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jonbaer

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jonbaer last won the day on October 15 2016

jonbaer had the most liked content!

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About jonbaer

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    Sesquiplicarius

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  • Location
    Brooklyn, NY
  • Interests
    Machine learning, AI, 0ad

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  1. Territory markings missing on OSX

    @stanislas69 I would like to do something akin to what they have been doing with the Starcraft 2 API (https://github.com/deepmind/pysc2) to where basically you can externally grab game state in an external program and run RL algorithms on it (somewhat like what Hannibal was doing earlier), but I feel it would be much less complex as a small Pyrogenesis based environment so it wouldn't be the full entire 0AD map. Only 2 civs, 1 map, strict mode, etc. Hopefully I will get a weekend free to Dockerize a container + post it up (https://www.github.com/0ad4ai)
  2. Territory markings missing on OSX

    Actually let's just forget this whole thread, I just upgraded to High Sierra (10.13) and encountered a nice slew of other errors. Will do entire wipe and library build tomorrow + post back, also the CUDA was updated to 9.0 as well so hoping the markers make a return on a successful build. I am trying to fork a copy of 0AD to produce a "lighter" version to be used for reinforcement learning so I need to pitch a working copy soon :-\
  3. Territory markings missing on OSX

    Forget SVN ... it takes way too long to view logs and diffs. git clone https://github.com/0ad/0ad.git @feneur and @stanislas69 what are your development setups like? (I am finding it hard to believe there wouldn't be another OSX dev on 0ad)
  4. Territory markings missing on OSX

    Nothing on OSX has to be purchased, in fact it's pretty straight forward I think. https://trac.wildfiregames.com/wiki/BuildInstructions#OSX The problem w/ testing something like render bugs is that you won't really know they happened w/o seeing them for yourself, so just because something built OK it doesn't mean everything visually is right. I am planning on moving to a Linux machine full time soon. These OS updates break nearly everything (homebrew, .dotfiles, etc) on every release and not worth the development headache. Post back if you have any issues.
  5. Territory markings missing on OSX

    If I go back on the builds I eventually end up running into what looks like a Spidermonkey related issue, even if I trash the library and rebuild I end up getting this ... Undefined symbols for architecture x86_64: "void ScriptInterface::ToJSVal<long>(JSContext*, JS::MutableHandle<JS::Value>, long const&)", referenced from: bool ScriptInterface::SetProperty<long>(JS::Handle<JS::Value>, char const*, long const&, bool, bool) in libengine.a(Replay.o) ld: symbol(s) not found for architecture x86_64 Usually what I end up doing is git pull <revision> then ./clean-workspaces, ./build-workspaces, make clean, make build. I have already tried multiple CUDA drivers, so I am stumped. I would seriously not be surprised if this was something due to an Xcode related issue of some type. I have gone back to playing the release build instead since it's a bit hard to play w/o territory markers.
  6. Territory markings missing on OSX

    I don't think there are any nightly builds for OSX (I could be wrong) ... just to confirm I threw away my SVN copy and grabbed a GIT copy, built OSX libraries, updated workspaces, make -j3 and still no territory markings, then tried the Official Release DMG and there were marking (so it wasn't the CUDA update like I suspected). Would be great if someone w/ a Mac could build + confirm this as an issue before digging more.
  7. Territory markings missing on OSX

    Yeah the territory boundary lines are not drawing on the terrain for some reason. I even enabled m_DebugOverlay = new TerritoryOverlay(*this); and I could see the are being computed, just the borders are not being drawn :-\ Feels like something is not being done on Init() for some reason. I would have a hard time thinking this is only an OSX issue though, does any SVN build on Windows/Linux who could verify?
  8. Territory markings missing on OSX

    I went back quite a few revisions (originally I thought this was an issue w/ a CUDA upgrade I made) but they were missing even past -r 19500 so it would have to be an OSX issue if no one else has seen this yet. They did show up in -r 19000 so I will eventually isolate it :-)
  9. Territory markings missing on OSX

    Still no luck, was going to try to trace back on these commits (would there be any other class responsible for drawing the territory?) ... https://github.com/0ad/0ad/search?o=desc&q=Territory&s=committer-date&type=Commits&utf8=✓
  10. Territory markings missing on OSX

    I'm on OSX ... trying to look through the diffs but don't see anything that would have removed the markings. Should I just to just make clean + rebuild?
  11. SVN Revision: 20204 The territory markings seem to be missing (see attached). Unless this was moved to an option/setting(?)
  12. Has anyone else followed what DeepMind published w/ regards to Starcraft2 AI (more specifically and if I followed it correctly) - what they did was added a listener to a running game in which case they fire back game state over Protocol Buffers and let either C++ or Python scripts control them. https://github.com/deepmind/pysc2 https://github.com/Blizzard/s2client-api https://github.com/Blizzard/s2client-proto https://github.com/davechurchill/commandcenter (This would be almost a Petra equivalent using the C++ client) What I have been studying recently are the build orders (strategies under which the commandcenter runs) because Blizzard also released a ton of replay files, assuming in which case you could parse and analyze. There are too many maps to study but for a game w/o 3 races + 2 resources I find the entire thing to be (maybe) a less of a challenge than if 0AD had the same AI running backend. Hooking into Petra's Headquarter in a similar fashion - would that be possible now w/ just JS hooks or does the way Blizzard did it w/ protobuf over the wire make more sense. I'd love to see 0AD as an AI platform but I can't tell if it's already there or something would need to added. Thoughts? (I know there were OpenAI / Gym / Universe discussions before but this seems more inline w/ how to get output/input into the game)
  13. I like how you *need* to have an XBox Live account to beta test the PC game AND sign a full NDA :-\ https://www.ageofempires.com/age-empires-insiders-tos/ 0 A.D. and open source for life! ;-)
  14. AI Diplomacy

    +1 for more AI diplomacy. To me this has been the most enjoyable thing to watch. Playing a random map w/ 4 players and myself all set to 1 team and after a while having the alliances and enemies formed. I wish there were more ways to develop/program this outside of the larger game, so far from what I gather the AI asks for the alliance too late - it's unsure what the game state is to make a judgement for when this happens. I do predict a day will come though when the AI will be able to completely auto balance everything from alliances/military/trade/spies/navy - then we are doomed :-)
  15. I'd actually like to put this onto a GitHub pull request along w/ another patch (Random AI Settings), would that be easier? The thing is I don't see any PR(s) on the current master that is up there. I had to delete my SVN copy for needed space for work related stuff - I'd like to see the entire project move to GItHub but I do recall there being issues w/ the larger files. (Seeing a split between engine code + public mod would be great too but I know how difficult that would be to keep in sync). My other option was to just create mod(s) for both against Alpha22 + just post them to GitHub repo. Either way great job handling this project in an open source setting - I'd imagine it is not an easy task.
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