AAI 0.5 released

AAI 0.5 released

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

AAI 0.5 released

Post by submarine »

Hello,

i'll be away the next four weeks and i dont know how much free time i'll have to develop aai. therefore i decided to release aai 0.5, even if it's might not be as good as it could have been after spending some more days on testing. however i seems to be fairly stable.

i want to thank imsabbel and yuri for doing a lot of pre release testing and their detailed feedback!

i'm sorry that there is still no support for water maps, but i thought it was more important to support air only mods like final frontier first.

have fun!

edit:
AAI 0.52:
http://www.fileuniverse.com/?p=showitem&ID=2445



Here's the changelog:

AAI v0.50:
- Completly new ressource management system (will be further improved in the next versions)

- Buildtable will now be shared by all instances of AAI (this mainly reduces aai's memory usage as well as a slight increase in loading time when running more than one aai-player at the same time)

- Improved factory/builder request system/modified buildtable, to be able to add support for AATA

- Improved radar/jammer placement

- AAI now builds metal makers and storage buidlings

- Added support for metal maps

- Added support for air units only mods (e.g. Final Frontier)


- Added a general.cfg holding information that is used for all mods (e.g. allowing users to adjust how much cpu-power AAI takes for scouting)

- Fixed a bug when AAI stopped building after completing a few buildings

- Fixed a bug that crashed AAI right at the beginning on certain maps (especially metal maps) (thx to IMSabbel for reporting this bug)

- Fixed a few crashbugs

- Added mod support: Final Frontier, Gundam Annihilation
Last edited by submarine on 21 Feb 2006, 12:07, edited 1 time in total.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

So the crashbug was just an artefact?

Btw: the bahaviour you descriped make it seem like its a stack busting issue... sure there is no way for a context depending buffer overflow when calling that function? Because that could magically dissapear when recompiling the obj files....


btw,2: an easy way to introduce reclaiming without to much work would be just checking for idle constructors and issue an area reclaim command on the area of base sectors after checking if metal is needed.

That way the base would kept clean, and the ai could get a considerable early game boost, seeing how 100s of metal in kbot corpses usually end up sitting around unused...
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Dont forget that trees, which are reclaimed with an area reclaim order as well, give energy instead of metal. So it would probably be a good idea to check for energy and metal needs when reclaming.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

compiling: i dont know how the compiler arranges data when recompiling so you're probably right..

reclaiming: good idea, i'll try to do that :)


this relesa is not stable, i'm working on a quick fix
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