RAI v0.601 - Page 13

RAI v0.601

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

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: RAI v0.601

Post by Argh »

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.
Societal
Posts: 64
Joined: 05 May 2009, 13:57

Re: RAI v0.601

Post by Societal »

Reth wrote:just happened to be around today..
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.
.. 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.

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)
Yeah I should have looked earlier. It ends up in Air Base.
moriarty
Posts: 30
Joined: 17 Jul 2009, 18:27

Re: RAI v0.601

Post by moriarty »

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)
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: RAI v0.601

Post by Master-Athmos »

Crashes for me too - seems to be due to a specific command...
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]
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: RAI v0.601

Post by hoijui »

yes, fixed now.

(pastebin.ca the whole infolog is better (sorry, i know i told you in other thread already ;-) ))
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Re: RAI v0.601

Post by MelTraX »

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.
Attachments
RAI Errors.7z
Replay and Infolog
(378.35 KiB) Downloaded 42 times
elias79
Posts: 57
Joined: 11 May 2008, 23:29

Re: RAI v0.601

Post by elias79 »

Why does it give frame sync errors when playing two persons in networks ?

this did not happen in 0.79 i remember...
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: RAI v0.601

Post by hoijui »

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.
Achilla
Posts: 79
Joined: 24 Aug 2009, 15:17

Re: RAI v0.601

Post by Achilla »

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?
Reth
AI Developer
Posts: 70
Joined: 15 Aug 2006, 14:05

Re: RAI v0.601

Post by Reth »

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.
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?)
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: - what's the current state of the development of the AI? Are you alone in this or someone helps you full- or half-time?
Just me. Although, hoijui deserves full credit for maintaining RAI with the current version of spring.
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?
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...
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: RAI v0.601

Post by AF »

Im running Vista x64 and git-gui works here fine
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: RAI v0.601

Post by hoijui »

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.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: RAI v0.601

Post by 1v0ry_k1ng »

viewtopic.php?f=15&t=19583
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: RAI v0.601

Post by slogic »

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:

Code: Select all

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
You see there is "cache" dir already created. RAI just can't find it.
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: RAI v0.601

Post by slogic »

Well, it uses

Code: Select all

	AIHCGetDataDir cmdData = {
		relPath.c_str(),
		writeableAndCreate,
		writeableAndCreate,
		true,
		false,
		NULL
	};
int ret = cb->HandleCommand(AIHCGetDataDirId, &cmdData);
to get absolute path (cb is IAICallback pointer) from relative. Looking at AAI it uses another method:

Code: Select all

cb->GetValue(AIVAL_LOCATE_FILE_W, filename);
Which one is obsoleted?

added
Looks like hoiju has fixed it. Thanx!
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: RAI v0.601

Post by slogic »

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.
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Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

Re: RAI v0.601

Post by Karl »

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.
Well i am wondering about this too?
because on Commander Ends you could beat easily a army of RAI's
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: RAI v0.601

Post by hoijui »

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.
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Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

Re: RAI v0.601

Post by Karl »

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
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: RAI v0.601

Post by PicassoCT »

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..
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