A Better AI.

OK I finally installed Better AI.

Started a game.

I was moving my initial warrior around, hit Return for end of turn,
and the computer went into an infinite loop.

I got an assert but it disappeared before I could copy down what was in there. I will replay and hopefully recreate the error.

It mentioned a unit visibility error.
This is my first time to upload any games here so hopefully I got the correct save game. I'll play from the save game I got and see if I get the same issue.

Hopefully this is a recreatable bug.
 

Attachments

  • AutoSave_BC-3760.CivWarlordsSave
    13.6 KB · Views: 275
Assert Failed

File: .\CvPlot.cpp
Line: 1694
Expression: visiblePlotRegion.size() == oldVisibilityValues.size()
Message:

----------------------------------------------------------


OK I got the Assert recreated.
From the game save move the warrior 2 spaces south east and then 1 south west and the infinite loop should happen. The only other action I did after restarting the game was to click on the grid, the resources for each square button, and the score button.
 
New build posted 1/25

release notes:
Governor Changes:
- Recognizes the value of high food tiles better.
- More likely to work food tiles under slavery.
- Will put more weight on hammers when near the happy cap.

Military Changes:
- More flexible in training, use and placement of defenders.
- Small attacking groups more likely to pillage
- AI more likely to declare war when it should (wont sit on a large army).
- AI more likely to declare early in the game.
- AI wont commit to large scale military buildups until it has real units, unless forced to.
- Bombard bug fixed.

Economy:
- Tweaked the wonder building, expansion and unit training balance.
- Minor tweaks to building values.
- Workers will team up to improve strategics.

Strategy Changes:
- AI more likely to Missionary in favor of Dagger.
- AI less likely to Dagger in general, especially on aggressive.
- AI more likely to Crush and Vassals now handled consistently.

Exploring Fogbusting:
- General tweaks.
- Fogbusting units less likely to move when enemies are about.
- Can explore with air units.
- Visibility calculations should be faster (less lag)
- All exploring units will attack barbs on huts if the odds are good enough.

Other:
- Out of Sync error should be fixed.
- Bug fixed where AI has no Warplan.
- Several Asserts should be fixed.

Everyone is asked to download the "Assert" version for more comprehensive testing. However, there is a non-assert version provided for those who are experiencing problems (particularly those with some video cards when playing under fullscreen mode).

Assert notes:
This build is intended for testing.

This build contains "asserts" which are statments which should be true, if everything is running properly. These extra checks are done, if any of these asserts fails, then a window is shown displaying which assert failed.

It is very important to capture everything in this message if you get an error. A save game file prior to the assert is ideal, with instructions on what to do to trigger the assert (ie, end turn or move the tank northeast to London).

Please report any asserts on the thread on Civ Fanatics:
http://forums.civfanatics.com/showthread.php?t=204045

The best thing to do is to click the "Ignore (once)" button once you have all the information recorded. If you get the same assert multiple times, you can click the "Always Ignore" button. If you quit your game, you will have to click the always ignore one more time.

If you are playing in fullscreen mode, you should dismiss the assert window (clicking an ignore button) before clicking anywhere else, or your machine may get wedged.

Also note, the new subforum should be active soon, then the discussion can move there.

-Iustus
 
Assert Failed

File: .\CvPlot.cpp
Line: 1694
Expression: visiblePlotRegion.size() == oldVisibilityValues.size()
Message:

----------------------------------------------------------


OK I got the Assert recreated.
From the game save move the warrior 2 spaces south east and then 1 south west and the infinite loop should happen. The only other action I did after restarting the game was to click on the grid, the resources for each square button, and the score button.

I was unable to duplicate this bug. I tried both the direction you described:


And reversing east and west from what you said, which would explore more territory and might be what you meant:


Which tech do you pick at the beginning of your save?

Could you post a screenshot of where you end up at the end of the moves?

I could not duplicate the assert with either the 1/16 build or the 1/25 build.

-Iustus
 
The new subforum is up and active:
Better AI Subforum

Please move discussions to the appropriate place on that forum.

-Iustus

You should ask a moderator to close this thread to avoid more posts here (such as this one from me ;) ). Thanks for the new build.
 
The new build will include the changes from the 1/16 build. This will definitely fix some of the problems. Since so few people who play multiplayer actually tried the 1/16 build, it is hard to say whether all the problems are fixed or not. There was one report of a problem, but no details were given, and I do not know how indicitive of the problem it is.

We cannot track this problem down without the help of the people who are playing multiplayer games. The more detail you can give us, the better.

-Iustus

I have been busy with work and did nto have much time to post feedback on the multiplayer end. We used the 1/16 build all last weekend and not 1 OOS error at all.

What ever was the cause I beleive you fixed it.
Looking forward to the new build.
 
I received the following assert:

Assert Failed

File: .\CvPlayer.cpp
Line: 3092
Expression: iI != getID()
Message:

----------------------------------------------------------

I kept the save game and reloaded it twice and could not reproduce the assert. So, my question for Iustus is, should I post asserts that occur that aren't reproducable? I have the save game for this if you want it but I don't want to waste your time or space on this board by attaching it if it isn't wanted.
 
Assert Failed

File: .\CvGlobals.cpp
Line: 1897
Expression: eTechNum > -1
Message:

----------------------------------------------------------

Here the savegame, the error happens right after the tech message and crashes the game when you click ignore on the error message
View attachment AutoSave_AD-1934.CivWarlordsSave

Edit: I had continued to play from a prior save and then noticed that the same Assert happens when Ecology is discovered by me later in the game, i.e. the link to future tech seems to be problematic.

Nansen
 
Assert Failed

File: .\CvSelectionGroupAI.cpp
Line: 178
Expression: false
Message:

----------------------------------------------------------


I got this one as well? will there be a fix anytime soon or shall i start my essay?


lol :mischief:

r.e. this happend when Russia declared war on the Incans
 
I received the following assert:

Assert Failed

File: .\CvPlayer.cpp
Line: 3092
Expression: iI != getID()
Message:

----------------------------------------------------------

I kept the save game and reloaded it twice and could not reproduce the assert. So, my question for Iustus is, should I post asserts that occur that aren't reproducable? I have the save game for this if you want it but I don't want to waste your time or space on this board by attaching it if it isn't wanted.

Assert Failed

File: .\CvGlobals.cpp
Line: 1897
Expression: eTechNum > -1
Message:

----------------------------------------------------------

Here the savegame, the error happens right after the tech message and crashes the game when you click ignore on the error message
View attachment 146604

Edit: I had continued to play from a prior save and then noticed that the same Assert happens when Ecology is discovered by me later in the game, i.e. the link to future tech seems to be problematic.

Nansen

Please post in the new Better AI forum

Bug reports go in the bug reports thread

-Iustus
 
Assert Failed

File: .\CvSelectionGroupAI.cpp
Line: 178
Expression: false
Message:

----------------------------------------------------------

Please post in the new Better AI forum

Bug reports go in the bug reports thread

I would like to see the savegame from this bug, do you have it? Did he have a stack with more than 100 units? Post your answers on the bug reports forum.

I got this one as well? will there be a fix anytime soon or shall i start my essay?

lol :mischief:

r.e. this happend when Russia declared war on the Incans

If you click 'ignore' does the game appear to play properly?

-Iustus
 
For those who aren't visiting the new forums there's a new version up now:
New build 1/29 on SourceForge

Asserts, Sync Problems and Such:
- Many asserts and associated bugs squashed.
- Most out of sync problems related to explore code fixed.
- Added additional logging to MPLog for tracking OOS errors.

AI Economy / Governor:
- AI puts more focus on essential economy builds.
- AI less likely to build useless buildings.
- Trade Routes on buildings properly valued.
- Exp buildings (barracks, dry dock) valued correctly (finally)
- Smarter worker allocation when city is performing a process, especially build culture.
- Build Governor will train workers if there is dire need for them.
- General tweaks to governor (both AI and Build)

AI Military:
- Extra warmongery leaders now "Dagger Harder".
- Barbarians wont whip or draft.
- Fixes to the way unit groups split.

It should be far more stable in MP now.

Also this thread has surpassed 100,000 views which I think is pretty cool :D.
 
New Build 1/30 on SourceForge.

Governor/Economy:
- Governor should manage being near the happy/health caps much better.
- AI's performing the missionary strat should train more missionaries.
- Minor tweaks to building economic buildings (should manage war better)

Military:
- AI should defend valuable cites more appropriately.
- AI should be smarter about razing.
- AI shouldn't dribble attackers so much.

Other:
- Barbarian Behaivour should be close to 2.08.
- Sea bombard crash fix.

this is SVN revision 333
 
Also this thread has surpassed 100,000 views which I think is pretty cool :D.

So how many posts does that make?

I just think it's awesome that Fireaxis made their AI open to programing. Alot of games make it hardcoded. And cheers blake for doing this awesome work. Any idea on how close you feel the 1.0 release is?
 
can you make the AI to build and use forts?
the forts are not used anymore in civ IV by the AI and this is a shame...
 
Since I had to wait untill last Xmas to upgrade my PC, I just started playing CivIV. I bought Warlords two weekends ago, and yesterday evening I down-loaded the BetterAI. So far so good. I am playing a Warlords game on standard settings with random leader. I got Brennas of the Celts. I am trying the game on Chieftan as I am new to the system. The BetterAI is loaded as I can tell by the title over the scores.

BTW, I learned about the BetterAI, on ConsimWorld Forum.
 
Please use the new BetterAI forum for any questions, updates, or bug reports

New build 2/09 on SourceForge

Governor/Economy:
- AIs will avoid anarchy when it would cause a strike, due to low gold
and negative foreign trade
- Commerce value increased
- Emphasize great people effect reduced
- Food growth value adjusted (3f 3h 1c should be preferred over 4f now)
- Emphasizing hammers or commerce increases value of growth
- Slavery conversion of food to hammers calculated precisely
- Hammers valued more when building a granary
- Small cities better account for future size when considering value of
buildings
- AIs should train and use settlers more effectively (expanding faster)
- Minor tweaks to other city production choices
- Commerce value adjusted when under extreme conditions
- 'Infinite' loop in governor fixed

Military:
- AI defensive units should sally forth from cities much more frequently
- Defensive siege units should be used more effectively
- AI will train more city defender units
- More UUs are considered good enough for an early rush
- Crush strategy will no longer prevent boats from being built
- Bug where stack would not complete its attack fixed
- Fogbusting units will travel home to get upgraded when upgrades available
- New vassals will correctly abort undeclared wars on both sides

Other:
- Network game "Out Of Sync Error" potential fix
- AIs should correctly choose whether to load a settler on a ship or not
- Redundant workboat issue fixed
- Some erroneous asserts removed
- Some Chipotle mode displays cleaned up

SVN revision 356
 
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