AAI Update

AAI Update

Here is where ideas can be collected for the skirmish AI in development

Moderators: hoijui, Moderators

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submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

AAI Update

Post by submarine »

Sorry for being absent so long. Thank god, my exams are over now so i have more free time to spend on developing aai.

i recently added support for storage buildings and im currently experimenting with faster learning system. however it seems that something broke the power plant selection code, right now aai keeps on building the cheapest powerplants again.

beta-testers did not report any crashes the last week and i hope there'll be a release at the end of this week.
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sintri
Posts: 55
Joined: 30 Nov 2005, 18:38

Post by sintri »

I'd love water
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hrmph
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Joined: 12 May 2005, 20:08

Post by hrmph »

Glad to know exams didn't kill you. Welcome back :)
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Vordiplom doesnt kill, diplom does :D
(pity submarine in 2 years or so :D)
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

it wasnt my prediploma :)

that will take place at the end of march...


sorry water support will be delayed to any later versions - i want to release 0.5 asap
Baloogan
Posts: 23
Joined: 15 Jan 2006, 17:52

Post by Baloogan »

Is there any way to make it .... expand and tech up faster? I usually play vs AAI with a 10000 handicap so it basically has infinite resources, and its great, but still eventually I win. :( Is there any way for you to tell it to build unit makers if it has a huge surplus of metal and energy?
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Glad to hear work continues. Should note that the current version does not work with any of the new builds of NanoBlobs, and crashes. Will get into this in more detail if this continues to be an issue as things get a little closer to release...
IMSabbel
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Post by IMSabbel »

Could you reproduce those crashbugs i mailed you about, submarine?
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

IIRC you were implementing a new resource system. Will the upcoming version have better resource management? IMO this would make the AI so much better :) for the rest is awesome enough :-) :shock: :P
IMSabbel
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Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

the latest test version is (when it doesnt crash) MILES ahead of the last one on fileuniverse.
Liam
Posts: 93
Joined: 02 Nov 2004, 22:43

Post by Liam »

this is a great AI, and i'm by no means being an idiot in this post. but i honestly believe water support should be your top priority for one simple reason:

how ironic is it that your name is "submarine" but your AI doesn't support water?, you like submarines so much that you named yourself after one, but apparently your AI is too good for them?


:P
of course i'm only joking, keep up the good work :)
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QMan
Posts: 103
Joined: 17 Feb 2006, 01:10

Post by QMan »

First off, let me introduce myself! I've long been a TA fan, and recently discovered TASpring. I've taken numerous courses at school in Neural Networks, and am intimately familiar with a few learning algorithms. I'd like to extend my knowledge to help out with this awesome AI algorithm.

To start off, can anyone point me to a link that describes what the various columns represent in the learn files? I've been watching the AI behavior very interestedly recently, and would like to see if I can push and prod things on my own. :) I'd guess the first few cols are the effectiveness of a unit versus a specific unit type (ground assault, defense, etc). Any suggestions?

-QMan
submarine
AI Developer
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Joined: 31 Jan 2005, 20:04

Post by submarine »

sorry, we have been visiting the "gsi" (germany's largest particle accelerator located in darmstadt - those guys were the first to create a lot of those super-heavy elements)...

@imsabbel:
it seems to be the same crashbug as before: suddenly aai crashes when using stl::lists although everything is correct. after deleting all .obj files and recompiling, it seems to be gone....


here's a short description about mod learning files:
the first number indicates the internal id of the unit (have a look at the buildtable log file - you'll find unit ids and their corresponding names there) the second number indicates the side - dont change this values

the next 5 numbers are the combat efficiency of the unit
(vs. ground, air, arty, stationary, sea). do not set them to zero!

to save memory, some buildings that are not armed at all (factories, power plants) use these 5 values to store some ressource management related data - dont be surprised :)

these are the only values that may be edited manually, e.g. if you want to prevent aai from choosing depth charge launchers as anti air defence, you could lower the air eff. of that unit to something like 0.001

(dont edit the following values)
the next four values are the ai-inetrnal costs of the unit
the last values store the unit id of all possible buildoptions (if any) and all possible builders for this unit

i hope this will help you, we could perhaps add that to the wiki

edit:
this is related to buildtable version 0.5
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QMan
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Post by QMan »

Cool, thanks for the info! :)
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

darmstadt GSI FTW! I can't believe they do open tours, that's pretty damn sweet! :D

What all bits of it did you see? I know the place is gigantic; and did you get to work with any of the equip or anything? :D
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QMan
Posts: 103
Joined: 17 Feb 2006, 01:10

Post by QMan »

Another question on the learn files. Does it update the learn file on the fly during the game, or after the game is over (on quitting), or on some other condition?

-QMan
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