RAI v0.601
Moderators: hoijui, Moderators
Re: RAI v0.601
RAI's crashing over here, it's just a matter of when, not iff (win32, XP). Seems like it's something to do with Units getting stuck:
http://planetspring.free.fr/spring/stac ... 10066.html
As this is the last AI that still worked with P.U.R.E., it's rather disappointing that it's failing now. I guess it's time to switch to C.R.A.I.G. whether Tobi's done with his rewrite or not.
http://planetspring.free.fr/spring/stac ... 10066.html
As this is the last AI that still worked with P.U.R.E., it's rather disappointing that it's failing now. I guess it's time to switch to C.R.A.I.G. whether Tobi's done with his rewrite or not.
Re: RAI v0.601
Reth wrote:just happened to be around today..
.. sometimes units like this are built simply for the sake of energy production, other times as air-pads,.. and also as anti-nukes... I'd have to look at the log file to know for sure which lists it was assigned to. Normally there would only be 1 or 2 anti-nukes, but you're right I should probably have it consider the total anti-nukes built & being built.Societal wrote: * Aircraft carriers end up with too high of a priority and stockpile quite a lot of missiles even when no nukes have been used. I don't know if there is any check at the moment for a unit being destroyed by a nuke launcher. I believe some sort of ramping formula for anti-nuke priority would make more sense. I've seen a lot of RAI navies and ports destroyed when they had built 5 carriers each trying to stockpile 10 missiles... but had only built one or two battleships.
Code: Select all
Anti-Missile Build-List: Protector(1) Hedgehog(disabled) Scarab(disabled) Fortitude(1)
. . .
Air Base Build-List: Air Repair Pad(1) Colossus(1) Air Repair Pad(1) Hive(1)
Re: RAI v0.601
Observation about this AI - it seems to send it's commander towards the front-line early game with an aim of expanding its base. Problem is, it walks into my front line and then doesn't even try to back down / run away. (using the version that comes with spring - I'm guessing it's this one given the dates)
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- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: RAI v0.601
Crashes for me too - seems to be due to a specific command...
Was this fixed in the meantime (e.g. beta executable)?
Was this fixed in the meantime (e.g. beta executable)?
Code: Select all
[ 30288] Spring 0.79.1.2 (0.79.1.2-0-gbb45722{@}-cmake-tdm) has crashed.
[ 30288] Exception: Access violation (0xc0000005)
[ 30288] Exception Address: 0x0094b6fc
[ 30288] DLL information:
[ 30288] 0x00400000 spring
[ 30288] 0x7c910000 ntdll
[ 30288] 0x7c800000 kernel32
[ 30288] 0x10000000 DevIL
[ 30288] 0x77be0000 MSVCRT
[ 30288] 0x01c40000 ILU
[ 30288] 0x77da0000 ADVAPI32
[ 30288] 0x77e50000 RPCRT4
[ 30288] 0x77fc0000 Secur32
[ 30288] 0x68fc0000 GLU32
[ 30288] 0x5f0d0000 OPENGL32
[ 30288] 0x77ef0000 GDI32
[ 30288] 0x7e360000 USER32
[ 30288] 0x736d0000 DDRAW
[ 30288] 0x73b30000 DCIMAN32
[ 30288] 0x76c50000 IMAGEHLP
[ 30288] 0x6fbc0000 mingwm10
[ 30288] 0x7e670000 SHELL32
[ 30288] 0x77f40000 SHLWAPI
[ 30288] 0x71a10000 WS2_32
[ 30288] 0x71a00000 WS2HELP
[ 30288] 0x01c60000 SDL
[ 30288] 0x76af0000 WINMM
[ 30288] 0x7c340000 MSVCR71
[ 30288] 0x66fc0000 freetype6
[ 30288] 0x61b80000 zlib1
[ 30288] 0x6ed80000 glew32
[ 30288] 0x6b180000 vorbisfile
[ 30288] 0x63e00000 vorbis
[ 30288] 0x01cb0000 ogg
[ 30288] 0x01cd0000 OpenAL32
[ 30288] 0x76330000 IMM32
[ 30288] 0x02210000 guard32
[ 30288] 0x77bd0000 VERSION
[ 30288] 0x5e160000 fltlib
[ 30288] 0x773a0000 comctl32
[ 30288] 0x5d450000 comctl32
[ 30288] 0x02cc0000 raphook
[ 30288] 0x76bb0000 PSAPI
[ 30288] 0x746a0000 MSCTF
[ 30288] 0x02d80000 HsSrv
[ 30288] 0x73e70000 DSOUND
[ 30288] 0x774b0000 ole32
[ 30288] 0x76bf0000 WINTRUST
[ 30288] 0x77a50000 CRYPT32
[ 30288] 0x77af0000 MSASN1
[ 30288] 0x72c90000 wdmaud
[ 30288] 0x72c80000 msacm32
[ 30288] 0x77bb0000 MSACM32
[ 30288] 0x77ba0000 midimap
[ 30288] 0x75250000 msctfime
[ 30288] 0x69030000 atioglxx
[ 30288] 0x037a0000 atiadlxx
[ 30288] 0x778f0000 SETUPAPI
[ 30288] 0x78130000 MSVCR80
[ 30288] 0x719b0000 mswsock
[ 30288] 0x66710000 hnetcfg
[ 30288] 0x719f0000 wshtcpip
[ 30288] 0x770f0000 OLEAUT32
[ 30288] 0x06120000 Cm_Oal
[ 30288] 0x06150000 wrap_oal
[ 30288] 0x05bb0000 AIInterface
[ 30288] 0x05f20000 SkirmishAI
[ 30288] 0x060c0000 hook
[ 30288] 0x59dd0000 DBGHELP
[ 30288] Stacktrace:
[ 30288] (0) D:\Spring79\spring.exe(skirmishAiCallback_Unit_CurrentCommand_0ARRAY1VALS0getParams+0x123cc) [0x0094B6FC]
[ 30288] (1) D:\Spring79\spring.exe [0x007F9D84]
[ 30288] (2) D:\Spring79\spring.exe [0x007FB232]
[ 30288] (3) D:\Spring79\spring.exe [0x004688EF]
[ 30288] (4) D:\Spring79\spring.exe [0x00468E47]
[ 30288] (5) D:\Spring79\spring.exe [0x007BFB25]
[ 30288] (6) D:\Spring79\spring.exe [0x007B13B5]
[ 30288] (7) D:\Spring79\spring.exe [0x007816A3]
[ 30288] (8) D:\Spring79\spring.exe [0x007818D1]
[ 30288] (9) D:\Spring79\spring.exe [0x00408FFF]
[ 30288] (10) D:\Spring79\spring.exe [0x0041D6B0]
[ 30288] (11) D:\Spring79\spring.exe [0x00421E32]
[ 30288] (12) D:\Spring79\spring.exe [0x008BA365]
[ 30288] (13) D:\Spring79\spring.exe [0x008C3A94]
[ 30288] (14) D:\Spring79\spring.exe [0x008B914C]
[ 30288] (15) D:\Spring79\spring.exe [0x008B9336]
[ 30288] (16) D:\Spring79\spring.exe [0x0095F7B8]
[ 30288] (17) D:\Spring79\spring.exe [0x0040124B]
[ 30288] (18) D:\Spring79\spring.exe [0x004012B8]
[ 30288] (19) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C817077]
Re: RAI v0.601
yes, fixed now.
(pastebin.ca the whole infolog is better (sorry, i know i told you in other thread already ))
(pastebin.ca the whole infolog is better (sorry, i know i told you in other thread already ))
Re: RAI v0.601
In that game with this Spring version I was spammed with "ERROR: No Build-List Choice Available."..
Dunno if that is anything bad but since it says ERROR I thought I'd let you know.
Dunno if that is anything bad but since it says ERROR I thought I'd let you know.
- Attachments
-
- RAI Errors.7z
- Replay and Infolog
- (378.35 KiB) Downloaded 42 times
Re: RAI v0.601
Why does it give frame sync errors when playing two persons in networks ?
this did not happen in 0.79 i remember...
this did not happen in 0.79 i remember...
Re: RAI v0.601
yeah.. its a bug that is fixed in current ev version.. quite annoying, i know, coted me more then two days to find it.
i am sorry but you have to wait for next release.. i hope it will come soon.
i am sorry but you have to wait for next release.. i hope it will come soon.
Re: RAI v0.601
Hi Reth,
I really like your AI for three things - first being wide range of compatibility with many mods, second - always utilising land, sea and air units, even if poorly at times, third - being least resource heavy out of the other decent AI's.
I've got few suggestions for you for next release:
- make the AI more aggressive, as quite often it won't attack me even if that meant dealing to me heavy loses and giving the AI an upper hand - it needs to do very early harassment with bombers and gunships, followed by hovercraft on the sea and fast wehicles/kbots on the land
- learn the AI to make an aircraft army composition that makes sense - as of late on supreme battlefield they keep making ONLY those funny torpedo bombers and never build any other unit, funnily enough, I never intended to go by sea! (I've vanquished them solely by air + land + stationary artillery + nukes/high tech weapons)
- learn the AI to actually USE nukes as well as other experimental weapons such as orbital laser or nuclear cannon from NOTA, not to mention building and using even typical Big Berthas
- give AI very high priority of anti-air defense and anti-air interceptors early in the game, then learn it to decide what's best for it's defensive structures depending on player's strategy? (e.g. it's pointless to build too many AA turrets when the player sends in heavy tanks, but in case player deploys a more though-out strategy there are already too many turrets to hurt the AI by air without massive forces)
- learn the AI to make an army composition countering player's troops? (e.g. bombers and gunships with navy support in land-sea maps versus player focusing on land armies, fast rush of air units and fast, manoeuvrable forces versus a teching player, teching and focusing on advanced troops and fortifications versus swarm player, but NOT giving away ground due to emergency Air forces?)
I have bolded out parts which are critical for improvement, nevertheless your focus should be deploying good fortifications for the AI based on needs and using high tech buildings such as Bertas, nukes etc.
Finally, I have some questions:
- what's the current state of the development of the AI? Are you alone in this or someone helps you full- or half-time?
- when do you play to release next version and what will it hopefully include? (when do you plan =/= when you will) Will there by any mod-specific touches?
I really like your AI for three things - first being wide range of compatibility with many mods, second - always utilising land, sea and air units, even if poorly at times, third - being least resource heavy out of the other decent AI's.
I've got few suggestions for you for next release:
- make the AI more aggressive, as quite often it won't attack me even if that meant dealing to me heavy loses and giving the AI an upper hand - it needs to do very early harassment with bombers and gunships, followed by hovercraft on the sea and fast wehicles/kbots on the land
- learn the AI to make an aircraft army composition that makes sense - as of late on supreme battlefield they keep making ONLY those funny torpedo bombers and never build any other unit, funnily enough, I never intended to go by sea! (I've vanquished them solely by air + land + stationary artillery + nukes/high tech weapons)
- learn the AI to actually USE nukes as well as other experimental weapons such as orbital laser or nuclear cannon from NOTA, not to mention building and using even typical Big Berthas
- give AI very high priority of anti-air defense and anti-air interceptors early in the game, then learn it to decide what's best for it's defensive structures depending on player's strategy? (e.g. it's pointless to build too many AA turrets when the player sends in heavy tanks, but in case player deploys a more though-out strategy there are already too many turrets to hurt the AI by air without massive forces)
- learn the AI to make an army composition countering player's troops? (e.g. bombers and gunships with navy support in land-sea maps versus player focusing on land armies, fast rush of air units and fast, manoeuvrable forces versus a teching player, teching and focusing on advanced troops and fortifications versus swarm player, but NOT giving away ground due to emergency Air forces?)
I have bolded out parts which are critical for improvement, nevertheless your focus should be deploying good fortifications for the AI based on needs and using high tech buildings such as Bertas, nukes etc.
Finally, I have some questions:
- what's the current state of the development of the AI? Are you alone in this or someone helps you full- or half-time?
- when do you play to release next version and what will it hopefully include? (when do you plan =/= when you will) Will there by any mod-specific touches?
Re: RAI v0.601
My main focus since the last release had been overhauling the economy and expansion. My second, more intelligent military behavior.
Economy
Well.. to give the short explanation this will resolve a number of the issues that you mentions. The AI will have more units to throw around and become more aggressive, build higher tech weapons and nukes sooner. The current RAI tends to waste resources on extra factories, use 5 workers to build 5 building of the same type, leave factories to slowly construct inexpensive units by themselves.. those types of issues are being addressed.
Expansion
I mentioned this a page or 2 ago in less detail, the current system is a mess. Expand too much and constructors get killed off and wasted, expand too little and it will loss in a sheer competition of resources. Right now its deliberately limiting its expansion speed to try to fit that balance. I intend on lifting that limit entirely for resources with little threat and completely preventing expansion to resources of a high threat. It just currently doesn't have a system for determining this.
Military
Most of my recent work in this area has been basic logic. A group member is being attacked, the whole group will fight or flee. A structure is being attacked, defend it or abandon it. An enemy is spotted, attack it if its weak or defenseless. The army is retreating, one group met little or no resistance, it will continue its attack.
Economy
Well.. to give the short explanation this will resolve a number of the issues that you mentions. The AI will have more units to throw around and become more aggressive, build higher tech weapons and nukes sooner. The current RAI tends to waste resources on extra factories, use 5 workers to build 5 building of the same type, leave factories to slowly construct inexpensive units by themselves.. those types of issues are being addressed.
Expansion
I mentioned this a page or 2 ago in less detail, the current system is a mess. Expand too much and constructors get killed off and wasted, expand too little and it will loss in a sheer competition of resources. Right now its deliberately limiting its expansion speed to try to fit that balance. I intend on lifting that limit entirely for resources with little threat and completely preventing expansion to resources of a high threat. It just currently doesn't have a system for determining this.
Military
Most of my recent work in this area has been basic logic. A group member is being attacked, the whole group will fight or flee. A structure is being attacked, defend it or abandon it. An enemy is spotted, attack it if its weak or defenseless. The army is retreating, one group met little or no resistance, it will continue its attack.
This is beyond my current developments plans at the moment. Just an FYI, the current system tries to build a balanced number of units capable of fighting against all unit types based on how much of the map is water.Achilla wrote: - give AI very high priority of anti-air defense and anti-air interceptors early in the game, then learn it to decide what's best for it's defensive structures depending on player's strategy? (e.g. it's pointless to build too many AA turrets when the player sends in heavy tanks, but in case player deploys a more though-out strategy there are already too many turrets to hurt the AI by air without massive forces)
- learn the AI to make an army composition countering player's troops? (e.g. bombers and gunships with navy support in land-sea maps versus player focusing on land armies, fast rush of air units and fast, manoeuvrable forces versus a teching player, teching and focusing on advanced troops and fortifications versus swarm player, but NOT giving away ground due to emergency Air forces?)
Just me. Although, hoijui deserves full credit for maintaining RAI with the current version of spring.Achilla wrote: - what's the current state of the development of the AI? Are you alone in this or someone helps you full- or half-time?
Probably not soon, I might be the only programmer here stupid enough to waste my time trying to get git to work in vista - next time i'll try with ubuntu, I recently set my computer back up as a dual boot... after that hard-drive failure... and partition recovery... and reinstalling vista... then using my dying unbootable barely mountable hard-drive to restore some of the files that the vista installer accidentally misplaced... uh, it might be another month before I feel like doing something that requires thinking...Achilla wrote: - when do you play to release next version and what will it hopefully include? (when do you plan =/= when you will) Will there by any mod-specific touches?
Re: RAI v0.601
Im running Vista x64 and git-gui works here fine
Re: RAI v0.601
Rets, just join the dev channel in the lobby, or come to #ai. there are many ppl there, all using git, and i am sure some of them use vista, and most likely one or two of them had the same problems like you.
you dont have to stay there forever, just till your problem is solved :D
really.. they generally like to help, and we have some git experts.. no need to get frustrated about it, trying to learn it all by yourself.
you dont have to stay there forever, just till your problem is solved :D
really.. they generally like to help, and we have some git experts.. no need to get frustrated about it, trying to learn it all by yourself.
Re: RAI v0.601
With the latest versions of Spring RAI can't handle "cache" directory. So AI puts .log files & .res files into Spring root folder.
Current RAI resources:
You see there is "cache" dir already created. RAI just can't find it.
Current RAI resources:
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E:\games\Spring\AI\Skirmish\RAI\0.601\AIInfo.lua
E:\games\Spring\AI\Skirmish\RAI\0.601\AIOptions.lua
E:\games\Spring\AI\Skirmish\RAI\0.601\cache
E:\games\Spring\AI\Skirmish\RAI\0.601\SkirmishAI.dll
Re: RAI v0.601
Well, it uses
to get absolute path (cb is IAICallback pointer) from relative. Looking at AAI it uses another method:
Which one is obsoleted?
added
Looks like hoiju has fixed it. Thanx!
Code: Select all
AIHCGetDataDir cmdData = {
relPath.c_str(),
writeableAndCreate,
writeableAndCreate,
true,
false,
NULL
};
int ret = cb->HandleCommand(AIHCGetDataDirId, &cmdData);
Code: Select all
cb->GetValue(AIVAL_LOCATE_FILE_W, filename);
added
Looks like hoiju has fixed it. Thanx!
Re: RAI v0.601
This patch fixes water support absence. Still there is a bug when AI sometimes tries to build Vehicle Plant after building the first chunk of mexes & tidal generators.
Re: RAI v0.601
Well i am wondering about this too?moriarty wrote:Observation about this AI - it seems to send it's commander towards the front-line early game with an aim of expanding its base. Problem is, it walks into my front line and then doesn't even try to back down / run away.
because on Commander Ends you could beat easily a army of RAI's
Re: RAI v0.601
never play AIs with commander-ends. none of the AIs we have supports it.. or say.. they are all way too easy to beat there, cause they do not take special care for the commander.
Re: RAI v0.601
i am up for that the AI tags the Commander and gets a speciall script for it
to prevent that it makes a boirun on players
to prevent that it makes a boirun on players
Re: RAI v0.601
Is there still a way to get the source ? Wiki link is dead.. and didnt find it on github - (precompiled?)
Also really like the concept of a AI that can handle anything thrown at it..
Its sad that lua killed the idea..
Also really like the concept of a AI that can handle anything thrown at it..
Its sad that lua killed the idea..