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jonbaer

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Posts posted by jonbaer

  1. At one point I gather a lot of what was going on w/ Halite and Starcraft to do something RL-based in 0AD @ https://github.com/0ad4ai but the way I had it setup was to just rip apart the /public default mod down to barebones like you describe 1vs1 on a continental map and mini-game through resources (first to 100, etc.).  When I was researching Starcraft the obvious part that stood out was the strategies around dynamic build orders to match what the layout of the map was in terms of resources.  I enjoyed exploring this but did not get too far, I really like what was done w/ Hannibal but the main problem ended up being the new builds would be out of sync so a fork of the public mod was needed outside of the engine, I don't know if that is still anything remotely possible because there are way too many civs to deal with and some folks I even passed the idea along too didn't want to download the entire game.

  2. Well no real replay per se, could be anything but if you view it under nomad you can determine that the AI must place the dock in a very strategic location (some civs are already finished because not enough resources around).  I usually select this map under Random because it seems to be the best @ fair generation.  The other great thing to watch is the diplomacy under cases which Neutrality and Allies are established.

    Screen Shot 2019-04-04 at 8.35.45 PM.png

    Screen Shot 2019-04-04 at 1.48.03 AM.png

  3. config.status: executing default commands
    /Applications/Xcode.app/Contents/Developer/usr/bin/make -C config export
    clang -arch i386 -o now.o -c       -mmacosx-version-min=10.9 -arch x86_64 -fvisibility=hidden -Wall -fno-common -g -fPIC  -UNDEBUG -DDEBUG_jonbaer -DPACKAGE_NAME=\"\" -DPACKAGE_TARNAME=\"\" -DPACKAGE_VERSION=\"\" -DPACKAGE_STRING=\"\" -DPACKAGE_BUGREPORT=\"\" -DPACKAGE_URL=\"\" -DDEBUG=1 -DXP_UNIX=1 -DDARWIN=1 -DHAVE_BSD_FLOCK=1 -DHAVE_SOCKLEN_T=1 -DHAVE_POINTER_LOCALTIME_R=1 -DHAS_CONNECTX=1 -DHAVE_CRT_EXTERNS_H=1 -DXP_MACOSX=1 -DFORCE_PR_LOG -D_PR_PTHREADS -UHAVE_CVAR_BUILT_ON_SEM   now.c
    clang -arch i386  now.o -mmacosx-version-min=10.9 -arch x86_64 -stdlib=libc++  -o now
    ld: warning: The i386 architecture is deprecated for macOS (remove from the Xcode build setting: ARCHS)
    ld: warning: ignoring file /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.14.sdk/usr/lib/libSystem.tbd, missing required architecture i386 in file /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.14.sdk/usr/lib/libSystem.tbd
    Undefined symbols for architecture i386:
      "___stdoutp", referenced from:
          _main in now.o
      "_fprintf", referenced from:
          _main in now.o
      "_time", referenced from:
          _main in now.o
    ld: symbol(s) not found for architecture i386
    clang: error: linker command failed with exit code 1 (use -v to see invocation)
    make[1]: *** [now] Error 1
    make: *** [export] Error 2
    ERROR: NSPR build failed

  4. I know this probably part of something in game play but what causes your Military compound or Civic Center to decrease your max build from 5 to 4?  I hadn't see that before is that something civ specific?  I'll modify the title in the post when I realize what this is called.

    Screen Shot 2018-09-26 at 10.37.23 PM.png

  5. There is an excellent forum thread on markets and the genesis of trading in the game here: 

     

    While looking through some code I wanted to figure out if InternationalBonus could be a -negative value.  There is discussion there about not really needing the idea of fees/tariffs on the markets because you are allies but I'd really like to see this change during gameplay somehow.  It's very hard to determine from other posts if the economic % of the game will change in the future or what tickets are focused on it (if any).  Reading through that post shows it has come a long way but I wish there was more adjustments you could make when setting markets/traders/docks/merchants in long game form.

  6. Trade tariffs

    Sometimes the stronger markets (playing 2vs2) will always win out but it shows a key factor in planning.  If you were able to set something akin to what is going on today you can slowly squeeze out allies, some good strategic gameplay.  I don't know what you would adjust outside of markets/docks, but just an idea for a more economic game.

    • Like 1
  7. @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)

    • Like 1
  8. 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 :-\ 

  9. 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.

    • Like 1
    • Thanks 1
  10. 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.

  11. 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.

  12. 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?

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