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'''AAI''' is beeing developed by [[User:Submarine|Submarine]]. It it stable and supports all popular [[mods]].
{{AI|AAI|[[User:Submarine|Submarine]]|V0.9|XTA, BA, AA, TA:WD, SWTA, TLL, KuroTA, FF, Gundam, TA Battle Fleet, Spring 1944|Under Active Development| To 0.70 Closed Source, <br>from 0.70 Open Source (GPL)|C|LegacyCpp}}


AAI is the only [[AI]] that does not use predefined [[buildscripts]] or [[unit weight]]s but learns about the combat skills of the different units. It also  places its defences according to where it has been attacked.
'''AAI''' is being developed by [[User:Submarine|Submarine]]. It is rather stable and supports most popular [[games]] (e.g. AA, TA:WD, XTA, SWTA and TLL).  


AAI sometimes uses air units to support ground units in combat against strong units/defences.
AAI attempts to learn about the mod while playing. However it will take at least a few games, in the beginning AAI will suffer from ineffective build choices. Not only does it keep track of combat efficiency of single units it will also try to learn about which unit categories are used on a specific map and how often it is attacked by certain units (e.g. air units instead of ground units). Therefore AAI will in a limited way adapt to its opponent's playstyle. It also places its defences according to where it has been attacked.  


Naval units will be added in the future.
Since AAI 0.50, a new economy management has been implemented. AAI will build all kinds of power plants, storages and metal makers according to its current demand and situation. AAI will also try to exchange metal extractors with better versions once they are available.
 
AAI will use its airforce to weaken enemy defences, destroy outposts and support ground assault units.
 
Since version 0.60, limited water support has been implemented. However AAI will have problems especially on mixed land/water maps.
 
AAI needs a separate config file to be able to run with a specific mod. There are cfg files available for most common games, however it's not very hard to create one yourself, see readme.txt and mod cfg helpfiles for more information. If AAI cannot find a suitable mod cfg file it will display an error message and print the name of the file it had been looking for in the ai log.
 
=== Info ===
*Playability : especially on big maps with lots of metal it will put up a decent fight (play against 3 AAIs on Comet Catcher Remake :) )
*Limitations : AAI does not build mobile artillery so far and there is no support for nukes/anti nukes etc.
 
== License ==
* AAI 0.7 (and above) will have a license change from unknown license to GPL (version not specified, ask Submarine for futher details)


=== Related forum threads ===
=== Related forum threads ===
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3243 AI -> "Testing AAI"]
* [http://springrts.com/phpbb/viewtopic.php?f=15&t=18941 "AAI v0.90"]
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3195 AI -> "AI v0.3"]
* [http://springrts.com/phpbb/viewtopic.php?f=15&t=13467 "AAI v0.86"]
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?p=51226 AI -> "AI v0.42"]
* [http://springrts.com/phpbb/viewtopic.php?t=6094 "AAI v0.70"]
* [http://springrts.com/phpbb/viewtopic.php?t=7539 "AAI v0.75"]
 
 
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[[Category:AI]]
[[Category: AI]]

Latest revision as of 03:43, 12 April 2013

AAI
Developer
Submarine
Version
V0.9
Mod Support
XTA, BA, AA, TA:WD, SWTA, TLL, KuroTA, FF, Gundam, TA Battle Fleet, Spring 1944
Status
Under Active Development
License
To 0.70 Closed Source,
from 0.70 Open Source (GPL)
Interface
C
Wrapper
LegacyCpp
<- Back to List of AIs

AAI is being developed by Submarine. It is rather stable and supports most popular games (e.g. AA, TA:WD, XTA, SWTA and TLL).

AAI attempts to learn about the mod while playing. However it will take at least a few games, in the beginning AAI will suffer from ineffective build choices. Not only does it keep track of combat efficiency of single units it will also try to learn about which unit categories are used on a specific map and how often it is attacked by certain units (e.g. air units instead of ground units). Therefore AAI will in a limited way adapt to its opponent's playstyle. It also places its defences according to where it has been attacked.

Since AAI 0.50, a new economy management has been implemented. AAI will build all kinds of power plants, storages and metal makers according to its current demand and situation. AAI will also try to exchange metal extractors with better versions once they are available.

AAI will use its airforce to weaken enemy defences, destroy outposts and support ground assault units.

Since version 0.60, limited water support has been implemented. However AAI will have problems especially on mixed land/water maps.

AAI needs a separate config file to be able to run with a specific mod. There are cfg files available for most common games, however it's not very hard to create one yourself, see readme.txt and mod cfg helpfiles for more information. If AAI cannot find a suitable mod cfg file it will display an error message and print the name of the file it had been looking for in the ai log.

Info

  • Playability : especially on big maps with lots of metal it will put up a decent fight (play against 3 AAIs on Comet Catcher Remake :) )
  • Limitations : AAI does not build mobile artillery so far and there is no support for nukes/anti nukes etc.

License

  • AAI 0.7 (and above) will have a license change from unknown license to GPL (version not specified, ask Submarine for futher details)

Related forum threads


<- Back to AI page