[3.1+] NullBot: an adaptive skirmish AI

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

Post by NoQ »

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!
I can't do that. Transfering things from an AI is not supported by the API yet.
Also, i'm planning to make him send units for help (either for defense or for attack), but i'd prefer to rely on chat messages for that rather than auto-detecting, and the chat API is currently broken (#3199)
it hits the paged file if you look at windows task manager even though I got more than enough ram
I don't have any windows machines around, and i don't have any swap area at all, while having 2gb ram total. Last time i checked some 10-player games with 9 hard nullbots, the game's ram usage never rised above 200mb.
Last edited by NoQ on 29 May 2012, 10:07, edited 1 time in total.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ »

v1.30.

Changes:
  • Add a "-light" version of NullBot that plays weaker but should be less CPU- and RAM-intensive. Recommended for games with a lot of AIs, not recommended for 1x1 practice (:
    • NullBot Git users have a third optional parameter for make.sh, that is to be set to 1 for light and to 0 (default) for the normal version of the AI.
    • The only difference between the two is one byte in each *.js file (not in *.inc.js) on the first line.
  • Force some flamer-based AIs to switch to flamers earlier.
Also, i think the sourceforge page had just passed the 1000 downloads count (:
Here are some statistics:
Spoiler:
cybersphinx wrote: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.
I'm not aware of any particular bugs or fixes, but it might be worth trying, cause i don't have any memory troubles on my 4.8.1.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by ermns »

Just downloaded all your AI's.
I will test the regular nullbot 1-30 and will let you know.

Thank you for all your efforts ... keep it up :-)
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by themac »

Tnx for the new version. I am testing it (as always ^^).
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by dak180 »

cybersphinx wrote: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.
Actually in the mac version Qt 4.7.4 is used an it unlikely that any newer version will be used until 3.2.

This is because of the unsuitability of the binary versions of the frameworks Qt provides and my unwillingness to invest the time and effort in compiling my own binaries.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by ermns »

A few hours ago I finished the second game I played against Nexus AI's and Nullbot AI's (they were my allies because I wanted to know what they are doing).

Nullbot did just fine... no complaints here :)
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by Giani »

If I am the only one of argentina that downloaded nullbot...
I downloaded it 24 times :shock:
( download/file.php?id=11412&mode=view )
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by themac »

NullBot 1.30 on the crazy setting is a bit confusing. It produces the heaveier tanks but does not use em in a way he could kill an enemy. When it gets the big red bodies, it makes heavy use of them - but fitted with very, very poor weapons (basic flamers or machine gun). A crazy nullbot is not able to win a match against a medium nullbot in this way, playing hours not being able to do any progress in his war against the other.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by Flalt »

I tried to google for an answer but didn't find it, so... What is the difference between "nullbot light" and just "nullbot"?
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by vexed »

dak180 wrote:
cybersphinx wrote: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.
Actually in the mac version Qt 4.7.4 is used an it unlikely that any newer version will be used until 3.2.

This is because of the unsuitability of the binary versions of the frameworks Qt provides and my unwillingness to invest the time and effort in compiling my own binaries.
Why don't you use the pre-built binaries that the trolls have ?
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by Berg »

Flalt wrote:I tried to google for an answer but didn't find it, so... What is the difference between "nullbot light" and just "nullbot"?
My goodness google dont know everything imagine that!!!
NoQ has tried to make the bot use less resources I did a short test and it seems to work as the frame rate dont drop as low and the cpu usage the % is less.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ »

themac wrote:NullBot 1.30 on the crazy setting is a bit confusing. It produces the heaveier tanks but does not use em in a way he could kill an enemy. When it gets the big red bodies, it makes heavy use of them - but fitted with very, very poor weapons (basic flamers or machine gun).
Show me a savegame.
One of the reasons may be that you didn't use much cyborgs, so he just didn't bother researching any anti-personnel weapons to fight them.
themac wrote:A crazy nullbot is not able to win a match against a medium nullbot in this way, playing hours not being able to do any progress in his war against the other.
The Hard or Insane AI is not necessarily stronger than medium in a plain AI vs. AI match. The only difference between them is an adaptation, which makes Hard AI have less flaws against a human. Hard AI has less flaws to exploit, but Medium AI doesn't exploit them anyway, so it doesn't make difference. On the other hand, Easy is seriously stupid. You can read more about the difficulty levels in the first message.
Berg wrote:
Flalt wrote:I tried to google for an answer but didn't find it, so... What is the difference between "nullbot light" and just "nullbot"?
My goodness google dont know everything imagine that!!!
NoQ has tried to make the bot use less resources I did a short test and it seems to work as the frame rate dont drop as low and the cpu usage the % is less.
That's a change in the latest version, see the latest changelog on top of this page of this thread.
Also, don't use google for warzone. Everything you need to know is in this forum. Everything you need to know about particular mod is in this mod's thread.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by themac »

How can I choose the nullbot AI for my own player (autogame on)? When I choose all nullbot AI´s plus me and when I turn on the autogame then, my player is really bad because it uses the build-in AI.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by NoQ »

No, unfortunately, not :(
When i need an AI vs. AI match to observe, i just put myself in a free spot and make an AI allied, then kill my trucks with cheats and cheat up a CC (not standard one, rather some Nexus CC or something like that) and a lab (to see what he researches, if necessary) inside a friendly base.
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Re: [3.1+] NullBot: an adaptive skirmish AI

Post by dak180 »

vexed wrote:
dak180 wrote:
cybersphinx wrote: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.
Actually in the mac version Qt 4.7.4 is used an it unlikely that any newer version will be used until 3.2.

This is because of the unsuitability of the binary versions of the frameworks Qt provides and my unwillingness to invest the time and effort in compiling my own binaries.
Why don't you use the pre-built binaries that the trolls have ?
Because their binaries for any later versions have dropped support for 10.5 and 32bit execution, which I am not prepared to drop until 3.2.
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