AI for 0ad test
lenathewolfess / kiara Goto Github PK
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License: GNU General Public License v2.0
What's the current status of this mod? Playable, ready for testing, need feedback?
version 64fa277
<p class="error">ERROR: JavaScript error: simulation/ai/common-api/gamestate.js line 165
str is undefined
API3</m.GameState.prototype.applyCiv@simulation/ai/common-api/gamestate.js:165:2
KIARA.QueuePlan@simulation/ai/Kiara/queueplan.js:7:24
KIARA.ConstructionPlan@simulation/ai/Kiara/queueplanBuilding.js:8:23
KIARA.HQ.prototype.constructTrainingBuildings@simulation/ai/Kiara/headquarters.js:2626:36
KIARA.HQ.prototype.update@simulation/ai/Kiara/headquarters.js:3580:8
KIARA.KiaraBot.prototype.OnUpdate@simulation/ai/Kiara/_kiarabot.js:300:11
m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7</p>
<p class="error">ERROR: JavaScript error: simulation/ai/common-api/gamestate.js line 165
replay 2021-09-25_0011.tar.gz
let me know is there is more info that can help
Between around 45min and 50min on the south of the map, we can see long distance woodcutting outside of the territory.
replay (same as #12 )
2022-11-06_0002.zip
version: current main: ccaedb0
Kiara doesn't seem to ever research them even after a long time.
Same replay as in issue #9
https://github.com/SlavomirSlovenkai/Kiara/files/7375715/2021-10-18_0003.tar.gz
version: commit 64fa277
Hi :) Kiara is a nice step forward compared to Petra. Is it possible to have an update for a27 now that the RC1 is out? I tried it once and it output a lot of errors. Hopefully it's not about complicated stuff ๐ ๐ค
https://wildfiregames.com/forum/topic/107313-alpha-27-pre-releaserelease-candidate-build-testing/
https://trac.wildfiregames.com/wiki/PortA26ToA27
I just tried 64fa277 on two matches and let the game run after Kiara's victory and even after a while having a wonder, it doesn't research glorious expansion. While Petra does.
Thanks for making this, it's fun watching AI fights ^^
At 50min we can see a lot of idles around a storehouse. When they could be helping other active wood and mining collection sites.
Like the mining on the left. Or woodcutting on the south.
After 1h10 we can see that it just gives up. Woodcutting on the south is interrupted. And mines on the south are untouched.
Maybe the problem is linked to #13
replay (same as #13 )
2022-11-06_0002.zip
version: current main: ccaedb0
It had 10 units, a mix of lancers, javeliners and slingers.
The same happens just after for the next CC which had more units, and even champions swordspersons!
version: yesterday's main: ccaedb0
same replay as #9 (comment) #14 #15 #16 #17 #18
2022-11-06_0004.zip
All while rams and only 20 support units are destroying everything. Could have been repealable.
Boon GUI shows no production, except pigs! XD
(Kiara is blue)
version: yesterday's main: ccaedb0
same replay as #9 (comment) #14 #15 #16 #17 #18
2022-11-06_0004.zip
At bit after 31 min, two rams attack Kiara's (bleu) fortress. Without any support units. And it works because:
There weren't much lancers so the fortress might still have gone down although it looked to have big chances of making it. Worst case one of the rams would be destroyed, the other damaged a lot. And the lancers + javelin soldiers would have finished it. And instead the rams could destroy the arsenal and a few houses!
version: yesterday's main: ccaedb0
same replay as #9 (comment) #14 #15 #16 #17 #18
2022-11-06_0004.zip
At commit 6f3a6fa, we got some errors at the top after starting a network game with 2 players.
ERROR: PlayerID 3 | bad path from 2 to 57 ??? (void 0)
ERROR: PlayerID 3 | regionLinks start []
ERROR: PlayerID 3 | regionLinks end []
ERROR: PlayerID 4 | bad path from 2 to 57 ??? (void 0)
ERROR: PlayerID 4 | regionLinks start []
ERROR: PlayerID 4 | regionLinks end []
And then a crash
ERROR: Cannot serialize NaN values.
terminate called after throwing an instance of 'PSERROR_Serialize_InvalidScriptValue'
what(): Serialize_InvalidScriptValue
Aborted (core dumped)
After around 21 min, Kiara (blue) starts capturing a tower. And it succeeded at 75% but then pulls some units from the capture and it fails.
It's hard to balance that because sometime they try too hard and sacrifice a lot of units. Here the capture reached 75% and capture rate was very positive. So no matter the threat that comes, it's worth continuing 5 seconds to finish and get a tower.
So dropping can be decided by the capture rate and the remaining percentage. Hopefully it's easy to get that data.
version: yesterday's main: ccaedb0
same replay as #9 (comment) #14 #15 #16 #17 #18
2022-11-06_0004.zip
At 5:30 Kiara's CC is garrisoned due to an incoming small attack. Maybe a bit to early and disproportionate to garrison at this point.
But more importantly it didn't got ungarrisoned for a long time.
At min 20:00 the colony on the north is garrisoned also.
version: commit 64fa277
Kiara didn't even though they had the resources.
version 64fa277
It starts there with an attack that fails to capture and it seems Kiara pulls back at the right moment before starting to loose too much, good!
But immediately after, a small group comes back to attack the tower and is slaughtered.
A bit after, woodcutters are dragged into fighting again the tower. Maybe the 1st group that came back was also woodcutters
version: yesterday's main: ccaedb0
same replay as #9 (comment) #14 #15 #16 #17 #18
2022-11-06_0004.zip
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