XE8, XE9, XE10, Cell & Epic XE11
Posted: 05 Mar 2006, 18:53
XE8, XE9, XE10, Cell & Epic XE11
Currently I'm on version 0.33/XE7a of NTAI, and for a while now I've been eyeing a new AI project and planning the end of NTAI. So first I'll outline my plans for NTAI as well as a few ideas I have to implement for group AI.
The current situation
Firstly, I see people have been having problems with NTAI XE6+7, namely a crash bug and a nasty problem with single players. Lately I've attempted to correct the later, and succeeded, only to notice that playing nanoblobz resulted in no crashes even though argh said otherwise using XE7a. Suffice to say a test where 30 krogoths 200 Goliaths and 100 sumo's where placed in an arena surrounded by Vulcan's, buzz saws, doomsday weapons, and punishers, all where destroyed and then repeated with 2 NTAI's present and no crashes occurred.
I also changed the way buildings are placed slightly to prevent units from trying to build on their current location causing a stall sometimes, especially prevalent with commanders at game start and in nanoblobz.
XE8
Mongus has been making a lot of requests for improvements with how attack is handled in NTAI. Specifically planning ranged attacks such as ak's attacking a llt while crashers use the provided los of the AK's to destroy the llt. While ranged attacking is something that would require more extensive recoding, an easier request that comes along with much needed changes was defining attack groups rather than attack numbers, eg ak ak ak crash rather than 5 units 10 units 20 units. For that I'll be merging scouting and attacking so that attack groups can do both, and scout groups can be defined (5 finks for example). These will be defined as meta tags just like they currently are.
I'll do this by forming a pool of units, from which different sub-agents can draw units from to scout/attack etc. The good thing about this is it means I immediately have a simple TAI style tactical system with 2 basic agent types, being scouter and chaser tactical agents.
I will also consider allowing units to cloak when the energy is present based on a similar definition as the kamikaze units. And if it is needed greatly, mobile units that have no scouting/construction/offensive properties, such as mobile fusion reactors, mobile targeting facilities, or the sheep in nanoblobz that cant build, could be set to move to the lowest value on the threat matrix, meaning the matrix would have to be set initially to a high value rather than '1'.
Build trees for AA XTA FF and Nanoblobz will have to be fine tuned. Argh has already fine tuned nanoblobz for the next release he is working on, and will continue to work on it. Someone proposed to work on FF for NTAI, the same person who worked on FF for AAI, though i have yet to hear back from him. And I need someone for AA and XTA. Mongus has worked on XTA definitions but it is not official. I'll be drawing up documentation to further speed up the process and help people ready for the XE8 release, along with a simple update mechanism for learning files and mod definitions.
XE9
For this I intend on fine tuning the new systems present in XE8 and making units more intelligent. Along with that basic global wish lists free form tags that will implement AAI/OTAI style resource rules to help NTAI adapt to different circumstances that an ordinary build tree cannot anticipate.
I have planned several tactical agents to take advantage of the new implementation from XE8, as well as a shift to the task handling used in the 0.3 test builds
Aside from that I intend on integrating a building placement algorithm, to eradicate one or two minor problems (congestion of units when under nanoblobz, decent grouping of resource buildings, unit staging areas, minefields for nonblocking mines, etc).
In this version I also intend on sorting out water compatibility once and for all.
XE10
In this version I want a finalization of NTAI, attack and scouting tweaked and improved. I'll add wall building in this version, and player targeting.
I've also been doing research into travelling salesman problem to help with mex placement.
I'll also change the way the mod data for NTAI is stored for future compatibility should it be needed, and to help clear the clutter of several versions of just adding tags.
I'm also going to work with integrating the efficiency stats more into building selections, such as factories.
To make it clear, this will be the last and final version of NTAI to be released, equivalent to NTAI 1.0
Interim Group AI
I intend on creating a GUI aid group AI. Mainly an AI that adds simple data to the map showing what a unit is doing and other information. Namely the following off the top of my head:
- Construction ETA
- movement ETA
- current unit commands icons above units
- LOS borders
- Mex cache data generation & learning data generation without NTAI running, let NTAI get experience from your games and not just games you play against it
- Custom markers, such as rotating triangles or units rather than simple line markers
- Metal maker+Moho me AI integration
- Construction finished notification window
- Possibly panic clicking from sup com depending on how it works out....
There's no planned time frame for this to be complete however and could be finished anywhere between a week or half a year from now.
Epic & Cell
I've been tinkering and working on either TAI or NTAI for nearly a year now, during which I've speculated, and theorized, and thought a lot about things but I haven't implemented them, for example NTAI X, TAI tactical agents, the TAI building algorithm and transport AI etc... But I've also learn a lot in the last few months and I've stayed with a consistent design for NTAI that i feel is no longer capable of supporting the things I want, as well as the better implementations I have in mind.
To solve this problem and finalize the ideas and thoughts I've presented that permeate the AI's currently released in so many ways, I've devised a new AI project, separated as Cell and Epic. Cell being the new core I can build my AI around, and Epic being the actual high logic code driving the AI.
I'll make another post about Cell and Epic when I've finished writing something that can accurately describe it..... Along with some other stuff about future NTAI versions...
Currently I'm on version 0.33/XE7a of NTAI, and for a while now I've been eyeing a new AI project and planning the end of NTAI. So first I'll outline my plans for NTAI as well as a few ideas I have to implement for group AI.
The current situation
Firstly, I see people have been having problems with NTAI XE6+7, namely a crash bug and a nasty problem with single players. Lately I've attempted to correct the later, and succeeded, only to notice that playing nanoblobz resulted in no crashes even though argh said otherwise using XE7a. Suffice to say a test where 30 krogoths 200 Goliaths and 100 sumo's where placed in an arena surrounded by Vulcan's, buzz saws, doomsday weapons, and punishers, all where destroyed and then repeated with 2 NTAI's present and no crashes occurred.
I also changed the way buildings are placed slightly to prevent units from trying to build on their current location causing a stall sometimes, especially prevalent with commanders at game start and in nanoblobz.
XE8
Mongus has been making a lot of requests for improvements with how attack is handled in NTAI. Specifically planning ranged attacks such as ak's attacking a llt while crashers use the provided los of the AK's to destroy the llt. While ranged attacking is something that would require more extensive recoding, an easier request that comes along with much needed changes was defining attack groups rather than attack numbers, eg ak ak ak crash rather than 5 units 10 units 20 units. For that I'll be merging scouting and attacking so that attack groups can do both, and scout groups can be defined (5 finks for example). These will be defined as meta tags just like they currently are.
I'll do this by forming a pool of units, from which different sub-agents can draw units from to scout/attack etc. The good thing about this is it means I immediately have a simple TAI style tactical system with 2 basic agent types, being scouter and chaser tactical agents.
I will also consider allowing units to cloak when the energy is present based on a similar definition as the kamikaze units. And if it is needed greatly, mobile units that have no scouting/construction/offensive properties, such as mobile fusion reactors, mobile targeting facilities, or the sheep in nanoblobz that cant build, could be set to move to the lowest value on the threat matrix, meaning the matrix would have to be set initially to a high value rather than '1'.
Build trees for AA XTA FF and Nanoblobz will have to be fine tuned. Argh has already fine tuned nanoblobz for the next release he is working on, and will continue to work on it. Someone proposed to work on FF for NTAI, the same person who worked on FF for AAI, though i have yet to hear back from him. And I need someone for AA and XTA. Mongus has worked on XTA definitions but it is not official. I'll be drawing up documentation to further speed up the process and help people ready for the XE8 release, along with a simple update mechanism for learning files and mod definitions.
XE9
For this I intend on fine tuning the new systems present in XE8 and making units more intelligent. Along with that basic global wish lists free form tags that will implement AAI/OTAI style resource rules to help NTAI adapt to different circumstances that an ordinary build tree cannot anticipate.
I have planned several tactical agents to take advantage of the new implementation from XE8, as well as a shift to the task handling used in the 0.3 test builds
Aside from that I intend on integrating a building placement algorithm, to eradicate one or two minor problems (congestion of units when under nanoblobz, decent grouping of resource buildings, unit staging areas, minefields for nonblocking mines, etc).
In this version I also intend on sorting out water compatibility once and for all.
XE10
In this version I want a finalization of NTAI, attack and scouting tweaked and improved. I'll add wall building in this version, and player targeting.
I've also been doing research into travelling salesman problem to help with mex placement.
I'll also change the way the mod data for NTAI is stored for future compatibility should it be needed, and to help clear the clutter of several versions of just adding tags.
I'm also going to work with integrating the efficiency stats more into building selections, such as factories.
To make it clear, this will be the last and final version of NTAI to be released, equivalent to NTAI 1.0
Interim Group AI
I intend on creating a GUI aid group AI. Mainly an AI that adds simple data to the map showing what a unit is doing and other information. Namely the following off the top of my head:
- Construction ETA
- movement ETA
- current unit commands icons above units
- LOS borders
- Mex cache data generation & learning data generation without NTAI running, let NTAI get experience from your games and not just games you play against it
- Custom markers, such as rotating triangles or units rather than simple line markers
- Metal maker+Moho me AI integration
- Construction finished notification window
- Possibly panic clicking from sup com depending on how it works out....
There's no planned time frame for this to be complete however and could be finished anywhere between a week or half a year from now.
Epic & Cell
I've been tinkering and working on either TAI or NTAI for nearly a year now, during which I've speculated, and theorized, and thought a lot about things but I haven't implemented them, for example NTAI X, TAI tactical agents, the TAI building algorithm and transport AI etc... But I've also learn a lot in the last few months and I've stayed with a consistent design for NTAI that i feel is no longer capable of supporting the things I want, as well as the better implementations I have in mind.
To solve this problem and finalize the ideas and thoughts I've presented that permeate the AI's currently released in so many ways, I've devised a new AI project, separated as Cell and Epic. Cell being the new core I can build my AI around, and Epic being the actual high logic code driving the AI.
I'll make another post about Cell and Epic when I've finished writing something that can accurately describe it..... Along with some other stuff about future NTAI versions...