemies guns will try to shoot it even if it is so high up its out of range.
@submarine: Do you have a default response in place for when they don't get a unit definition? And what happens if a squad gets shelled to death by artillary that is out of line of sight, or maybe even radar?
Posted: 13 Jan 2006, 21:03
by alaney3
submarine wrote:
atm there isnt any economy management at all, aai just tries to build mexes or cheap power plants when running low on ressources. so there's no way to determine if its necessary to further expand. but this is probably the next thing on my todo list...
I played your ai using AAspring13 on map Altored devide. no crashing, no memory hoging,attacked well early in game, much improved over previous version. I think that once the above quote is fixed it will be much better. Will try it on other maps and mods. Keep up the great work!
Posted: 13 Jan 2006, 21:26
by Chocapic
i have one comment about ur ai, it does a lot of res buildings before the first plant..wich makes almoust any ai capable to kill it since for example before it builds its first plant it builds about 4 mexes and 3 solars or so (maybe even more buildings..). (note: nanostalling on solars).
At this time any ai already has an attack on it making its game a crap from that moment forward.
all im saying is that you should reconsider the time for first plant or first defences , because as it is now any rush will kill it (just a thought for you to use in the future).
Posted: 13 Jan 2006, 21:54
by submarine
Archangel of Death wrote:
@submarine: Do you have a default response in place for when they don't get a unit definition? And what happens if a squad gets shelled to death by artillary that is out of line of sight, or maybe even radar?
Stationary arty (eg. berthas) will be passed to the airforce by scouts
if aai cannot get the definition (-> unit is not in los) no air support is ordered at all
Posted: 13 Jan 2006, 21:58
by IMSabbel
Is it only me, or will the ai never build any kind of non l1 ressource buildings?
They never build mohos or any kind of fusions/geos. And they VERY rarely build anything with l2 construction units... This makes the ai very weak in the endgame.
Posted: 13 Jan 2006, 23:14
by submarine
IMSabbel wrote:Is it only me, or will the ai never build any kind of non l1 ressource buildings?
as i mentioned before, aai has atm no economy management at all. this is the next important thing on my todo list