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lexa

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Everything posted by lexa

  1. I have created a thread about AIs in general here
  2. Hi, I open this thread because 2 interesting questions came out of discussions about Split Bot, which are more about AIs in general and So, AI developers and others, what do you think ?
  3. Hello Thank you for your comments. I'll chek the problem with the error messages.... I opened an issue here. For the "theory" about building slowly, I have made several tests, and it seams that it is even faster when it builds faster, because of the max pop count. We should open a thread about AI strategy, don't you think? arghthank you for the bug report, I have opened an issue here Hmmm, not normal, it is supposed to work... Can you tell me more about your version of the game?
  4. Ah ok, I'll try to check for block foundations too Also, I'll check on the whole surface, not only 5 points like I did. Any "good" player tried the bot ? Bye!
  5. Ok, thank you for your answer, I'll try to figure out what to do... meanwhile, I just reached the alpha3 stage. I still have this bug in the svn version, with the structures which builds at a wrong place sometime... In the stable version of the game, the bot starts to be really good. At least it is better than me http://code.google.com/p/split-bot/downloads/list == Development status == Currently the bot builds a village quickly, defends itself and attacks in teams, but do not split yet. Split Bot builds strong soldiers, and attacks in waves of 15 soldiers. The defense is quite efficient since it does detect that it is under attack, and counter-attacks. It also builds defense towers. See RoadMap and ToDoList for more info. == change log == * I would recommend that the buildings all face the bottom right corner. * defend when attacked * handle fortress and machines * higher limit to stop attacking * cleanup debug and messages * cartesian's structures (to be tested) == Use == Paste SplitBot.js and data.json to 0 A.D./binaries/data/mods/public/simulation/ai/splitbot/ And choose "AI - Split Bot" as the AI of your oponent
  6. @historic_bruno Thank you for putting me in CC of the ticket http://trac.wildfiregames.com/ticket/969 So, how do you think AI should handle territories ?
  7. Ok, I did this. It looks cleaner Yeah !! This is much much better.. Still I do not understand how it is possible that the case in the attached screen shot can happen The isObstructed method should have returned true... Instead it returned false, the bot started to build and failed after a while. Can you explain me?
  8. Hey ! Thank you for all these propositions Have you tried it? If you do, I'll check & integrate it very soon. I could also put you as contributors on google code.. Otherwise, I will check all this next week end Keep up the contributions, we will go faster this way ! Bye!
  9. Aaaah ok I will fix this then, befor you fix the bug on uour side thank you histo bruno
  10. Hello Thank you for these clues But I guess the error comes from somewhere else - the bot has all buildings with an angle of 0 - the error I see is much much bigger than an approximation, since it is allowed to build (but not finish, only the foundations) over the civic center - see the attached screenshot (look closely, there are 2 different foundations under the CC) - it did not do that with alpha 6 Still I will look in that direction, adding a 5th point (the center) . Do you think it is a good idea ? PS : I worked on the defense tonight and now SplitBot detects when it is under attack I also got rid of this "field building craziness"
  11. Yes it does consult the collision map. Look at the MapHelper::isObstructed method, it checks the obstruction for the 4 corners of the building. I am afraid it is not a problem of timing because I even saw it building a field over the CC !
  12. Do you think I should/could open a ticket for this ?
  13. Hi, The ticket http://trac.wildfiregames.com/ticket/963 has been fixed, so the bot works again in the svn version. But There is now a problem with collision map, which make the bot build at random and inadequate positions.
  14. Hello I am sorry, but the Split bot can not work with alpha 7 since several elements have been disabled in the simulation API. Regards lexa
  15. No I did not. I opened a bug for the 1st one in track No, I am saying ir does train units normally, but the trainingQueue array behaves differently and has a strange behavior. wow, this is weird, you disabled the build restrictions ?! I do not understand this - "are too advanced now for the AIs to understand" - "but they wouldn't have any way to know even if they weren't"
  16. Hello Eki The warning issue is fixed in the svn version, and will be included in the next release (alpha2)
  17. Hi Gamers ! Now I have the svn version of the game and I have some strange behaviour But first let me tell you that I like very much what I saw, I will comment on other thread !!! So the 1st problem I have is with the civic center trainingQueue, wich starts empty, then I fill it up with 1 entity to build, and it never gets empty anymore. I have traced the element 0 in the queue and it has a progress property which is always 0 during the training of the unit and then it goes straight to a number close to 1. The 2nd problem is with the obstruction map. It seems my bot can build anywhere, even over an existing building. Did you change something ? Tell me if I should report this somewhere, or is it the right place ?
  18. Ok, thank u Philip and Bruno I have got it : I was compiling with haxe debug option Now it is fine with this $s.pop(); at the end of every function (this was about stack and debug)
  19. Hello, I have hard times with the javascript warnings. I believe it is due to 2 bugs, one from haxe and one from SpiderMonkey. I have 2 questions : - is SpiderMonkey up to date in 0ad ? - is it possible to run it without strict mode ? Meanwhile I keep searching and asking in the haxe community Bye !
  20. Ok, thank you I'll test the bot with the svn version next w-e Bye
  21. Thanks a lot I will go for svn, but I did not find the repositury URL. I looked on sourceforge but there is no svn there, can you tell me where it is?
  22. hello am i supposed to uninstall the game before installing the svn version? and is it normal that pyrogenesis.exe is not commited in github repository? i am supposed to compile the c code?
  23. hey gudo, thanks for the tip and for the feed back
  24. Hey JuliusColtranePille Thank you for your enthusiasm, it makes my day And one day maybe that SplitBot will be ready for an integration, but I would not expect it too soon Or maybe we could set up a very simple mechanism to distribute and auto-install/update maps and bots ? I did it for another project, and it was really not that much work. I also developed a small wordpress plugin in order to use wordpress as a back end for plugins developers to distribute and document their plugins... You can see it here on wordpress and we use it here on silex labs exchange platform to distribute themes and plugins which can be installed automatically from within Silex and amfPHP... All this will take time anyway since this is community driven, it will not move fast - and it is not a critic
  25. Hello Thank you very much for these remarks, I will definitely integrate them for alpha3 @JuliusColtranePille I am not sure, but there should be the 0ad application in /Applications, and then you can paste the splitbot/ folder in 0 A.D./binaries/data/mods/public/simulation/ai/splitbot/ @feneur I use the official stable release downloaded from the site... I'll check this with svn for alpha3
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