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[Bug(whatever?)] in aai.dll bot single player game
Posted: 17 Aug 2006, 20:30
by kvdd
I started a game with 4 players:
1) Myself
2) Bot (aai.dll)
3) Bot (aai.dll)
4) Bot (aai.dll)
Okay... play ... play ... play ...
Now check this screen, this is my Ally-mate in the game, a bot.
THAT BOT MORONS BUILD EVERY WHERE IN THE GAME STUPID ~~ metal extractors ~~
Whats up man?
Posted: 17 Aug 2006, 21:18
by AF
lol build placement algorithm bug...
Posted: 17 Aug 2006, 21:40
by kvdd
I used this AAI AI with TA:AA...
Nobody have comments?

Posted: 17 Aug 2006, 22:24
by rattle
Check .\aidll\globalai\AAI\cfg\map\<mapname>.cfg if it was detected as metal map. Other than that, I don't know. You should've posted this in the AAI thread and bugger submarine.

Posted: 18 Aug 2006, 13:06
by submarine
-> it very much seems like aai considered that map being a metal map...
Posted: 18 Aug 2006, 15:54
by krogothe
Might concern me then, since its likely a metal class issue! Whats the map called?
Posted: 18 Aug 2006, 16:15
by kvdd
krogothe wrote:Might concern me then, since its likely a metal class issue! Whats the map called?
The map was called 2_Valleys-v04
Posted: 18 Aug 2006, 16:25
by AF
If this happens in AAi then it should happen in NTai and KAI too as they all use the same algorithm.
I have a fix however that I've been suggestignf or a very long time.
Krogs mex class fitlers out metal values below a certain value as they're insignificant, which is good. The problem arises in how he does it. Instead fo doign ti absed on how much the average mex would give at that point, he does it based on the value on the metalmap in the range 0->255. This doesnt take into account any situations where say 1 == +5 metal and 255 = 2000 metal and the whole map is 1's exept a spot in the centre which is 2000. Go play core prime industrial estate and you'll see this in action. All the AI's go to the middle top and bottom to build their mexes despite it being a metal map.
Increasing the contrast of the metalmap before running it through the algorithm would also improve results and filter out those faint traces inbetween mexspots that AI's try to build on. Look at aGorms Blackstar and you'll see despite there being a ring of mex spots the AI's try to build on the faint spot in the middle thats almost worthless and barely visible.
Posted: 18 Aug 2006, 16:30
by kvdd
In C:\Program Files\TASpring\aidll\globalai\AAI\cfg\map\2_Valleys-v04.cfg
Its a LAND_MAP

Posted: 18 Aug 2006, 16:48
by AF
LANDMAP has nothing todo with metalmap
press f4, and you'll see the way metal is distributed.
If a map has metal and it's uniformly distributed it's considered a metal map. aka plonk a mex down anywhere and it extracts metal.
It's possible for maps to be both land maps and metal maps at the same time.
metal heck is a prime example.
Posted: 18 Aug 2006, 23:52
by mehere101
its not only possible, its usually expected
