Chakakhan Posted July 21, 2011 Report Share Posted July 21, 2011 Hi Lexa,Good start! Looking forward to seeing how this develops.Cheers! Quote Link to comment Share on other sites More sharing options...
AI-Amsterdam Posted July 21, 2011 Author Report Share Posted July 21, 2011 @Lexa Did you see our behaviour tree? I hope you can use some of our code so you don't have to start over We do plan on finishing ours, so it hopefully will be finished before Alpha 7 Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted July 21, 2011 Report Share Posted July 21, 2011 @Lexa Did you see our behaviour tree? I hope you can use some of our code so you don't have to start over We do plan on finishing ours, so it hopefully will be finished before Alpha 7 Cool, I look forward to your updates. More AIs means more variety, it's great to see so many people working on them Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted July 21, 2011 Report Share Posted July 21, 2011 I got an error attempting to run rootbot AI. Something in line 5 of attackCoordination.js. Quote Link to comment Share on other sites More sharing options...
lexa Posted August 9, 2011 Report Share Posted August 9, 2011 @Lexa Did you see our behaviour tree? I hope you can use some of our code so you don't have to start over Thanks, I'll look at it closely.I hope we will be able to do bot battles also We do plan on finishing ours, so it hopefully will be finished before Alpha 7 Ah ok... Do you know if there are changes in the scripting API in th alpha 7 ? And when it is planned to be ready ? Quote Link to comment Share on other sites More sharing options...
feneur Posted August 9, 2011 Report Share Posted August 9, 2011 Ah ok... Do you know if there are changes in the scripting API in th alpha 7 ? And when it is planned to be ready ?So far no changes to the scripting API that I'm aware of. For a rough date see: http://trac.wildfiregames.com/roadmap Quote Link to comment Share on other sites More sharing options...
Chakakhan Posted August 9, 2011 Report Share Posted August 9, 2011 I am working on a script debugger, but it turned out to be a HUGE task. I am still shooting for inclusion in Alpha 7, but it could possibly slip to Alpha 8. It will allow you to step through the AI scripts and look at variables, set breakpoints and watchpoints, etc. Standard debugger stuff. Quote Link to comment Share on other sites More sharing options...
lexa Posted August 10, 2011 Report Share Posted August 10, 2011 So far no changes to the scripting API that I'm aware of. For a rough date see: http://trac.wildfiregames.com/roadmapGreat, thank you!(joke)So you are not angry against me anymore? Remember I defeated you a few months ago! I am working on a script debugger, but it turned out to be a HUGE task. I am still shooting for inclusion in Alpha 7, but it could possibly slip to Alpha 8. It will allow you to step through the AI scripts and look at variables, set breakpoints and watchpoints, etc. Standard debugger stuff.This seems very interesting to me!!! That would have ease my work a lot I felt like I almost had to reverse engineer some classes and types... And the debugging is a pain, but that is usual in js...You do this in C++ right? Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted August 10, 2011 Report Share Posted August 10, 2011 Do you know if there are changes in the scripting API in th alpha 7 ?We'll probably have to extend it a little to let AI players handle territories, but no other changes are planned soon. (I expect we'll need to do a major redesign some time in the future, based on experience with the current prototype implementation, so it'd be useful to know what people find good and bad about the current design and what might work better, but I don't know when that'll be worked on.) Quote Link to comment Share on other sites More sharing options...
Chakakhan Posted August 10, 2011 Report Share Posted August 10, 2011 You do this in C++ right?It is a remote debugging system for SpiderMonkey. The server (0AD in this case) is written in C++. It talks to one of several standard Javascript debugging clients. The first one supported will be JSDT (the Eclipse Javascript debugger). So you can open up the debugger on another machine if you want or just open it up in a different window. Quote Link to comment Share on other sites More sharing options...
feneur Posted August 10, 2011 Report Share Posted August 10, 2011 (joke)So you are not angry against me anymore? Remember I defeated you a few months ago! Ah, now that you say it the name is familiar No worries, I can take a defeat. (Especially when I was one against two most of the time Always nice to have something to blame on ) Quote Link to comment Share on other sites More sharing options...
lexa Posted August 13, 2011 Report Share Posted August 13, 2011 HelloJust to let youknow that I am almost at the alpha1 and the bot seems to win against JuBot and RootBot together I still have several things to package and optimize before the alpha1, see SplitBot short term road map for more details Quote Link to comment Share on other sites More sharing options...
feneur Posted August 13, 2011 Report Share Posted August 13, 2011 Cool Really nice to see bots coming along this nicely, really hopeful for the final game Quote Link to comment Share on other sites More sharing options...
Chakakhan Posted August 13, 2011 Report Share Posted August 13, 2011 Looking Good! Quote Link to comment Share on other sites More sharing options...
infyquest Posted November 7, 2011 Report Share Posted November 7, 2011 Any more updates on this...I will test this one this week end and some modifications on it so it fits in well and directly work with out changing common api Quote Link to comment Share on other sites More sharing options...
gudo Posted November 8, 2011 Report Share Posted November 8, 2011 AI-Amsterdam hasn't logged in since July 21, 2011. So I'm pretty sure the project is dead. However... We will try to document our code and make everything as clear as possible, so other people (maybe even you?) can continue our work. Quote Link to comment Share on other sites More sharing options...
infyquest Posted November 8, 2011 Report Share Posted November 8, 2011 AI-Amsterdam hasn't logged in since July 21, 2011. So I'm pretty sure the project is dead. However...hmmmm... I have made it start with the latest source code.It has some glaring bugs, which have to be fixed Quote Link to comment Share on other sites More sharing options...
gudo Posted November 9, 2011 Report Share Posted November 9, 2011 (edited) [EDIT]See next post.[/EDIT] Edited February 9, 2012 by gudo Quote Link to comment Share on other sites More sharing options...
gudo Posted February 9, 2012 Report Share Posted February 9, 2012 (edited) Woots! Got Rootbot working again! I've uploaded my modified code below!Features*Originally created by a team of students*Builds and uses siege units, champion units, and elephants!*Support for all six Civs*Elephants!*Only builds houses if current population limit is less than maximum population limitChangelog from previous release*Can now detect if it doesn't start with any builders, and then train them.*Fixed a slew of naming issues*Fixed compatibility with updated common API*Support for Rome, Carthage, and Persia added.*Builds special buildings for all civs now.*slightly faster economy (due to reduced initial defense spending)*Only builds houses if current population limit is less than maximum population limit*Fixed wonky build anglesrootbot.zip Edited July 20, 2012 by gudo Quote Link to comment Share on other sites More sharing options...
fcxSanya Posted February 9, 2012 Report Share Posted February 9, 2012 Refuses to load as class is undefined in BuildOffence.js.It gets fixed for me if I rename it into buildOffence.js (as other files named), the same with CivicCentre.js and TrainDefenceUnits.js, I don't know how it is related to filenames.There is also missing double-quote character in attack.js:319 and something else, what I don't have time to check because it's time to go to the work. Quote Link to comment Share on other sites More sharing options...
gudo Posted February 9, 2012 Report Share Posted February 9, 2012 (edited) Thanks! Now I feel like a darn idiot I made sure to double check caps in the files, I just forgot about caps in the file names >_< Squashed more bugs, now I have to bring it up to date with the API changes since RootBot was made. Looks like adding territory support to the common API broke RootBot...[EDIT] Excellent! RootBot is building and training again! Occasionally it throws warnings, I'll have to figure those out. After that, I plan on:Build special buildings for Celt, Cart, Pers, Iber and Rome (already builds them for Hele)Verify it actually does train war elephants, war dogs, etc (the code is in, but since it doesn't make the right buildings, there's no way to be sure...)Quit hunting those darn fish!Let Rootbot know when it's at MaxPopCapI've attached the updated RootBot files to my previous post. Edited February 9, 2012 by gudo Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.