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CSI Teams/Coop AI

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Looking for Test Subjects


Tired of CAI, Circuit and ZKGBAI?
Finally, here's your chance to try something new: Command Spam Intelligence !


4v4 CSI vs Circuit

Download


Go ahead and grab a copy before they're all gone.

Features


  • Focus on air support, airspace control and gunship raiding.
  • Human'y actions for more interesting team game like gameplay
  • Solid economy (Optimized grid)

Installation


Extract the downloaded AI binary to
Documents\My Games\Spring\AI\Skirmish
Create any folders that are missing.

Restart your lobby and you should be able to add the AI ingame.

Java


You need to have a Java 7+ 32 bit JRE installed to use this AI. You can find it here

If it is installed but not detected (AIs commanders explode on game start), make sure you set either the "JAVA_HOME" environment variable or the "JavaHome" registry key to your Java installation. For example
JAVA_HOME = C:\Program Files (x86)\Java\jre7


Setting memory limits


[Spoiler]

Notes


  • Water is not supported (Don't do what I did in the screenshot :P)
  • Maps without Sprungboxes aren't fully supported, make boxes!
  • Teammates are not supported No cooperation with teammates.
  • CSI is intended for Team games, it will fail to defend itself against raids in 1v1.
  • No refunds for burnt CPUs or body parts

Reporting Issues


Please include CSI.log (in Spring folder) in reports. Be aware that it is overwritten once you start a new game.

You can find the github at: https://github.com/DeinFreund/CSI

There will be a lot of issues at first, so please report them.

Change Log



Dec 28


  • Bug fixes
  • Performance improvements
  • Better unit weight selection

Dec 21


  • Added Vulture, Zenith and Singu
  • Improved late game performance (No more two second lags..)
  • Tweaked territory awareness
  • More aggressive in mid-game

Oct 2


  • Resigns (no more hunting single units forever)
  • Enabled debug UI to help testers find errors.
  • Aggressive mexing
  • "Fixed" GC Lag

Sep 30


  • Fixed a memory leak
  • Slight eco improvements

Sep 28


  • Escalation into Special Weapons when fighting porc
  • Uses reclaim sidearm

Sep 27


  • Added Licho with cluster targeting
  • Added support for teammates. (CSI won't crash, but mixing with other AIs is still not recommended)
+7 / -0
Woahcoolawesome, can't get enough AIs!

Chobby NEEDS a team botmatch option :D
+0 / -0


8 years ago
You can always open a custom game and then do that.
+0 / -0
I wouldn't recommend pitting multiple of these against each other though. They are rather performance hungry(Adding more CSI to a single team doesn't increase load, but extra teams do). There's a fallback where they simplify a lot of algorithms once you're starting to fall behind. The AI will generally scale with the available processing power.

But games against other AIs are definitely interesting.

Custom game mode is perfect for AI matches, you can also get a dedicated player to host each AI/Team.
+0 / -0


8 years ago
I'm not sure the rotary LLT targetting is worth the spam of commands it requires xD
+0 / -0
Bots B431613 1 on DunePatrol_wip_v03

Keep the AIs name in mind, it runs on spam!

But if you can show me a game where LLTs actually caused issues (Commands delayed/dropped messages in infolog), I'll change it.

PS: You can see whether there are Exceptions messing up the AI because the lasers will slow down.
+0 / -0

8 years ago
There was one game where it lagged so badly that I couldn't finish watching the replay. Does that count?
+1 / -0
Wasn't that a bug with the dev version being overly laggy? The engine has its built-in command limit, as long as this isn't exceeded everything should run smoothly. If it doesn't I'd assume it to be an engine bug.

The dev engine also crashes from time to time, so I think testing can be done more reliably in 103 stable.
+0 / -0

8 years ago
It still lags in 103.0.
+0 / -0
Ok you win

if (u.getArea().getNearestArea(HOSTILE).distanceTo(u) > 1000){
    freq = 1f;
    party = true;
}
+2 / -0


8 years ago
I'm still hoping to see infinite range impalers.
+0 / -0

8 years ago
To everyone who is experiencing performance issues, there's a problem with Spring only allocating 64 MB of RAM to the JVM, which causes some major GC lag. To fix this read the updated install instructions in the OP.

If there are still performance issues, please upload your CSI.log. You can find it next to the infolog in your spring folder.
+0 / -0

Today's Circuit Matches


I've had multiple requests to provide replays of CSI playing, so here you go:

1v1


Bots B431934 0 on TitanDuel

2v2


Replay (No website replay)
Bots B431928 0 on Icy_Shell_v01


3v3


Bots B431939 0 on TitanDuel
Bots B431940 0 on TitanDuel
Bots B431943 0 on Valles_Marineris_v2

6v6


Bots B431931 0 on Titan-v2

Results


[Spoiler]
+2 / -0


8 years ago
CSI is probably strongest AI opponent right now, and supports pretty much any gamesize without lags :D
+0 / -0
8 years ago
Can't wait to see CSI vs KGBai.
+0 / -0

8 years ago
KGB is designed primarily as a 1v1 bot while CSI is pretty much exclusively teams. It'll probably be a while before kgb can teams well enough to compete directly with CSI. :P
+0 / -0


8 years ago
What stops KGB scaling up effectively?
+0 / -0
Much less effort put into operating in a dense environment
No adjusting economy to include allies
No specific larger-teams routines (like handling multiple plops, fighter screens, or cross-factory tricks like valk skuttles)
No accounting for allied buildings and units (which requires polling because the interface does not send ally unitfinished events; CSI also doesn't do that either, but it dissolves the problem by merging)
No coordination mechanisms (CSI merges all but one instance, Circuit merges spatially close instances)

Perhaps having KGB collapse into a single player like CSI does would result in a pretty terrifying amount of brutality in the early game, but really big games make things like competent and coordinated air almost mandatory, so it would still be an "aggro deck" AI in current state.
+2 / -0

8 years ago
Merging and start position choosing are the main obstacles. I don't know how to read ally start positions nor how to give units to allies. Merging also seems to have issues with resource sharing, since an ai that's given all its units away can't spend its initial resources, and won't properly donate them all since ai's don't have a proper resign.

There are other minor things, but that's just a given amount of work.
+0 / -0
quote:
Merging and start position choosing are the main obstacles.

In case of teams of instances of the same bot, startpos choosing is not relevant because all positions are "you".
But this sounds like something that would be easy to add to ZK proper, sending a message to AI to notify it of startpos selection by allies.

quote:
Merging also seems to have issues with resource sharing, since an ai that's given all its units away can't spend its initial resources, and won't properly donate them all since ai's don't have a proper resign.

I've observed CSI do this: it shares away as much resource as the remaining bot can consume.
+0 / -0
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