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New Split Bot release


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#21 Ykkrosh

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Posted 14 September 2011 - 11:19 PM

View Postlexa, on 14 September 2011 - 09:04 PM, said:

is SpiderMonkey up to date in 0ad ?
It's the latest standalone release (1.8.5), which is equivalent to Firefox 4.

Quote

is it possible to run it without strict mode ?
No - the game forces ES5 strict mode and SpiderMonkey's strict warnings on all scripts it runs, to help find bugs and improve code quality.
Philip Taylor [aka Ykkrosh]

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#22 historic_bruno

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Posted 15 September 2011 - 12:15 AM

View Postlexa, on 14 September 2011 - 09:04 PM, said:

Meanwhile I keep searching and asking in the haxe community
Bye !
For one thing, there's no point having code after a return statement (haXe seems to be including $s.pop(); at the end of every function). I think that's what the warning is about: a code path that doesn't return a value (even though it's not reachable in the first place, it could indicate a logic bug).
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#23 lexa

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Posted 15 September 2011 - 06:51 AM

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)

#24 JuliusColtranePille

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Posted 15 September 2011 - 09:26 AM

View Postlexa, on 07 September 2011 - 05:49 PM, said:

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

somehow, this did not work.
since most mac-users here use the alpha 6 compiled by a neat guy who runs the cider-website, we open the game in a pre-composed and than unzipped alpha6-directory in which there has not been the public-directory already but there was just a public.zip (so i guess, the mac-version gets the AIs from elsewhere, but i couldn't find this directory till now...) :/
"Jazz means Freedom."

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#25 fcxSanya

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Posted 15 September 2011 - 09:37 AM

View PostJuliusColtranePille, on 15 September 2011 - 09:26 AM, said:

we open the game in a pre-composed and than unzipped alpha6-directory in which there has not been the public-directory already but there was just a public.zip (so i guess, the mac-version gets the AIs from elsewhere, but i couldn't find this directory till now...) :/
Game loads data from either public.zip or public directory, you can extract public.zip where it is placed, you should get public directory, then you can modify something inside this directory (add new bot in this case) and this should affect 0ad.
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#26 JuliusColtranePille

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Posted 15 September 2011 - 03:17 PM

View PostfcxSanya, on 15 September 2011 - 09:37 AM, said:

Game loads data from either public.zip or public directory, you can extract public.zip where it is placed, you should get public directory, then you can modify something inside this directory (add new bot in this case) and this should affect 0ad.

yeah... works fine!
"Jazz means Freedom."

Miles Davis

#27 lexa

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Posted 16 September 2011 - 08:04 PM

Hi Gamers !

Now I have the svn version of the game and I have some strange behaviour Posted Image

But first let me tell you that I like very much what I saw, I will comment on other thread !!! Posted Image

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 ?

#28 Linux_Eki

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Posted 17 September 2011 - 05:05 PM

View Postlexa, on 16 September 2011 - 08:04 PM, said:

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 ?
Yeah, your bot just spams buildings anywhere and only sometimes manages to build them in empty spots. I also get warnings those warnings that others reported.
edit: played in Alpha 7
edit2: btw i have some gameplay on my youtube channel. More coming. http://www.youtube.com/user/LinuxEki

Edited by Linux_Eki, 17 September 2011 - 10:35 PM.

http://adf.ly/3o5Po My youtube channel. Videos about 0.A.D and maybe something else.

#29 lexa

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Posted 17 September 2011 - 06:31 PM

Hello Eki

The warning issue is fixed in the svn version, and will be included in the next release (alpha2)

#30 Pureon

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Posted 17 September 2011 - 06:50 PM

lexa have you managed to work out either of the problems you listed above? Sorry we've been a little busy releasing the new alpha :)
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#31 historic_bruno

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Posted 18 September 2011 - 01:18 AM

View Postlexa, on 16 September 2011 - 08:04 PM, said:

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.
I don't understand, are you saying the CC doesn't train your unit?

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The 2nd problem is with the obstruction map. It seems my bot can build anywhere, even over an existing building. Did you change something ?
The obstruction map shouldn't be any different, but building restrictions are too advanced now for the AIs to understand given the information they have, especially since we added territories. So yes the build restrictions are disabled for AI players, but they wouldn't have any way to know even if they weren't. This is one of the reasons why I hope we completely overhaul the AI system.
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#32 lexa

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Posted 18 September 2011 - 09:00 AM

View PostPureon, on 17 September 2011 - 06:50 PM, said:

lexa have you managed to work out either of the problems you listed above? Sorry we've been a little busy releasing the new alpha :)

No I did not. I opened a bug for the 1st one in track

View Posthistoric_bruno, on 18 September 2011 - 01:18 AM, said:

I don't understand, are you saying the CC doesn't train your unit?

No, I am saying ir does train units normally, but the trainingQueue array behaves differently and has a strange behavior.

View Posthistoric_bruno, on 18 September 2011 - 01:18 AM, said:

The obstruction map shouldn't be any different, but building restrictions are too advanced now for the AIs to understand given the information they have, especially since we added territories. So yes the build restrictions are disabled for AI players, but they wouldn't have any way to know even if they weren't. This is one of the reasons why I hope we completely overhaul the AI system.

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"

#33 historic_bruno

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Posted 18 September 2011 - 08:14 PM

View Postlexa, on 18 September 2011 - 09:00 AM, said:

No, I am saying ir does train units normally, but the trainingQueue array behaves differently and has a strange behavior.
Interesting. I don't think the current AIs use that array which may explain why we haven't noticed this.

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wow, this is weird, you disabled the build restrictions ?!
It's a short-term hack to make AI usable until they and the interface can be rewritten :) The alternative was no AI or let the game be extremely slow when they repeatedly fail to build without knowing it (as I understand, they would send a "construct" message and hope that it works).
Ben Brian [ aka historic_bruno ]

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#34 quantumstate

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Posted 19 September 2011 - 10:40 AM

Looking at testbot, it is possible for the AI to work out where is buildable apart from territories and Civic Centre restrictions. I uploaded an example of the "buildable areas mask" Posted Image . It would be nice to have a similar thing for territory and CC restrictions. The code is in plan-building.js, findGoodPosition().

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#35 JuliusColtranePille

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Posted 20 September 2011 - 11:12 AM

somehow the splitbot doesn't train any units more than 10 or so in alpha 7...

is it because of the territories and other significant gameplay-changes?!
"Jazz means Freedom."

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#36 Thorfinn the Shallow Minded

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Posted 20 September 2011 - 11:36 AM

Well, you can match that by training your units in fives. That's the way I like to play as it makes it more logical to actually train the women first for their economic use.

Edited by Thorfinn the Shallow Minded, 20 September 2011 - 01:50 PM.

To win, we must endeavour to be the stronger of the two at the point of impact. Our only hope of this lies in making our own choice of operations, not in waiting passively for whatever the enemy chooses for us."—Schlieffen

#37 JuliusColtranePille

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Posted 20 September 2011 - 01:39 PM

View PostThorfinn the Shallow Minded, on 20 September 2011 - 11:36 AM, said:

Well, you can match that by training your units in five. That's the way I like to play as it makes it more logical to actually train the women first for their economic use.

was this a reply to my post?

with my post i wanted to say that the splitbot is somehow deficient in alpha 7 whereas it worked totally fine for me in alpha 6. now he doesn't produce more than 15 units in the whole match and doesn't build up a lot of structures...

and i don't know why...

regards
"Jazz means Freedom."

Miles Davis

#38 lexa

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Posted 21 September 2011 - 07:54 PM

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

#39 lexa

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Posted 24 September 2011 - 11:29 PM

Hi,
The ticket http://trac.wildfire....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.

#40 lexa

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Posted 24 September 2011 - 11:31 PM

View Posthistoric_bruno, on 18 September 2011 - 08:14 PM, said:

Interesting. I don't think the current AIs use that array which may explain why we haven't noticed this.

It's a short-term hack to make AI usable until they and the interface can be rewritten :) The alternative was no AI or let the game be extremely slow when they repeatedly fail to build without knowing it (as I understand, they would send a "construct" message and hope that it works).

Do you think I should/could open a ticket for this ?




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