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#41 Polaris

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Posted 30 June 2005 - 06:55 PM

No prob... Send them in the yahoo mailboxz!

#42 Polaris

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Posted 04 July 2005 - 03:58 PM

Just a small note: I am not dead nor disappeared... Just busy... :dry:

#43 thudo

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Posted 05 July 2005 - 03:02 AM

ANy progress my friend? I recently dual-booted v1.20 and v1.30 and the AI seems decent (so long as it has money coming in).

Chaos AI is definately and strangely affected (builds Armoury, Sac. Pit and Machine Pit a little later than I'd like). Bizzare...

All other factions seem fine to me under our latest AI build and v1.30. Chaos just seems a little late with vehicles but not incredibly bad. Playtested a little and he builds everything eventually.
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#44 Polaris

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Posted 05 July 2005 - 01:57 PM

ANy progress my friend? I recently dual-booted v1.20 and v1.30 and the AI seems decent (so long as it has money coming in).


Good job! I am currently perform proc-by-proc CFG comparison of each method of AI methods.

Here comes the updated list:

CpuTerrainAnalyzer:
FindClosestFreePosition: NO MATCH
GetMarkerPositionByID: MATCH
GetMarkerProximityByID: MATCH
GetChokepointMarkerIDs: MATCH
GetClosestChokepointID: NO MATCH
GetThreatAtPos: MATCH
GetSafePointBeforeDest: MATCH
HasThreatOnPath: MATCH
GetPathingDistance: MATCH
GetMajorityClassType: NO MATCH
Update: NO MATCH
HasThreat: MATCH

AIStats:
Update: MATCH
LoadUnitStats: MATCH
GetUnitStatsFromBPID: MATCH
GetUnitStats: MATCH
GetPlayerStats: MATCH
GetPlayerStatsFromID: MATCH
GetSquadName: MATCH
GetSquadID: MATCH
GetBuildingName: MATCH
GetBuildingID: MATCH
GetResearchName: MATCH
GetResearchID: MATCH
GetAbilityID: MATCH
GetAddOnName: MATCH
GetAddOnID: MATCH

CpuPlayer:
FindFirstCommanderEnemy: MATCH
FindFirstInfantryEnemy: MATCH
FindFirstVehicleEnemy: MATCH
FindFirstEnemy: MATCH
FindFirstSquadInCombat: NO MATCH
FindFirstHurtSquad: NO MATCH
GetDifficultyLevel: MATCH
GetStartingPosition: MATCH
DoUpdate: MATCH
NetSay: NULLMATCH
GetTerrainAnalyzer: MATCH
IsResearchComplete: MATCH
GetGameTime: MATCH

As soon as every method has been compared, we can select from the changed ones the methods that will need further analysis.

#45 Flenser

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Posted 05 July 2005 - 03:30 PM

None of those functions have anything to do with prereqs as far as I can tell, but GetMajorityClassType is fairly key for the demand system. Would be nice to know what they did there.

Not been doing much AI stuff of late - RL issues dominating. Hope to get back into it shortly.

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#46 Polaris

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Posted 05 July 2005 - 04:38 PM

None of those functions have anything to do with prereqs as far as I can tell, but GetMajorityClassType is fairly key for the demand system. Would be nice to know what they did there.

Not been doing much AI stuff of late - RL issues dominating. Hope to get back into it shortly.

Flenser

<{POST_SNAPBACK}>


Yep. The idea is to go comparing ALL of the functions belonging to the AI object, then localize the ones that can be "interesting"...

I'll mark GetMajorityClassType as interesting :)

#47 Polaris

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Posted 05 July 2005 - 04:55 PM

Another update... :)

CpuTerrainAnalyzer:
	FindClosestFreePosition: NO MATCH
	GetMarkerPositionByID: MATCH
	GetMarkerProximityByID: MATCH
	GetChokepointMarkerIDs: MATCH
	GetClosestChokepointID: NO MATCH
	GetThreatAtPos: MATCH
	GetSafePointBeforeDest: MATCH
	HasThreatOnPath: MATCH
	GetPathingDistance: MATCH
	GetMajorityClassType: NO MATCH
	Update: NO MATCH
	HasThreat: MATCH
	
AIStats:
	Update: MATCH
	LoadUnitStats: MATCH
	GetUnitStatsFromBPID: MATCH
	GetUnitStats: MATCH
	GetPlayerStats: MATCH
	GetPlayerStatsFromID: MATCH
	GetSquadName: MATCH
	GetSquadID: MATCH
	GetBuildingName: MATCH
	GetBuildingID: MATCH
	GetResearchName: MATCH
	GetResearchID: MATCH
	GetAbilityID: MATCH
	GetAddOnName: MATCH
	GetAddOnID: MATCH
	
CpuPlayer:	
	FindFirstCommanderEnemy: MATCH
	FindFirstInfantryEnemy: MATCH
	FindFirstVehicleEnemy: MATCH
	FindFirstEnemy: MATCH
	FindFirstSquadInCombat: NO MATCH
	FindFirstHurtSquad: NO MATCH
	GetDifficultyLevel: MATCH
	GetStartingPosition: MATCH
	DoUpdate: MATCH
	NetSay: NULLMATCH 
	GetTerrainAnalyzer: MATCH
	IsResearchComplete: MATCH
	GetGameTime: MATCH
	GetStats: MATCH
	GetResourceManager: MATCH
	GetMilitaryManager: MATCH
	GetBuildManager: MATCH
	GetPlayerTeam: MATCH
	GetPlayerRace: MATCH
	Enable: NO MATCH
	
BuildManager:
	Update: MATCH
	CanBuildSquad: MATCH
	SetSquadLimit: MATCH
	GetSquadLimit: MATCH
	ClearSquadLimits: MATCH
	GetSupportCapLeft: MATCH
	GetSquadCapLeft: MATCH
	GetSquadCapCurrentMax: MATCH


#48 thudo

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Posted 05 July 2005 - 06:58 PM

The ones with NO MATCH are of interest?

CpuTerrainAnalyzer:
FindClosestFreePosition: NO MATCH
GetClosestChokepointID: NO MATCH
GetMajorityClassType: NO MATCH
Update: NO MATCH

CpuPlayer:
FindFirstSquadInCombat: NO MATCH
FindFirstHurtSquad: NO MATCH
Enable: NO MATCH

Hmm... Not too sure how these relate to why the AI is slower to building unit/buildings as compared to v1.20 - Chaos AI being the most affected.
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#49 Polaris

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Posted 05 July 2005 - 07:42 PM

The ones with NO MATCH are of interest?

CpuTerrainAnalyzer:
FindClosestFreePosition: NO MATCH
GetClosestChokepointID: NO MATCH
GetMajorityClassType: NO MATCH
Update: NO MATCH

CpuPlayer:
FindFirstSquadInCombat: NO MATCH
FindFirstHurtSquad: NO MATCH
Enable: NO MATCH

Hmm... Not too sure how these relate to why the AI is slower to building unit/buildings as compared to v1.20 - Chaos AI being the most affected.

<{POST_SNAPBACK}>


Exactly. The NO MATCH means that the function in v1.20 is different from the 1.30. Also, I am not saying that these are related to our problem... Maybe these have only been changed to improve the game or to reengineer it...

We must wait till ALL of the functions have been compared, in order to understand where the fault can be.

#50 thudo

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Posted 06 July 2005 - 02:12 PM

Thanks Polaris.. keep us posted!
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