qBot (yet another AI)
#142
Posted 17 December 2011 - 11:08 PM
quantumstate, on 17 December 2011 - 10:11 PM, said:
Garrisoning is disabled for now because of the issues it was causing and the defence should generally behave a bit better now, it seemed to have a few quirks before.
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#143
Posted 18 December 2011 - 12:19 AM
There is a build limit for Forts, Instead a scout tower needs to be placed,
If only the spot is near a verz important attack route then place the fort.
I will check other scenarios when I have time
#144
Posted 18 December 2011 - 10:44 AM
infyquest, on 18 December 2011 - 12:19 AM, said:
There is a build limit for Forts, Instead a scout tower needs to be placed,
If only the spot is near a verz important attack route then place the fort.
I will check other scenarios when I have time
I didn't mind the large amount of fortresses - however it did look like it was exceeding the build limit. Perhaps it builds too many defenses now and should attack more/earlier, but that could be something to work on for Alpha 9.
As Mythos said, debug warnings should be turned off. I did receive a few other warnings though: http://pastebin.com/0fS0dcmE
But overall, great
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#145
Posted 18 December 2011 - 01:12 PM
Mythos_Ruler, on 17 December 2011 - 11:08 PM, said:
I have simplified this code a bit, basically it raids for the first 6.5 minutes and then attacks as previously after that. The raids are random, it is possible that no raids happen at all, though I increased the probability a bit so that should be rare. I forgot to disable the debug messages before committing, they are disabled now
infyquest, on 18 December 2011 - 12:19 AM, said:
There is a build limit for Forts, Instead a scout tower needs to be placed,
If only the spot is near a verz important attack route then place the fort.
I will check other scenarios when I have time
There was a bug in he check for building limits, <= instead of <. It builds forts on the most important (shortest) attack routes first and then just keeps going after that. Also I slowed the fortress building rate a bit.
Edit: Pureon: I have added another check into the attackMoveToLocation code, Hopefully this will stop the error you got, it seems to be a bit persistent.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
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#146
Posted 18 December 2011 - 02:18 PM
We might need to remove it from advanced list
#147
Posted 18 December 2011 - 02:24 PM
need to modify the rest of the code, check it out
#148
Posted 18 December 2011 - 02:26 PM
infyquest, on 18 December 2011 - 02:18 PM, said:
We might need to remove it from advanced list
The advanced building list will only ever build one fortress. Have you observed the warning about build too many fortresses since my last commit? I should have fixed it there. The defensive building code is designed to build up to the build limit of 10 fortresses (at least on open maps) but it will take its time doing so.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
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#149
Posted 18 December 2011 - 02:27 PM
#150
Posted 18 December 2011 - 09:09 PM
infyquest, on 18 December 2011 - 02:27 PM, said:
The config file is a good idea which we should implement. This should allow us to do nice things like making aggressive and defensive versions of the bot which can by easily switched between.
One thing to consider is that a lot of properties which should be configurable should also be dynamic. One possibility is allowing some functions to be defined in the config file. Making the config file too complicated does cause problems though.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
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#151
Posted 19 December 2011 - 11:37 PM
WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 93 reference to undefined property this.path[0][0] WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 93 reference to undefined property this.path[0][1] WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 3 reference to undefined property b[0] WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 4 reference to undefined property b[1] WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216 reference to undefined property this.path[0][0] WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216 reference to undefined property this.path[0][1] ERROR: JavaScript error: simulation/ai/qbot/attackMoveToLocation.js line 93 TypeError: this.path[0] is undefined ([object Object],[object Object])@simulation/ai/qbot/attackMoveToLocation.js:93 ([object Object],[object Object],[object Array])@simulation/ai/qbot/military.js:586 ()@simulation/ai/qbot/qbot.js:103 ([object Object])@simulation/ai/common-api/base.js:92 @:0 ERROR: JavaScript error: simulation/ai/qbot/attackMoveToLocation.js line 93 TypeError: this.path[0] is undefined ([object Object],[object Object])@simulation/ai/qbot/attackMoveToLocation.js:93 ([object Object],[object Object],[object Array])@simulation/ai/qbot/military.js:586 ()@simulation/ai/qbot/qbot.js:103 ([object Object])@simulation/ai/common-api/base.js:92 @:0

This treasure is very close to the AI's starting base on Peloponnese, but it caused some lag.

The AI managed to get stuck sending it's attack force towards my base. This caused a lot of lag. Not sure what can be done to prevent that.
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#152
Posted 20 December 2011 - 12:12 AM
#153
Posted 20 December 2011 - 12:46 AM
Android_, on 20 December 2011 - 12:12 AM, said:
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#154
Posted 20 December 2011 - 01:12 AM
#155
Posted 20 December 2011 - 01:32 AM
Android_, on 20 December 2011 - 01:12 AM, said:
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#156
Posted 20 December 2011 - 09:56 AM
Pureon: I fixed the first one by stopping qBot for trying to gather those kinds of treasure. The second is more tricky, I might be able to sort something out so it can recover after a period of time, I will see.
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
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#157
Posted 20 December 2011 - 11:14 PM
Pureon, on 19 December 2011 - 11:37 PM, said:

The AI managed to get stuck sending it's attack force towards my base. This caused a lot of lag. Not sure what can be done to prevent that.
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#158
Posted 21 December 2011 - 03:45 PM
Pureon, on 19 December 2011 - 11:37 PM, said:
WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 93 reference to undefined property this.path[0][0] WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 93 reference to undefined property this.path[0][1] WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 3 reference to undefined property b[0] WARNING: JavaScript warning: simulation/ai/common-api/utils.js line 4 reference to undefined property b[1] WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216 reference to undefined property this.path[0][0] WARNING: JavaScript warning: simulation/ai/qbot/attackMoveToLocation.js line 216 reference to undefined property this.path[0][1] ERROR: JavaScript error: simulation/ai/qbot/attackMoveToLocation.js line 93 TypeError: this.path[0] is undefined ([object Object],[object Object])@simulation/ai/qbot/attackMoveToLocation.js:93 ([object Object],[object Object],[object Array])@simulation/ai/qbot/military.js:586 ()@simulation/ai/qbot/qbot.js:103 ([object Object])@simulation/ai/common-api/base.js:92 @:0 ERROR: JavaScript error: simulation/ai/qbot/attackMoveToLocation.js line 93 TypeError: this.path[0] is undefined ([object Object],[object Object])@simulation/ai/qbot/attackMoveToLocation.js:93 ([object Object],[object Object],[object Array])@simulation/ai/qbot/military.js:586 ()@simulation/ai/qbot/qbot.js:103 ([object Object])@simulation/ai/common-api/base.js:92 @:0
I'm pretty sure I've finally removed the source of these errors. They seem to have been a bit troublesome though, if the happen again I may ask someone else to try and sort it out for the sake of my sanity
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
Contact me: jonathanmarkwaller at gmail dot com
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#159
Posted 22 December 2011 - 11:48 AM
Erik Johansson [ aka feneur ]
Wildfire Games
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#160
Posted 22 December 2011 - 05:54 PM
Kieran P [ aka k776 ]
Wildfire Games Open Source Development Manager
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