[3.1+] NullBot: an adaptive skirmish AI

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base
Contact:

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by Goth Zagog-Thou » 12 Dec 2012, 14:36

Alrighty. I've just grabbed Nullbot 2.0 and all of the 2.0 series stuff (including Contingency). Let's see how this goes. :P

themac
Trained
Trained
Posts: 343
Joined: 17 Jul 2009, 19:14
Location: Germany

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by themac » 16 Dec 2012, 05:11

Aaaaah a new NullBot version nobody told me about O.O
Tnx NoQ, I´ll give it a try, as always! =D

User avatar
NoQ
Special
Special
Posts: 6197
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ » 16 Dec 2012, 12:59

v2.01.

Changes for Warzone 2100 v3.1 and master:
  • Allow cyborg engineer production on v3.1, since a workaround for #3133 has been discovered.
  • Add more base structure upgrades to the research path.
  • Fix object transfer event to not react on lost objects, but only on captured objects.
Changes for master only:
  • Modify build orders to adapt to the new starting conditions (no longer get stuck with no power, hopefully; generic personality only, so far).
  • Fix JS exceptions on saving-loading when not forcing AI to follow a certain research path via chat commands.

User avatar
NoQ
Special
Special
Posts: 6197
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ » 17 Dec 2012, 15:37

v2.02

Changes for master:
  • Implement transfering trucks and power via chat commands (see the first post for details).
  • Don't run out of power on other personalities as well; use the new method of estimating queued power.
Changes for Contingency mod AI:
  • Implemented EASY difficulty that makes use of all technologies used by the four personalities. Made it via a cheap trick: it just randomly changes its subpersonality every minute. One minute it's cannon, other minute it's rocket.
  • Implemented team-synchronized subpersonality choosing: in a team, all non-EASY AIs will have the same subpersonality.

themac
Trained
Trained
Posts: 343
Joined: 17 Jul 2009, 19:14
Location: Germany

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by themac » 19 Dec 2012, 11:57

NoQ, even if the overall fps are high (160 fps), moving the cam around the map becomes a bit choppy/stuttering! This time, activities on the map are very low...

User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by aubergine » 19 Dec 2012, 12:43

Just tried out latest NB on 3.1 rc 3 and it's significantly improved.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO

User avatar
NoQ
Special
Special
Posts: 6197
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ » 19 Dec 2012, 13:05

I'm not noticing any difference in cpu performance between 1.39 and 2.02 on 3.1.
themac wrote:the map
:?: Which one is "the" map nowadays? (:
Savegame?
aubergine wrote:significantly improved
Thanks (: But i didn't really understand anything from this post either :oops:

User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by aubergine » 19 Dec 2012, 13:39

It seemed to be much stronger in its attacks, even on very low oil maps. Its units were tougher than before, as were it's bases, and was doing a great job of attacking base fortifications. I was testing it on Testificate: viewtopic.php?f=49&t=10296#p113760
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO

User avatar
NoQ
Special
Special
Posts: 6197
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ » 19 Dec 2012, 13:45

I see, then you're probably mostly comparing to something before 1.39.

User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by aubergine » 19 Dec 2012, 13:55

Yup, whatever version is bundled with wz 3.1 RC3 ...1.38 iirc?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO

User avatar
NoQ
Special
Special
Posts: 6197
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ » 19 Dec 2012, 14:25

RC3 has 1.35.
The next 3.1 release should have 1.39.

themac
Trained
Trained
Posts: 343
Joined: 17 Jul 2009, 19:14
Location: Germany

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by themac » 20 Dec 2012, 05:52

NoQ: It was the map named "DA-mlake-v1.wz" which I attach to this reply. I don´t have a savegame yet but will make one if it happens again. :) Edit: I did another test play now with a different map - no Scavangers. I sometimes wonder about if that Scavangers often cause that choppy/stuttering feeling. I had Scavangers on the DA-mlake map activated. o.O
Attachments
10c-DA-mlake-v1.wz
(120.95 KiB) Downloaded 107 times

User avatar
NoQ
Special
Special
Posts: 6197
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ » 20 Dec 2012, 07:02

I sometimes wonder about if that Scavangers often cause that choppy/stuttering feeling.
Quite possible. They add around 150 units in very early game, plus an unknown number of buildings (whatever the map maker placed). I may have a look at optimizing this.

User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base
Contact:

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by Goth Zagog-Thou » 28 Dec 2012, 02:29

Getting a really strange crash from Nully-2.02.

Code: Select all

Log message: error   |07:24:28: [callFunction:109] 0 : <anonymous>()@multiplay/skirmish/nullbot-2-02-main.js.inc:742
Log message: info    |07:24:28: [callFunction:112] Uncaught exception calling function "updateGroupTargets" at line 742: undefined
Log message: info    |07:24:28: [callFunction:112] Assert in Warzone: qtscript.cpp:112 (false), last script event: 'N/A'
Log message: error   |07:24:28: [callFunction:109] 0 : <anonymous>()@multiplay/skirmish/nullbot-2-02-main.js.inc:1462
Log message: info    |07:24:28: [callFunction:112] Uncaught exception calling function "keepBuildingThings" at line 1462: undefined
Log message: info    |07:24:28: [callFunction:112] Assert in Warzone: qtscript.cpp:112 (false), last script event: 'N/A'
Log message: error   |07:24:28: [callFunction:109] 0 : <anonymous>()@multiplay/skirmish/nullbot-2-02-main.js.inc:742
Log message: info    |07:24:28: [callFunction:112] Uncaught exception calling function "produceDroids" at line 742: undefined
Log message: info    |07:24:28: [callFunction:112] Assert in Warzone: qtscript.cpp:112 (false), last script event: 'N/A'
Log message: error   |07:24:28: [callFunction:109] 0 : <anonymous>()@multiplay/skirmish/nullbot-2-02-main.js.inc:742
Log message: info    |07:24:28: [callFunction:112] Uncaught exception calling function "harassStuff" at line 742: undefined
Log message: info    |07:24:28: [callFunction:112] Assert in Warzone: qtscript.cpp:112 (false), last script event: 'N/A'
Log message: error   |07:24:29: [callFunction:109] 0 : <anonymous>()@multiplay/skirmish/nullbot-2-02-main.js.inc:742
Log message: info    |07:24:29: [callFunction:112] Uncaught exception calling function "updateStatus" at line 742: undefined
Log message: info    |07:24:29: [callFunction:112] Assert in Warzone: qtscript.cpp:112 (false), last script event: 'N/A'
Log message: error   |07:24:29: [callFunction:109] 0 : <anonymous>()@multiplay/skirmish/nullbot-2-02-main.js.inc:742
Log message: info    |07:24:29: [callFunction:112] Uncaught exception calling function "regroupRegularly" at line 742: undefined
Log message: info    |07:24:29: [callFunction:112] Assert in Warzone: qtscript.cpp:112 (false), last script event: 'N/A'
Log message: info    |07:24:29: [clustRemoveObject:146] clustRemoveObject: usage array out of sync
Log message: info    |07:24:29: [clustRemoveObject:146] Assert in Warzone: cluster.cpp:146 (aClusterUsage[psObj->cluster] > 0), last script event: 'N/A'
It seems the script is getting out of sync. This is in single-player skirmish mode.

User avatar
NoQ
Special
Special
Posts: 6197
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ » 28 Dec 2012, 06:44

Is it 3.1_rc3? Then some of the errors are due to the group bug, all others too probably. If it's from 3.1-git or master as well, then dunno; was it in the middle of the game? was it when an AI was about to be destroyed?

Post Reply