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 Post subject: 0.4.7 preparations
PostPosted: Mon Feb 13, 2017 7:47 pm 
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I think it's time to get serious about getting 0.4.7 ready. I already adjusted the milestones, went over all the currently open issues/PRs and tried to decide if they should be considered required or optional for the release, or if they should preferably be postponed, and assigned them to the corresponding milestones accordingly.

I've set up the following milestones:

  • 0.4.7: Required for the release. All issues/PRs assigned to this milestone are considered release-blocking, and have to be fixed/finalized before the release branch can be created. They should therefore be everyones topmost priority.
  • optional for 0.4.7: Optional for the release. Issues/PRs assigned to this milestone are not considered release-blocking, which means they will go into 0.4.7 if fixed/finalized in time (that is, before the creation of the release branch), but we won't delay the release for any of them. These are of lower priority.
  • post 0.4.7: Not intended for inclusion into the release. Work on issues/PRs assigned to this milestone should continue after 0.4.7 is out, until then they shouldn't be given any priority.
  • Undecided/TBD: This milestone acts as a marker/indicator if we can't immediately decide which milestone an issue/PR should be assigned to. Issues/PRs assigned to this milestone are of course not considered release-blocking.

There are a few issues/PRs without a milestone, this is the case for things that actually don't affect the release cycle (e.g. technical documentation, all issues/PRs tagged as "component:infrastructure", etc.). Which btw. is why I didn't use "no milestone" for "undecided".

Here are direct links to the milestones and the issues/PRs assigned to them:

0.4.7: https://github.com/freeorion/freeorion/milestone/16
optional for 0.4.7: https://github.com/freeorion/freeorion/milestone/19
post 0.4.7: https://github.com/freeorion/freeorion/milestone/18
Undecided/TBD: https://github.com/freeorion/freeorion/milestone/20

As your assessment of which issues/PRs should be assigned to which milestones might differ from mine, I encourage everyone to go over these lists and change the assignments where you think that's necessary. If you assign an issue/PR to another milestone, leave a comment giving your reason for the reassignment. Alternatively, post a request here in this thread to reassign an issue/PR (especially when you think the reassignment should be discussed first).

What needs to be done:

1. The new fighter/carrier mechanic and all components/elements that have been introduced by it need to be polished/get their final touch. Same goes for the AI adjustments for the new mechanic. Please, everyone, think what might still be missing, what still needs to be done to get the new feature release-ready. And then of course playtesting.

2. All the issues/PRs assigned to the "0.4.7" milestone must be fixed/finalized.

3. Any of you who have something (a project, fix, tweak, whatever) they are currently working on, which they want to get into 0.4.7 and which aren't already covered by the issues/PRs assigned to the "0.4.7" milestone, please open an issue or PR (whatever fits) and assign it to the "0.4.7" milestone. Please include the reason why you think it's required for the release in the description of the issue/PR. You can also post a request here in this thread if it can't be done via an issue/PR (but I can't imagine where that could be the case).

What's important now is that all of you concentrate your efforts on getting 1 and 2 done, and put other projects/work on the back burner. A "status report" on all things related to the new fighter/carrier mechanic would be a very good thing, especially from the content scripting/balance and the AI department, to get an idea what still needs to be done, and then work from there.

It would be good if we could get all necessary preps done and create the release branch by the end of this month, then we have a good chance ot get the release out by the end of March.

Comments, opinions, feedback welcome. 8)


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 Post subject: Re: 0.4.7 preparations
PostPosted: Thu Mar 23, 2017 2:18 am 
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Rather than open a new thread for the final AI planning for 0.4.7, it looks appropriate to piggyback on this. Right now Morlic has a branch where he is working on dealing with the AI complications of fighters not being able to attack planets. I think that is our highest priority right now and might tinker on it with him. Morlic, if you have anything else you were wanting to cover for the AI for 0.4.7 please note it here. CJ, I am assuming that you are still too busy to have anything you are wanting to take care of yourself for 0.4.7.

In Morlic's Invasion Improvements PR we talked about a few things, most of which seems done to me, I just noted there a last bit yet undone, about some further improvements in coordination between the military dispatcher and the invasion fleet dispatcher; we'll see how it goes but it is not currently seeming to me to be critical that we finish that for 0.4.7.

I have also been continuing to tinker a bit with some of the AI fleet movement decision making, and some AI research priorities, and hope to finish up a bit in those areas, but I don't consider them critical for 0.4.7 either.

It would be nice to have a bit more on the diplomacy side, but that will probably have to wait.

Is there anything else I am overlooking, or does someone have a different take on any of this?

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 Post subject: Re: 0.4.7 preparations
PostPosted: Thu Mar 23, 2017 1:01 pm 
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As you've probably noticed, I went over all the issues and PRs assigned to the "0.4.7" milestone on github and requested a status report on some of them. Several issues/PRs are close to being merged/addressed/fixed, and most of the rest probably aren't really critical for the release, so I'm going to reassign those to the "optional for 0.4.7" milestone (unless someone objects and explains why a particular issue/PR should be considered critical). I've posted corresponding notifications/remarks in the comment sections of the issues/PRs in question.

This leaves the work which needs to be done for the AI as the major issue that has to be dealt with in order to get 0.4.7 out. Considering that there is still a lot of things that need improvement and could be done in that field, I suggest to concentrate on the things which are really critical for the AI si it's not to be crippled/can function properly. Postpone everything else until after the release.

With that in mind, @AI team, what do you think is absolutely necessary to get done for 0.4.7 that hasn't been properly addressed yet? Can you give us a rough estimate on how long it might take you to finish those things? I'd like to finally get some schedule down for the release.

Anyone else aware of anything that absolutely needs to be addressed for 0.4.7, which isn't covered by any of the open issues/PRs currently assigned to the "0.4.7" milestone?

Dilvish wrote:
Right now Morlic has a branch where he is working on dealing with the AI complications of fighters not being able to attack planets.
I wonder if we could address that issue by simply allowing fighters to attack planets. I can't recall why we decided they shouldn't, although I dimly remember there has been a discussion about this... I guess I'll need to do some digging to refresh my memory.


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 Post subject: Re: 0.4.7 preparations
PostPosted: Thu Mar 23, 2017 2:56 pm 
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Vezzra wrote:
I wonder if we could address that issue by simply allowing fighters to attack planets. I can't recall why we decided they shouldn't, although I dimly remember there has been a discussion about this... I guess I'll need to do some digging to refresh my memory.
Doh! Just found the discussion about fighters and planetary shields, and guess what, I have been one of those arguing for fighters and planets not being able to attack each other. The problem (as I now remember very clearly) is that if fighters could attack planets and vice versa, fighters would make planetary defences almost completely useless (as the high damage single shots of planets would be utterly ineffective against the high number of low structure targets fighters are).

So yes, we need to keep that. In that discussion it has also been mentioned that this is a challenge for the AI and needs to be addressed. So my question is, how far are we along with that specific project? Because that's definitely critical for the release, the AI has to be able to at least basically handle fighters vs. planets.


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 Post subject: Re: 0.4.7 preparations
PostPosted: Thu Mar 23, 2017 5:00 pm 
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From a balance and gameplay perspective, I also REALLY like that fighters don't attack planets or break stealth for the carrier, it makes stealth viable for combat in an interesting way and means you can have "fleet killer" fleets and "planet killer" fleets, making things like the spinal antimatter cannon more useful.

But I 100% agree, this is the Fighters release, if the AI can't handle fighters properly (and it's got a LOT better recently) then that has to be the priority. If I can help and/or there's test commits I can check out LMK.

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 Post subject: Re: 0.4.7 preparations
PostPosted: Thu Mar 23, 2017 7:20 pm 
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Vezzra wrote:
So my question is, how far are we along with that specific project? Because that's definitely critical for the release, the AI has to be able to at least basically handle fighters vs. planets.


I think I will have a PR ready this weekend which provides the basic functionality.

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 Post subject: Re: 0.4.7 preparations
PostPosted: Sun Mar 26, 2017 6:48 pm 
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The list of issues and PRs critical for the release is down to 5 items (one of which is "compile changelog" ;)), so I decided it's time to finally propose a schedule for 0.4.7. This time I'm using a github issue to manage the checklist and track the progress of the release (suggested by Marcel).

The issue with the inital dates for the milestones (creation of release branch, RC1, declaring release) can be found here:

https://github.com/freeorion/freeorion/issues/1442

I propose to give us another 2 weeks until creation of the release branch, that should hopefully be enough (especially for the AI team) to address the last pending issues. One week would most probably have been a bit too tight. Everything "optional for 0.4.7" must be merged by then too if it shall go in. Should some serious issues remain unaddressed until then, creation of the release branch will be postponed accordingly.

@AI team: do you think you'll be able to get all the important/critical stuff done until then? Or do you need more time?

After that I've given us a few days to finalize the changelog, commit all the release specific stuff (like disabling super testers etc.) to the release branch, and fix any bugs left before releasing RC1. If that turns out not to be enough (e.g. if some more serious bugs turn up), RC1 will be postponed accordingly.

I suggest to give us 2 weeks of playtesting before declaring the official release. If bugs/issues turn up, they will need to be fixed, another RC announced and the date for declaring the final release postponed accordingly.

Comments, suggestion, objections, requests here in this thread, be it about the suggested dates, the procedure etc. Please check the release checklist issue regularly to keep yourself updated about the progress and any changes. That checklist issue will be updated to reflect any progress and changes, I'll also announce all important changes and completion of milestones here in this thread.

Once again I want to appeal to everybody to really focus on the critical/release blocking stuff now. It's time we get that release out! 8)


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 Post subject: Re: 0.4.7 preparations
PostPosted: Sun Mar 26, 2017 8:44 pm 
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Vezzra wrote:
I propose to give us another 2 weeks until creation of the release branch... @AI team: do you think you'll be able to get all the important/critical stuff done [by] then?
Two weeks seems to me like it should probably be OK; it will help if we can get some more experienced players helping playtest Morlic's Fighters vs Planets PR and giving feedback on it.

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 Post subject: Re: 0.4.7 preparations
PostPosted: Mon Mar 27, 2017 6:53 pm 
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Dilvish wrote:
it will help if we can get some more experienced players helping playtest Morlic's Fighters vs Planets PR and giving feedback on it.

I made a note on the Morlic's PR, based on 1 game. (Looks okay to me.)

I did notice one thing (spying with the Super-Tester and looking through the AI_log).
It is probably unrelated to those changes, but it does concern the AI decision making

A Chato_AI decided it wanted a Mu Ursh system near its homeworld. (Right choice!)
The Mu Ursh system had 26 defending troops. The Chato_AI created a goal of having 26 troops. (Seemed to be procrastinating on building them, long after the warships beat down the defenses, but maybe the AI had other concerns.) It then eventually sent those 26 troops to invade, got the Mu Ursh to 0 defending troops, then started building ships for 10 more troops. After those were built, it then invaded with all of them (overkill). I'd think that the AI should have requested more than 26 troops to start with, and/or not use so much troop overkill.

Edit: This is the sort of line I noticed in the AI log:
Code:
2017-03-27 14:17:27.692831 [debug] AI : LoggingWrapper.cpp:23 : Insufficient invasion troop allocation for system 19 ( Stern β ) -- requested {'rating': 0, 'troopCapacity': 26.0} , found {'rating': 0.0, 'troopCapacity': 22.0}


Last edited by mem359 on Mon Mar 27, 2017 7:03 pm, edited 1 time in total.

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 Post subject: Re: 0.4.7 preparations
PostPosted: Mon Mar 27, 2017 7:02 pm 
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Thanks for the report. Again, a log would be helpful to identify the issue.

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 Post subject: Re: 0.4.7 preparations
PostPosted: Mon Mar 27, 2017 7:14 pm 
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Morlic wrote:
Thanks for the report. Again, a log would be helpful to identify the issue.

Attached a log.
This is the same seed game I've been using the past 2 weeks:
cluster, 180 stars, seed: Vuu18W41, Gysache species

If you use the Supertesters, the Chato is the first AI to be encountered, due "East" (homeworld Kephra).


Attachments:
File comment: Chato AI log, gzipped and tarred
ai_log.tar.gz [1.01 MiB]
Downloaded 1 time
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 Post subject: Re: 0.4.7 preparations
PostPosted: Mon Mar 27, 2017 7:20 pm 
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This PR may fix the issue but it is hard to test.

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 Post subject: Re: 0.4.7 preparations
PostPosted: Mon Mar 27, 2017 10:10 pm 
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Morlic wrote:
This PR may fix the issue but it is hard to test.

This is getting real interesting.
Or real ugly, if it has to be tracked down.
I still think the AI is playing better now, compared to a week ago, so hopefully this won't slow down the 0.4.7 plans.

Same seed game.
Similar compiled game as earlier ("master" from today, plus Morlic's fighter-v-planets PR #1434).
Made the 2-line change to the AI invasion python code (PR #1444), which does not require rebuilding the rest of the code.

Attached is the save game at Turn 65, and the AI log for turns 65-75.
Ignore the SuperTester (home) empire. Just focus on the Chato around Kephra.
The spawned monsters might be different, but the Chato has been behaving the same for 3 retries, so hopefully others will see this too.
Attachment:
File comment: Turn 71
state_turn71.jpg
state_turn71.jpg [ 212.78 KiB | Viewed 13 times ]

What's going on here... Stern Beta 3 has the Mu Ursh planet with 26 troops. The Chato have a 20 troop fleet in orbit, along with warships.
Adhil Beta has a Hhhoh planet (troops but no defense), while Sunna Alpha has defense and troops (Tae Ghirus?). There used to be a 20 troop fleet sitting at Sunna Beta (??), but now it is circling south from Adhil Alpha. There is also a fleet with 8 troops at Kephra.

Attachment:
File comment: Turn 74
state_turn74.jpg
state_turn74.jpg [ 60.04 KiB | Viewed 13 times ]

By turn 74, the 20 troop fleet (that started at Sunna Beta) decided to not join Stern Beta, and instead went straight west, got hammered by Sentinels at Procyon, before circling back north to return to Sunna Beta (??). It never makes it, as there are more monsters waiting to destroy it. The 8 troop fleet from Kephra is heading up, instead of helping subjugate the Mu Ursh.

Looks like the AI is getting a bit confused about which troop ships are going where.


Attachments:
File comment: gzip-tar of save game (turn 65) and AI log
chato_choices.tar.gz [888.66 KiB]
Downloaded 1 time
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 Post subject: Re: 0.4.7 preparations
PostPosted: Mon Mar 27, 2017 11:37 pm 
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Great setup to test stuff on.

There definitely are quite some issues here. Not sure when I find the time to fix them, probably will try this weekend.

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