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Topic: News about AI

PkK

Joined: 2012-01-06, 11:19
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Posted at: 2017-06-26, 18:30

Tibor wrote:

It is possible that today morning it was broken, I found small issue in relation to construction of militarysites, but about one hour ago I pushed fixed version. Try the command

bzr revno

it should return the number of revision

EDIT: There was no training last week, so you should see no differences

I did a clean cheackout and compiled. Now I see the AI expand properly.

Philipp


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PkK

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Posted at: 2017-06-26, 18:35

Tibor wrote:

There was a change in save/load so indeed old saves from this branch are not compatible anymore.

The purpose of the change is to be able to load savegames from trunk.

Despite doing a clean checkout and compiling that one I again see the assertion failure on savegame load:

widelands: /home/philipp/widelands-ai-post-b19-2/src/ai/defaultai.cc:5515: void DefaultAI::gain_building(Widelands::Building&, bool): Zusicherung »productionsites.back().stats_zero == 0« nicht erfüllt.
Abgebrochen

This is with a game both saved and loaded in revision #8164.

I do not get the failure when I just start a game, save and load. But I do get it when I load savegames where the game has progressed a bit. Both manual saves and autosaves are affected.

Philipp


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Tibor

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Joined: 2009-03-23, 22:24
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Posted at: 2017-06-26, 20:02

Oh, you are right. I was not able to invoke this, but now I see the problem. It happened sometimes when there were mines during save/load. I removed the line completely and will push new version today bit later. Thank you for reporting..


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PkK

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Posted at: 2017-06-26, 20:21

Also in a second rev 8164 game I started, my vineyards do not get workers, even though there are baskets in the HQ. I didn't see this problem in the earlier rev 8164 game today.

Philipp


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Tibor

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Posted at: 2017-06-26, 20:29

PkK wrote:

Also in a second rev 8164 game I started, my vineyards do not get workers, even though there are baskets in the HQ. I didn't see this problem in the earlier rev 8164 game today.

Philipp

But I think this has nothing with AI. Creation of workers is not AI's responsibility.


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GunChleoc
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Posted at: 2017-06-26, 20:31

The only AI reason for that that I can think of is a missing road.

@Tibor: I played with the branch today too. Best make a backup copy, use bzr shelve to get your changes out of the way, then bzr pull and then bzr unshelve to get them synchronized again. The tools used by our Bunnybot do not like internal merges.

Edited: 2017-06-26, 20:34

Busy indexing nil values

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Tibor

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Posted at: 2017-06-26, 20:44

@Gun I dont understand what problem do you mean...

F.e. I will commit and push new revision in few minutes. Should I do the the above steps afterwards?


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GunChleoc
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Posted at: 2017-06-27, 08:32

No, before pushing. Pushing will tell you that the branches have gone out of sync, unless you pulled my changes before you committed anything.


Busy indexing nil values

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WorldSavior
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Joined: 2016-10-15, 03:10
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Posted at: 2017-06-27, 12:18

PkK wrote:

Also in a second rev 8164 game I started, my vineyards do not get workers, even though there are baskets in the HQ. I didn't see this problem in the earlier rev 8164 game today.

Philipp

Vineyard-workers need not only a basket, but also a shovel. I don't know what happens if both tools are in different warehouses.


Wanted to save the world, then I got widetracked

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PkK

Joined: 2012-01-06, 11:19
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Posted at: 2017-06-27, 15:07

WorldSavior wrote:

PkK wrote:

Also in a second rev 8164 game I started, my vineyards do not get workers, even though there are baskets in the HQ. I didn't see this problem in the earlier rev 8164 game today.

Philipp

Vineyard-workers need not only a basket, but also a shovel. I don't know what happens if both tools are in different warehouses.

Ah, I didn't know that; I guess it was the problem, since AFAIR I built some foresters early, but the toolsmith rather late (can't load to check due to the mine savegame bug).

Philipp


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