[Mod] Alive AI V26.2 [aliveai]

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AiTechEye
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Re: [Mod] Alive AI V26.1 [aliveai]

by AiTechEye » Mon May 06, 2019 19:43

yes: https://github.com/AiTechEye/aliveai/co ... 7beeb728bd

i problety need to look through the mod as soon im done with another ai mod "examobs" from the XaEnvironment game

those mobs are less advanced and should use considerably less cpu, feel free to try them.

viewtopic.php?f=50&t=22340
 

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Re: [Mod] Alive AI V26.1 [aliveai]

by Andrey01 » Mon Jul 01, 2019 14:36

Something error happens from 'aliveai_threats' mod:
Code: Select all
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_threats' in callback luaentity_Step(): ObjectRef::set_yaw: NaN value is not allowed.
2019-07-01 17:33:40: ERROR[Main]: stack traceback:
2019-07-01 17:33:40: ERROR[Main]:    [C]: in function 'set_yaw'
2019-07-01 17:33:40: ERROR[Main]:    /home/andrey/.minetest/mods/aliveai/aliveai/base.lua:1657: in function 'lookat'
2019-07-01 17:33:40: ERROR[Main]:    /home/andrey/.minetest/mods/aliveai/aliveai/event.lua:1472: in function 'path'
2019-07-01 17:33:40: ERROR[Main]:    /home/andrey/.minetest/mods/aliveai/aliveai/base.lua:1177: in function 'falling'
2019-07-01 17:33:40: ERROR[Main]:    /home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:24: in function 'bot'
2019-07-01 17:33:40: ERROR[Main]:    /home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:16: in function </home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:1>
 

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Re: [Mod] Alive AI V26.1 [aliveai]

by Sokomine » Wed Jul 17, 2019 00:08

Is there a way to keep the mobs alive? Or..er...ingame? I was standing next to one, giving it materials when it asked for them, but then the mob just disappeared. Another mob did the same. Guess it just logged off...(they're excellent at imitating some types of players).
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Re: [Mod] Alive AI V26.1 [aliveai]

by AiTechEye » Tue Jul 23, 2019 06:45

could be so, but npc's don't using a lifetimer, only monsters.

this happens when the mob or many mobs is using too much ram/delays, the pathfinding is almost always the problem, to prevent a lagy server, sometimes it is just killing the mob.

the problem is, even it just freezing the mob, it just keeping does same thing (maybe cuz it folliwing its map/mining instructions, i will check this)
 

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Re: [Mod] Alive AI V26.1 [aliveai]

by Sokomine » Wed Jul 24, 2019 15:25

AiTechEye wrote:this happens when the mob or many mobs is using too much ram/delays, the pathfinding is almost always the problem, to prevent a lagy server, sometimes it is just killing the mob.

I had to search a bit in order to find an npc. There wheren't that many around, so it seems unlikely that there was high lag caused by so few. Mobs redo mobs sometimes swarmed servers in much more exterme quantites.

AiTechEye wrote:the problem is, even it just freezing the mob, it just keeping does same thing (maybe cuz it folliwing its map/mining instructions, i will check this)

Maybe the mob might tell from time to time what it's failing to do? At least before it despawns? Some "can't find a place to mine here - i'm leaving!" - or: "this is too laggy for me! bye" could fit :) But a way to keep at least those mobs in the game which a player tried to supply with materials would be great.
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Re: [Mod] Alive AI V26.1 [aliveai]

by AiTechEye » Fri Jul 26, 2019 20:34

I had to search a bit in order to find an npc

this problem started in MT5 have no idea why.

Maybe the mob might tell from time to time what it's failing to do

its pretty much, try aliveai:terminal

when those falling to find materials, (when the material timer is end), it just ignoring it and trying to find next, but i will note "can't find a place to mine here - i'm leaving!" & "this is too laggy for me! bye" and smlier. but i trying to keep all of them alive.

the base problem is, when a npc really starts to lag or stuck, it can freeze the server, so its just to solve the problem or delete the bot before it kills the server.
 

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Re: [Mod] Alive AI V26.1 [aliveai]

by Andrey01 » Sun Jul 28, 2019 21:45

Andrey01 wrote:Something error happens from 'aliveai_threats' mod:
Code: Select all
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_threats' in callback luaentity_Step(): ObjectRef::set_yaw: NaN value is not allowed.
2019-07-01 17:33:40: ERROR[Main]: stack traceback:
2019-07-01 17:33:40: ERROR[Main]:    [C]: in function 'set_yaw'
2019-07-01 17:33:40: ERROR[Main]:    /home/andrey/.minetest/mods/aliveai/aliveai/base.lua:1657: in function 'lookat'
2019-07-01 17:33:40: ERROR[Main]:    /home/andrey/.minetest/mods/aliveai/aliveai/event.lua:1472: in function 'path'
2019-07-01 17:33:40: ERROR[Main]:    /home/andrey/.minetest/mods/aliveai/aliveai/base.lua:1177: in function 'falling'
2019-07-01 17:33:40: ERROR[Main]:    /home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:24: in function 'bot'
2019-07-01 17:33:40: ERROR[Main]:    /home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:16: in function </home/andrey/.minetest/mods/aliveai/aliveai/bot.lua:1>

Fixed: https://github.com/AiTechEye/aliveai/pull/5
 

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Re: [Mod] Alive AI V26.1 [aliveai]

by AiTechEye » Tue Jul 30, 2019 07:14

the nan check doesn't work, the type() returns inf & -inf as number, aliveai.nan() is checking this
 

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Re: [Mod] Alive AI V26.2 [aliveai]

by AiTechEye » Tue Jul 30, 2019 10:34

i didn't find whats causing lagging bots, cuz its a rare case, but added https://github.com/AiTechEye/aliveai/co ... fR448-R449

as the post above, aliveai.nan() is fixing nan, -inf & inf values, if its something else its not a number

and i tryed to find the base problem with set_yaw, but seems to be really hard, cuz its caused after randomly server startups.
one time it fixed a few errors from "lookat", next startup lots came from pathfinding, main...
 

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Re: [Mod] Alive AI V26.2 [aliveai]

by 42n4 » Mon Sep 09, 2019 16:07

Why bots are flying and building one node above the real surface? All bots even in menu are moved up one node with the air node below them
I have used commands:
Code: Select all
cd /usr/share/minetest/games/minetest_game/mods
for i in dreambuilder_modpack ; do [ ! -d $i ] && git clone https://gitlab.com/VanessaE/$i; done;
#aliveai depends on technic, 3d_armor, mesecons and smartshop
[ ! -d 3d_armor ] && git clone https://github.com/stujones11/minetest-3d_armor 3d_armor
[ ! -d smartshop ] && git clone https://github.com/AiTechEye/smartshop
[ ! -d aliveai ] && git clone https://github.com/AiTechEye/aliveai

THE ANSWER:
It was 3d_armor effect.
 

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Re: [Mod] Alive AI V26.2 [aliveai]

by 42n4 » Tue Sep 10, 2019 11:45

Thus the quickest working mods configuration should be without 3d_armor:

Code: Select all
cd /usr/share/minetest/games/minetest_game/mods
# dream pack of all needed mods, look e.g. at mesecons.net
for i in dreambuilder_modpack ; do [ ! -d $i ] && git clone https://gitlab.com/VanessaE/$i; done;
# aliveai depends on technic, mesecons and smartshop
[ ! -d smartshop ] && git clone https://github.com/AiTechEye/smartshop
[ ! -d aliveai ] && git clone https://github.com/AiTechEye/aliveai
# adds orbs of time: for switching days and nights
for i in loot orbs_of_time; do [ ! -d $i ] && git clone https://github.com/minetest-mods/$i; done;
 

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