KAI v0.2 Unnoficial

KAI v0.2 Unnoficial

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

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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

KAI v0.2 Unnoficial

Post by krogothe »

Since the whole KAI team has been busy/away a lot and we are still fairly far from a release, i decided to post this little sneak preview. Its been a while since i last released afterall and i might as well have some feedback until we are back at work at full steam.

This version has lots of little improvements feature-wise , however it is very buggy (be glad if you get a full game without a crash) and will MOST LIKELY play worse than 0.11 at most mods (except FF i guess since 0.11 didnt support it!). Think of it as a preview demo rather than a main AI (use the other AIs or 0.11 for that!)
Feel free to give out your hearts out in feedback, i havent got much to do atm anyways 8)

Some of the new stuff:
-lots of bugs
-more cpu consumption
-more crashes
-worse-ish overall gameplay
-metal map support (metalheck, speedmetal, etc)
-Tactical retreats
-Dynamic attack groups (they split and rejoin to adapt to threats)
-Mex upgrading
-Builder management (no more builders stuck with factories)
-more intelligent counter construction (it will still rush planes into AA though :/)
-better compatibility with human sharing the team with AI
-Groups combined by unit type (needs work dont worry)
-better defence placement against air (only really noticeable in FF)
-Better reclaiming (no more heaps of units into one wreck)
-lots of little things i cant remember right now...



linky:
http://www.unknown-files.net/browse.php?dlid=1531

PS: RENAME THE DLL (to kai02.dll or something) ELSE IT WILL WRITE OVER 0.11 WHICH YOU WONT WANT!
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Neddie
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Re: KAI v0.2 Unnoficial

Post by Neddie »

krogothe wrote:except FF i guess since 0.11 didnt support it!
I don't think you need to worry about FF for a while. There are two versions in development [Optimus' and that of an unnamed Coalition] that will be radically different, and nobody will be playing either really for a while.

Just, side note.
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krogothe
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Re: KAI v0.2 Unnoficial

Post by krogothe »

neddiedrow wrote:
krogothe wrote:except FF i guess since 0.11 didnt support it!
I don't think you need to worry about FF for a while. There are two versions in development [Optimus' and that of an unnamed Coalition] that will be radically different, and nobody will be playing either really for a while.

Just, side note.
yeah but its a great mod for AI dev (like EE), which led me to mex upgrading and some other improvements, plus it plays it fairly well too! :)
Its a shame nobody plays it much (its a bit slow i must say)

Ooh apparently it works with gundam now too, let me know how it goes someone
colorblind
Spring Developer
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Post by colorblind »

I just had a go with it, and it didn't crash at all (XTA v7). One thing I noticed though is that KAI doens't check if unit can get out of factories before building the factory. It just builds factories right next to impassable places (such as water, mountains, features).
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unpossible
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Post by unpossible »

on AA it seems to be pratting about with LLTs and toher defenses around its first factory, building so many it block the exits sometimes (i'll post a pic of it sometime, i started with 5k & 5k resources to kick it off quickly)

the new airforce control and AA usage kicks arse though
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krogothe
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Post by krogothe »

unpossible wrote:on AA it seems to be pratting about with LLTs and toher defenses around its first factory, building so many it block the exits sometimes (i'll post a pic of it sometime, i started with 5k & 5k resources to kick it off quickly)
please do post a pic! (unless its enemy had no attacking units at the time, then i know whats up!)
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Argh
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Post by Argh »

I don't suppose it works with NanoBlobs yet?
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krogothe
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Post by krogothe »

I feel quite bad about that really, KAI supports even random mods ive never played, yet nanoblobs, which has given me joy over the years is still unsupported.
The reason for this is, NB support was a quick job for the old KAI with its random scouting/attacking and basic expansion routines, but now the metaphorical antes are upped as to say. even with the upcoming general unit category system (which will increase mod support a LOT) NB would most likely overload KAI and push its flexibility to its limits, so it takes times.
Basically the version that worked with NB was a very quick, crude hack, like making a tic-tac-toe AI (probably easier, it was only a few lines of code). Now however i want to make it figure it out for itself, without a special version or specific code (like its done for pretty much all mods atm), and due to its unorthodox gameplay it will be hard. Im working at one mod at a time and adding the main features that would benefit it the most while improving behaviour across the board. First XTA for unit selection, then EE for defence placement and expansion, then FF for mex upgrading and builder management and hopefully soon nanoblobs for unconventional buildtrees and mass unit tactics, as well as exponential expansion (needed badly, just watch 0.2 play metal heck and only have about +70 m after 20 mins).
Its in the plans, dont worry :)
Last edited by krogothe on 15 Aug 2006, 14:17, edited 1 time in total.
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Argh
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Post by Argh »

Dude, it's cool, I just want to be able to pit NTAI against something besides me, for game-dynamic purposes. Playing against humans is also very useful, but I just don't have much time (or convenient hours) to do a lot've that, due to my work schedule.
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Neddie
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Post by Neddie »

Argh wrote:Dude, it's cool, I just want to be able to pit NTAI against something besides me, for game-dynamic purposes. Playing against humans is also very useful, but I just don't have much time (or convenient hours) to do a lot've that, due to my work schedule.
I run NTai against AAI myself - though I am considering using my monster computer and running 2 NTai, 2 KAI, 2 AAI, 2 JCAI and 2 OTAI at once.
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unpossible
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Post by unpossible »

neddiedrow wrote:
...2 JCAI and 2 OTAI ..
do they still work???!
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AF
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Post by AF »

They need recompiling, and they need updated config files for the latest AA/XTA versions.

You cant pit an AI against NTai in nanoblobz, NTai is the only surviving AI that works with it.
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krogothe
AI Developer
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Post by krogothe »

Argh wrote:Dude, it's cool, I just want to be able to pit NTAI against something besides me, for game-dynamic purposes. Playing against humans is also very useful, but I just don't have much time (or convenient hours) to do a lot've that, due to my work schedule.
We all have our schedules :wink: Dont worry though, when it supports NB it will likely support almost anything you can throw at it!
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unpossible
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Post by unpossible »

how about mods where al the units can reclaim/build? 8)
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BvDorp
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Post by BvDorp »

The Quest For The Mod That Can't Be Played On With Kai will soon begin :twisted:
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rattle
Damned Developer
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Post by rattle »

...and haev lots of nuc.

Just tried it on MoonQ20 on FF 1.18 KAI vs. AAI and it crashed after 30 seconds :?. It crashed when KAI started building a metal extractor.

I tested this a bit more and it happens on several maps. Other mods aren't affected it seems.
JohnnyB
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Joined: 30 Dec 2006, 02:48

readme file

Post by JohnnyB »

Could do with a readme file. I get incorrect globalai dll version after loading.
tombom
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Joined: 18 Dec 2005, 20:21

Post by tombom »

Yeah it doesn't work anymore. Sadly :(
Kloot
Spring Developer
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Post by Kloot »

All AI's compiled for one version of Spring will not work in later versions unless recompiled.

That said though, I recently spent some time reviving the KAI's in SVN, but 0.11 just sits idle doing absolutely nothing and 0.21 (-current) only builds solars and mexes, so you wouldn't get a good game out of it anyway.
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VonGratz
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Post by VonGratz »

Hi Kloot!
Any hint about this?
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8793
VonGratz :wink:
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