Difference between revisions of "Exercising The AI"

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* [[UNITPOS.DAT]] (cf. comments below)
 
* [[UNITPOS.DAT]] (cf. comments below)
 
* [[UNITREF.DAT]] (both XCOM and alien units)
 
* [[UNITREF.DAT]] (both XCOM and alien units)
 +
 +
[[LOC.DAT]] and [[IGLOB.DAT]] may be unstable at the start of a series of load-end turn-save tests, but this does not last.
  
 
Points of further investigation for patrol mode AI:
 
Points of further investigation for patrol mode AI:
 
* Bit 4 at offset 19 in the ROUTES.DAT records: this influences the AI.  In my current test suite, both "different nodes" from my reference save were to nodes that had their offset 19 bit 4 set during the AI turn.  The reference save had offset 19 bit 4 set for the default node, but its being reset during the AI turn did not itself cause the AI to go to a different node.
 
* Bit 4 at offset 19 in the ROUTES.DAT records: this influences the AI.  In my current test suite, both "different nodes" from my reference save were to nodes that had their offset 19 bit 4 set during the AI turn.  The reference save had offset 19 bit 4 set for the default node, but its being reset during the AI turn did not itself cause the AI to go to a different node.
 
* For each alien, the starting move at the start of the alien turn appears fully deterministic.  Perhaps...UNITREF.DAT byte 70 indexes the immediate destination node?  (Note: bytes 69 and 70 may be used differently in different AI modes.)
 
* For each alien, the starting move at the start of the alien turn appears fully deterministic.  Perhaps...UNITREF.DAT byte 70 indexes the immediate destination node?  (Note: bytes 69 and 70 may be used differently in different AI modes.)
 +
 +
It will take a while to induct the transition probabilities for bit 4, offset 19 in the ROUTES.DAT records for nodes sourced from UFO reference data.  Several are already clearly not 50% individually.
  
 
Also, is there a quick way to diagnose what AI mode is applicable (both locally and globally)?
 
Also, is there a quick way to diagnose what AI mode is applicable (both locally and globally)?
  
-- [[User:Zaimoni|Zaimoni]], 11:20 AM CST Nov. 18 2006
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-- [[User:Zaimoni|Zaimoni]], 16:58 AM CST Nov. 18 2006
 +
 
 
<hr width="80%">
 
<hr width="80%">
 
Pedantry: X-COM CE with XComUtil 9.6, used an Interceptor with 6 crew.  The power plant explosion killed all but 2 floaters.
 
Pedantry: X-COM CE with XComUtil 9.6, used an Interceptor with 6 crew.  The power plant explosion killed all but 2 floaters.

Revision as of 22:49, 18 November 2006

The following files are potentially inconsistent between different end-of-turns, when no alien sights an X-COM unit or vice versa:

LOC.DAT and IGLOB.DAT may be unstable at the start of a series of load-end turn-save tests, but this does not last.

Points of further investigation for patrol mode AI:

  • Bit 4 at offset 19 in the ROUTES.DAT records: this influences the AI. In my current test suite, both "different nodes" from my reference save were to nodes that had their offset 19 bit 4 set during the AI turn. The reference save had offset 19 bit 4 set for the default node, but its being reset during the AI turn did not itself cause the AI to go to a different node.
  • For each alien, the starting move at the start of the alien turn appears fully deterministic. Perhaps...UNITREF.DAT byte 70 indexes the immediate destination node? (Note: bytes 69 and 70 may be used differently in different AI modes.)

It will take a while to induct the transition probabilities for bit 4, offset 19 in the ROUTES.DAT records for nodes sourced from UFO reference data. Several are already clearly not 50% individually.

Also, is there a quick way to diagnose what AI mode is applicable (both locally and globally)?

-- Zaimoni, 16:58 AM CST Nov. 18 2006


Pedantry: X-COM CE with XComUtil 9.6, used an Interceptor with 6 crew. The power plant explosion killed all but 2 floaters.

The general procedure (in Battlescape):

  • Save the game at the end of turn.
  • End Turn.
  • Save game at the beginning of turn.
  • copy *.dat *.bak

Then:

  • Reload end-of-turn game.
  • End Turn.
  • Save game at the beginning of turn...in the same slot.
  • fc /B *.dat *.bak > diff1.txt
  • repeat, until "enough difference files have been constructed".

-- Zaimoni, 11:20 AM CST Nov. 18 2006