[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!
themac
Trained
Trained
Posts: 415
Joined: 17 Jul 2009, 19:14
Location: Germany

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

Post by themac »

Hey, NoQ, the new NullBot runs very well. Almost no stuttering. :) Well, NullBot sometimes confuses me when using VTOL. It sends 20 VTOL to destroy ONE enemy laser building instead of attacking as many targets as possible when having so many VTOL: Many of that VTOL die on the flight back home then. :-/
cue
Trained
Trained
Posts: 59
Joined: 06 Nov 2011, 00:12

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

Post by cue »

Amazing you have stuttering.
We played against 4 AIs and we had no stuttering at all.

I will have to mention that we build almost no units.
themac
Trained
Trained
Posts: 415
Joined: 17 Jul 2009, 19:14
Location: Germany

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

Post by themac »

Another mysterium is that NullBot rebuilds research factories when they had got lost, no matter if NullBot has currently researched everything completely a long time ago...
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

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

Post by NoQ »

themac wrote:Another mysterium is that NullBot rebuilds research factories when they had got lost, no matter if NullBot has currently researched everything completely a long time ago...
I don't see a way to fix that (i can't really see whether some technology is already researched or not; pursueResearch() may fail for different reasons (eg. all available technologies that lead to this technology are already being researched) :hmm: also, that's a very rare situation.
themac wrote:Almost no stuttering.
Ok that's nice to hear. Could anybody confirm that i didn't make it worse in 1.38?

v1.38.

Changes:
  • No obvious changes, only yet even more decreasing stuttering and probably improving the behaviour during final strikes.
themac
Trained
Trained
Posts: 415
Joined: 17 Jul 2009, 19:14
Location: Germany

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

Post by themac »

Tnx NoQ. I´ll give it a try! Edit: After a quick first look everything seems to work quite perfect. :)
cue
Trained
Trained
Posts: 59
Joined: 06 Nov 2011, 00:12

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

Post by cue »

Still using 1.37.
But the 3 of us won 5 AIs on medium!
How can that happen?
cue
Trained
Trained
Posts: 59
Joined: 06 Nov 2011, 00:12

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

Post by cue »

I would like to ask for a game recorder so this can be documented in some way
Cyp
Evitcani
Evitcani
Posts: 784
Joined: 17 Jan 2010, 23:35

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

Post by Cyp »

cue wrote:I would like to ask for a game recorder so this can be documented in some way
Currently, the way of recording is by using some sort of desktop recorder: http://wz2100.net/~cyp/recording-20120505070728.mp4
themac
Trained
Trained
Posts: 415
Joined: 17 Jul 2009, 19:14
Location: Germany

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

Post by themac »

The Quicktime Player 10 is able to record the screen. :)
cue
Trained
Trained
Posts: 59
Joined: 06 Nov 2011, 00:12

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

Post by cue »

I was more thinking along the lines of you could see the whole map and track and monitor each player.
Happy Camper
Trained
Trained
Posts: 32
Joined: 04 Sep 2010, 00:23
Location: Germany

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

Post by Happy Camper »

After I upgraded to 1.38-extra, Cannon and Rocket (MC and MR) AIs don't seem to work anymore. They just sit around and wait for someone to capture their bases. I use the extra mod where I can select the personalities, and set difficulty to hard.

I also see some stuttering when there is a lot of action on the map.

Otherwise, great work, Nullbot should become the standard AI.
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

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

Post by NoQ »

Happy Camper: do any other AIs from the pack work? Are you getting file not found messages in the log or on the screen? I mean, what is the physfs version in your system :?:
th3r0n
New user
Posts: 2
Joined: 23 Sep 2012, 11:17

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

Post by th3r0n »

First of all, thanks NoQ for this AI.

Since release 3.1 RC2 where is a version of NullBot included, when I tried to use your updated AI it does nothing in the game. I have seen that at least one person wrote about this in this thread, but I did not seen any workarround.

I installed AI as usuall (mods/autoload)

Game log said:

Code: Select all

info    |11:28:55: [openLoadFile:164] file multiplay/skirmish/nullbot-1-38-mr.js could not be opened: File not found
info    |11:28:55: [openLoadFile:164] Assert in Warzone: frame.cpp:164 (!"unable to open file"), last script event: '<none>'
error   |11:28:55: [loadPlayerScript:371] Failed to read script file "multiplay/skirmish/nullbot-1-38-mr.js"
Thanks for your time and best regards.
Happy Camper
Trained
Trained
Posts: 32
Joined: 04 Sep 2010, 00:23
Location: Germany

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

Post by Happy Camper »

NoQ wrote:Happy Camper: do any other AIs from the pack work?
Yes, flamer and turtle are working.
NoQ wrote:Are you getting file not found messages in the log or on the screen? I mean, what is the physfs version in your system :?:
Something like that?

Code: Select all

info    |05:22:58: [openLoadFile:164] file multiplay/skirmish/nullbot-1-38-mc.js could not be opened: File not found
info    |05:22:58: [openLoadFile:164] Assert in Warzone: frame.cpp:164 (!"unable to open file"), last script event: '<none>'
I will try to downgrade physfs from 2.02 to 2.01 as someone suggested and see if it helps.
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

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

Post by NoQ »

Yeah that's precisely that physfs 2.0.2 bug in both messages above.

The problem started to show up when in v1.36 i was asked to rename files in order to remove some lint tool issues; there's nothing i can do to fix it (since i can't rename files back), so we're waiting for a fix on the game side or on the lib side, whichever is sooner, and downgrading physfs to 2.0.1 whenever we can.

Just curious: are you guys on windows/mac? Does anybody has such issues on windows/mac, where you can't really choose physfs version (since compiling the game from source is suffering)?