Page 1 of 4

TSI 0.24 beta released! (compatible with Spring 0.74b3)

Posted: 27 Aug 2006, 08:23
by Tow_IMPono
As we promised, we are releasing first public version of our AI.
It's playing still very poor and usually loses battles with other AIs.
So don't except too much of it.

But now, when AI engine is finished, and major bugs are fixed we can focus on improving gameplay.

---------------------------0.24--------------------------------------
It took much more time than we expected (over two months), but finally TSI 0.24 is finished.
It corrects all known bugs of 0.21 version and brings several new features. Also a few new mods (like Kernel Panic) are supported.
TSI plays much better, but there is still much to be done.

Changelog:
0.21 -> 0.24 - 17.IV.2007
Fixed bug precluding TSI from building anti-air.
TSI won't crash any more on metal maps
Improved mex placing on metal maps
Improved scouting management
Light calibration
Support for new mods like Kernel Panic
Fixes bug causing freezes on maps with water
HeightMap - new powerful feature, with possibilities farly exceed anything form other AIs (however it will be fully used in TSI 0.4 or later)
New Mex placing algorithm
Fixed bug with geothermal power plants
A lot of minor fixes
AI\TSI folder must exist (else TSI will crash).
This version generates more logs than 0.21 (yes, it's possible). If you don't want them, just delete or rename AI\TSI\log subfolder.

If you encounter any crashes or other problems we will be very grateful for reports.
>DOWNLOAD HERE<

(TSI package at UF will be updated by Tow Dragon ASAP)

Next releases:
TSI 0.3 will have full support for water maps. The very basic support is more or less ready, but due to lack of time it won't be finished (and released) very soon.
We are also going to rewrite unit management system, it'll be probably done in 0.4 version.
-----------------------------------------------------------------------------



---------------------------0.21 (old)---------------------------------
As you surely expected, TSI is still developed. We have reached a great progress since last release. The feature we have focused on is mod support. Today we decided to release first public beta of TSI 0.2 series. We are fully aware of bugs in it, but we know that we are not capable of making bugfree program. This version should be compatible with any quite new version of XTA, AA, BA, FF or NanoBlobs (for AI devs: we are using config files, but if TSI didn't find correct version, it tries to run with the file with smallest Levenshtein's distance from mod name). Support for other mods is in development. So, download, try and share your experiences. If you encounter any crash/unhandled exception, please send me (or Tow_dragon) zipped log (they are in your TASpring\AI\TSI\Log directory).

In file containing TSI you can find TSI Updater. It is an additional application written in C#, that allows for easy updates of TSI, config files, or even the Updater. Of course you have to have .NET 2.0 runtime to run it, but it isn't necessary to play TSI. Have a nice game ;].

Posted: 27 Aug 2006, 13:05
by unpossible
mmm...tasty!
performs well once it gets going, though i've found it tends to crash if there is more than one instance of TSI, i shall mail the logs.

Posted: 27 Aug 2006, 18:05
by tow_dragon
Few bugs in this release have been fixed. Next release should be much better.

Posted: 27 Aug 2006, 19:51
by AF
You should be saving to /AI/TSI/Logs/

Your ai and all its data will get deleted by the 0.73b1 installer as a result. NTai and AAI have been chanegd to load from /AI/AINAME/

Posted: 27 Aug 2006, 20:17
by tow_dragon
TSI don't writes any informations, it hasn't got learning algorithms.
Only Krogothe's MetalMap writes some files.

But we will fix it in next release - this is only (or it should be) a test version.

Posted: 27 Aug 2006, 23:15
by AF
In that case look at the version of his algorithm NTai uses, it has a fix for save loading between versions of spring and recompiles todo with changes in the float3 class.

Posted: 28 Aug 2006, 22:51
by AF
http://taspring.clan-sy.com/w/index.php ... ction=edit

You have a wiki entry to fill in.

I suggest you take the AAI entry and modify it so you keep consistent formatting with the <--Back links and the boxes with data.......

It'd also be nice if you added an image to it. I've added a TSIentry in the AI's menu section but you need to create the page

Posted: 30 Aug 2006, 17:01
by Tow_IMPono
We are releasing new version of our glorious AI.
It seems to be much more stable than 0.10 and it have several new features.

Changelog:

Code: Select all

0.1 -> 0.11
-Fixed several crashbugs
-End with anti-nuke paranoia
-AI now stories files in /AI/TSI folder
-Restored metal makers management
-Improved construction units management

Download link is in the first post.


It plays decent on Xanthe Terra v3 :)

Posted: 30 Aug 2006, 19:44
by unpossible
don't forget that it has to have the AI/TSI folder created for it otherwise it'll jam your PC up right proper :wink: .
how the heck does it do that???

Posted: 31 Aug 2006, 06:57
by AF
Its because they're using the fopen and FILE object method of loading files rather than the more modern ifstream and ofstream variants which dont crash on opening/saving if the target doesnt exist.

This is why OTAI AAI and NTai used to crash if there where no folders, however now they just do nothing and give error messages instead of crashing.

However a quickfix albeit hackish is to surround with a try{}catch(...){}

Posted: 31 Aug 2006, 11:48
by Tobi
try{} catch() doesn't catch segmentation faults, only C++ exceptions, of which there are none generated in fopen() (as it's a C function...).

Just check return values! (Lesson 1 in writing stable code btw...)

Code: Select all

FILE* f = fopen("bla", "r");
if (!f) show_error_and_quit();
Do that ^^ and use the cb->GetValue() function with AIVAL_LOCATE_FILE_R & AIVAL_LOCATE_FILE_W. That way your AI will support multiple data directories on Linux & automagically create directories if it wants to write a file into it.

Posted: 01 Sep 2006, 18:58
by iamacup

Posted: 02 Sep 2006, 17:49
by tow_dragon
I've replaced fopen and FILE method into C++ file streams. It should appear in next release (I hope that it will be soon, there are some important changes from 0.11 in TSI).

Posted: 04 Sep 2006, 23:46
by Neddie
I would love to see further development of this, including the support of other mods... what are the immediate plans for the future?

Posted: 05 Sep 2006, 17:58
by tow_dragon
Currently we are writing universal mod support (this is tow.impono's job) and make bugfixes, small upgrades etc (me).

Version 0.12 (main change: support for guarding units) is almost done. It should be released very soon.
Version 0.2 (universal mod support planned) will be probably released in next month - there is much work to do and because of our holidays have been ended, we can't spend as much time as in August on developing this project.
I am also going to write water map support (my idea) but I will start to write it in October or later.

Posted: 05 Sep 2006, 18:19
by AF
You cna always take out the ubuild class in NTai which does Universal build choices, just replace G->cb-> with the TSI equivilant.

Posted: 05 Sep 2006, 21:59
by SinbadEV
OH NOES THE CURSE OF TEH SCHOOL YEAH!

Log file

Posted: 16 Sep 2006, 12:05
by Riko
I found that the log file was 2.5gb!

Posted: 04 Oct 2006, 19:41
by kvdd
i have maked the dirs, but it dont work in SP with0.73b1

it says: incorrect gloabal ai dll..

how can i fix it?

(i got the same problem with other AI's with this version)
:cry:

Posted: 04 Oct 2006, 19:57
by rattle
They all need a recompile except for AAI and NTAI.
[edit] NTAI, needs a recompile as well. Sorry for the confusion.