AAI 0.60 released (win + linux version included)

AAI 0.60 released (win + linux version included)

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

AAI 0.60 released (win + linux version included)

Post by submarine »

Hi @all,

this is the newest version of AAI. A lot of things have changed since AAI 0.55, so please delete any old AAI versions before installing this one.

It's the first version that supports naval units as well. However there are still a lot of issues concerning water maps. First of all AAI might not detct them correctly (so you have to correct it yourself) - have a look at the FAQ for more information on that topic - or AAI stalls because it cannot find a suitable buildsite for a water/ground building. I'll definitly spend more time on that in the future (once the new water renderer has been implemented, hehe *g*)

This is also the first version shipped with a .so file for linux useres (thx to nicke)

I also want to say "thank you very much" to all beta testers who really helped me a lot finding bugs during the last weeks.

Download: AAI 0.60 (win + linux)
http://fileuniverse.com/?p=showitem&ID=2922



Here's the changelog:

AAI v0.60:
(AAI's folder structure changed as well as all cache/learning files - i heavily recommend deleting old AAI versions before installing AAI 0.60)

- Experimental water map support, view FAQ for more details

- Changed buildtable: Hover crafts got their own category (no longer part of ground units) and several code cleanups to optimize speed

- AAI remembers which usefulness of different assault categories and orders further combat units based on that (i hope this will especially help adjusting the amount of land, hover and sea units aai uses on a mixed land/water map)

- Added support for stationary artillery (e.g. berthas) (added MAX_STAT_ARTY statement to mod cfg)

- Added support for several factories of the same type (added MAX_FACTORIES_PER_TYPE statement to mod cfg)

- AAI now defends extractors outside its base up to a certain max dinstace with cheap defence buildings (added MAX_MEX_DEFENCE_DISTANCE statement to mod cfg)

- Builder selection improved, AAI now uses closest idle builde

- AAI now sorts combat units into groups according to their max speed (added UNITS_SPEED_SUBGROUPS statement to mod cfg)

- Improved Air Force handling (added MAX_AIR_GROUP_SIZE, MIN_AIR_SUPPORT_EFFICIENCY statement to mod cfg)

- Improved/Fixed several mod cfg files

- Improved ressource management/AAI will now upgrade extractors to better ones

- Improved defence building selection

- Fixed a bug that crashed game right at the start on certain maps (eg. Battle Holmes) (thx to HiEnergy for reporting this bug)

- Fixed a few crashbugs

- Fixed various smaller issues/bugs

- Extended memory sharing between multiple instances of AAI and fixed a shared memory related crashbug


Download: AAI 0.60 (win + linux)
http://fileuniverse.com/?p=showitem&ID=2922
Bad_Dude
Posts: 44
Joined: 29 Mar 2006, 02:13

Post by Bad_Dude »

cool, going to play tonight
hilal
Posts: 35
Joined: 23 Feb 2006, 12:47

Post by hilal »

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

Post by submarine »

hilal wrote:very very impressed
thx dude, nice to hear :)
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Imperator
Posts: 85
Joined: 13 Oct 2005, 00:04

Post by Imperator »

Gotta say that this is the best AI so far, maybe the first one to deserve the I in AI :)
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Once im sober and clean, ill give it a go and see if it can top OTAI, the battles pretty close!
Spectre
Posts: 42
Joined: 03 May 2005, 16:57

Post by Spectre »

watching SAI vs AAI on comet catcher is fun....

:twisted:
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

Hehe, this is one good AI.

-in water maps does the commander have the water mex in his build tree? he never seems to build any, although once he's built a factory the other builders manage to place them just fine.

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

Post by submarine »

aai doesnt have any buildtrees - the commander should build water mexes if aai has no other (better) builder availbale. however perhaps something is broken concerning under water builder selection

krogothe wrote:Once im sober and clean, ill give it a go and see if it can top OTAI, the battles pretty close!
i always wanted to do that but otai starts producing those massive "freezes" after a couple of minutes - so im wating for the next version
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

All the other AI's have had a habit of idle time at the beginning, I played OTAI last night and saw sometimes it waited as much as a minute before finally doing something, something even the first JCAI never did. Like JCAI all the other AI's have tried to close the idle time gap with each release being more instantaneous than the last.

Of course the design of NTai meant a unit did something immediately or it didn't do anything..
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

what do want to tell us in that context?!
bamb
Posts: 350
Joined: 04 Apr 2006, 14:20

Post by bamb »

ok, first feedback (AA 1.44):

1) I played in blue planet (medium-sized water map with metal isles) against two arm AI:s (1vs2).
-One built stuff, even scouting ships and subs and an advanced torpedo thingy. I got him down with lvl 1 gunships though. The other AI didn't build much except a few solars and mexes, and then idled on his island at the low right side.

2) Comet Catcher Remake. Here the two AI:s pwned me. The berthas were too much and finally a bulldog mass attack. In the beginning succesfully killed some of their con units and mexxes and solars with jeffys but they rebuild so quick it doesn't hamper them much... they don't bring much reinforcements though, lack of micro always got my jeffy to their llt/comm range and I was killed.

3) I played in comet remake against one AI. Here it played fairly well, though I think I still saw some odd hovercraft etc. It's kernel base was tight and in the corner, berthas right on the edge. It was somewhat tough but I won in the end anyway, it didn't have enough defences. (No annihilators, which I had 3 of, though I didn't have berthas) It tried to fend off my bulldogs with bombers, which is, needless to say, futile, since they move. But it was no obvious game, mainly because of the berthas it had.

In the end it crashed though (that ai exception thing), just when I was killing it's commander. It had about half of the buildings left then.


Quite nice. :-) The processor usage is bearable, compared to many other AI:s. I hope the crash would be fixed..
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

make it support buildings as commanders :P
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

what do want to tell us in that context?!
What? Is there something wrong with just randomly replying?
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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

w00t! I truely hope this AI will pwn me in every single way :shock:
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Wow, Can't wait to try this AI...

Sub, you make the best AI's so far, and I officially endorse AAI for use with WD, something I have never done.... :P
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

FLOZi wrote:make it support buildings as commanders :P
i already got a aata version to test that, its on my todo list. i just thought since you will need some time to balance it i may have a few more weeks to do that :)
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

About commanders as buildings, if you want a real challenge, just wait for me to put out the mod im working on...
Hansolo88
Posts: 18
Joined: 15 Feb 2006, 21:31

Post by Hansolo88 »

Exciting news, I can't wait to try it out! OTAI 1.12 is a very impressive AI and has been beating AAI 1.55 100% of the time in little battles I've been staging, though usually with a good fight. I will upgrade to AAI 1.60 and see how it fairs!
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

submarine wrote:
FLOZi wrote:make it support buildings as commanders :P
i already got a aata version to test that, its on my todo list. i just thought since you will need some time to balance it i may have a few more weeks to do that :)
Yay! :-)

I just wanted to test it abit on various maps... the current 'Demo' version is rather suited to some more than others, due to the selection of units in it.
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