[3.1+] NullBot: an adaptive skirmish AI

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

Post by Giani »

NoQ wrote:MC personality is tweaked for ultra rushing, so it is pretty slow in early research (python on 30th minute is sort of normal in this sort of games ...) I can see if i could tweak some things ...
Ok, but how did nullbot build defenses that he hasn't researched yet?
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ »

Those are pre-placed defenses. I guess you set him to insane, while any AI has pre-placed defenses unremoved even in no bases mode when set to insane. This is hard-coded (and this is the only difference between hard and insane nullbot, something i can't get rid of)
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by Giani »

Sometimes Nullbot does weird things whit units...(not a pathfinding bug)
He leaves his units in his base. And some vtols stay like ¿stuck?, he was patroling or doing something like that in a very little space.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ »

(not a pathfinding bug)
You sure? Cause it clearly looks like one (some units move inside the base, while other units move outside the base, and here they go ...)
And some vtols stay like ¿stuck?, he was patroling or doing something like that in a very little space.
Needinfo (savegame?)
______________

By the way, i can easily inject extra debug statements into a saved game script, so saves are really useful for debugging.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by Giani »

NoQ wrote:
(not a pathfinding bug)
You sure? Cause it clearly looks like one (some units move inside the base, while other units move outside the base, and here they go ...)
It isn't a pathfinding bug because the were going nowhere. That happened whit many nullbots, after long time not moving, when I started to destroy their bases, the tanks were finally going outside the base.
NoQ wrote:Needinfo (savegame?)
Sorry, I forgot to save :oops:
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ »

v1.29.

Changes:
  • Make sure at least 60% of the combat group is packed in a tight cluster before engaging in combat (rather than having at least a minimum number of droids packed).
  • Decrease some lags on adaptation routine (large games should run a bit faster), and also on attack calls.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by Giani »

Ah I almost forgot, the "normal" nullbot(not extras or scav) uses flamers+cannons+mg or mg+flamers+rockets...
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ »

Giani wrote:Ah I almost forgot, the "normal" nullbot(not extras or scav) uses flamers+cannons+mg or mg+flamers+rockets...
Each personality starts with a few mgs because it takes too much time to invent flamers, leaving him unprotected from rushing. You can see the flamer AI to check out how much time it takes.
Then it sometimes switches to flamers (should be 50% cases).
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by crass »

playing a few games with this AI and it is using a ton more memory than nexus
I got plenty of ram but still why is it using so much ram? It used over 4gigs of ram in a 10p game! same map with nexus and it doesn't go over 400megs
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ »

Probably it attempts to play better? And does some caching to decrease CPU usage (which is also pretty bad, sort of warned). Not sure what exactly caused that in your case. Also, i don't have 4gigs of ram, but i can run 10-player games with NullBot; didn't have any not enough ram problems yet. Not sure how exactly the JS garbage collector works.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by crass »

it hits the paged file if you look at windows task manager even though I got more than enough ram
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by cybersphinx »

Possibly QtScript eats memory in some versions. We currently use 4.8.0, if some fixes regarding that are in 4.8.1 or 4.8.2 I'll look into updating it.
We want information... information... information.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by Giani »

NoQ wrote:
Giani wrote:Ah I almost forgot, the "normal" nullbot(not extras or scav) uses flamers+cannons+mg or mg+flamers+rockets...
Each personality starts with a few mgs because it takes too much time to invent flamers, leaving him unprotected from rushing. You can see the flamer AI to check out how much time it takes.
Then it sometimes switches to flamers (should be 50% cases).
Yeah, but I saw them using flamers when they had tmg and factory module. I think he should have already stoped whit mg...
Sorry for responding very late :oops:
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by themac »

When I play in team with nullbot, it sometimes can not help enough when I am in trouble. When my last truck is dead, it would be nice to get a new truck from my nullbot team member to be able to go on playing! Often half of my base is still working but I cant do anything when the last truck is gone and my factory is destroyed. Then I begin to send thousands of credits to my nullbot team member because my oil and generators are still working.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by Giani »

You can use debug mode to give yourself 1 truck...
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