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Modifing CAI

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ATM CAI's brain assigns fixed weight values to arty and aircrafts but uses opponent dependend wights for assault/riot/sirmishers and some buildings. As a result players almost never see CAIs build arty or air.

I have modified a local version but have a hard time testing. Anarchid and Licho were helpfull to run my modified ZK, but the spring AI selector does not list CAI, only the AIs in the AI folder of the engine. I think i am using the right config by now, because i see my changed ZK version and i had a typo in my CAI modifications which showed in the infolog.txt.

edit: ok i finaly found some infos. looks like the spring.exe AI selector can not handle LUA AIs. Ill look into starting a local game with some lobby...
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11 years ago
finaly got some test runs done. A wolverine spaming CAI can get interesting. And it did a nice air raide with almost 20 gunships once. But i messed up somethink with its start, it needs longer to expand now. Also i need a deeper look into factory selection. more arty is nice, but without heavy vehicles not the best. and amphies/ships on maps with more water is new on my list. But i need to understand more of the info functions first.
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11 years ago
It's great that you're trying to improve CAI. Make sure to commit the changes some time. I run CAI locally by using startscripts which I created by running my local version of ZK through Springlobby.
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11 years ago
Use the single player tab in http://weblobby.springrts.com/
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Its great that someone is actually interested in this. Is there somewhere people can download this? I think for many people this will be good if they are for whatever reason not playing online, for me it is the constant error spam in my chat box, for others the lag of 94.1, when it was in use. Will you be able to select what strategy it takes or something?
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I'm also very interested in this. Also maybe something that would make the AI a bit more protective of their fac or less greedy early on - currently it just loses the first fac almost always to some light early poke.

About the wolverine spam - the AI already sometimes kind of does it. Definitely one of the most annoying things it can do alongside with hiding cloaked units after you have cleaned 99% of their stuff up. They just somehow manage to sneak them everywhere even when I've got somewhat decent unit coverage around the map. Or maybe I should just start using radars.
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11 years ago
Benchmarker is capable of running Zero-K $VERSION
perhaps it should get some tests included by default for all.
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11 years ago
At the moment I use some slightly modified benchmarks (CAI-vs-CAI and Human-vs-nullAI) to run my local tests with the benchmark tool. More infos on how benchmarks and startscripts work can be found here: http://zero-k.info/Forum/Thread/4906 . I havent figured out how to pass startscripts directly to spring, but I didn't do a real search on the topic.

While testing I found some things I have to modify before sharing. For example, with a LV factory CAI mostly builds wolverines as arty, but almost no of the other type. The factory selector for later factories could also use some tweaks.

Indipendently of that I think the way defences are built should consider enemy positions (watching CAI vs CAI, youll almost always see a time where an AI starts to spam defences at the back of its base near the map edge while its front is falling apart) and I think current CAI cant build ships (I have to realy look into that, but I did not see any ships while browsing the sources).
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11 years ago
You are in fact safe from CAI underwater.
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11 years ago
Where can I download a local version of CAI?
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11 years ago
https://code.google.com/p/zero-k/source/browse/trunk/mods/zk/LuaRules/Gadgets/ai_CAI.lua
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11 years ago
Kewl. TX!
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11 years ago
about robots:

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10 years ago
pardon but why in new version game (1.2.2.10) rai have all unit lock??...in prev version 1.2.2.6 rai can build all unit (nuke singu ddm anny ecc)...
When put together (rai and cai) gets fun game...
Is permanently thing or momentary??..
Thx for eventual reply ..
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Thanks for the feedback.
If this is true then it is (most likely) caused by someone adding a new "unit disable" option in between 1.2.2.9 and 1.2.2.10.

For ZKdev info its this: https://code.google.com/p/zero-k/source/detail?r=12667 (since it will be crazy to find all important commit)

Its the most likely candidate since when we add anything new it always not work or buggy, its the law of the universe.
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