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AMAI 2.2

06-02-2004, 03:50 PM#166
Strategy Master
[quote=AIAndy]@Strategy Master: I'd be very surprised since it only issues an order, it does not create any unit.
As for the lonely hero, did you asure that the blademaster is the only hero in the script and that it always ends up with a relative probability > 0 ? There are some rp altering steps so let it start with a high rp.[quote]

It surprised me to. Its not funny when u suddenly see some troll healer appear and then wipe out your entire army because its all got modified really low health and weak attacks.lol and then i can't build them for payback.

Thanks for the rp tip. I'll check but i'm pretty sure it is about 60 so nothing reduces it by 60 or more. I might increase it to 80 just incase though.
06-02-2004, 10:20 PM#167
AIAndy
Have you actually removed the ability to produce them from the camp or are you trying to prevent it in another way ?
06-03-2004, 12:33 PM#168
xGT4x
AIAndy, thx for your answer but I actually know nothing about AI...
Could you help me a bit in general? I need that they cast spells, choose hero abilities, attack the enemy, and micro a bit, how can I do that per triggers?
Choosing hero abilities and attacking the enemy is np, but the microing and spellcasting is... Since I can't make for every situation a trigger...

Btw: Gratz, you got 900 posts^^
06-03-2004, 01:03 PM#169
thenonhacker
That would be be very nice if the AMAI Team has also found a way to get around All the Blizzard Microing AI functions. :-) This integrates strategy, tactics, macromanagement, and micromanagement.

Currently I noticed:
  • Almost-dead units being moved away from Battle.
  • Human casting "Invisibility" on almost-dead units/heroes.
  • Hero TP'ing when near death.
  • Use of Staves of Preservation and Sanctuary
  • Harass functions specifically targetting peons (makes me alert).
  • Killing the weakest hero first
  • Killing the weakest unit first
  • Etc...

Things I'd like see in the future:
  • Use of Staff of Teleportation.
  • Use of Invisibility Potion for Hero-harass.
  • Special use of Bolt, Ensnare, Entangle, Sleep, and/or Purge to trap/surround Heroes to kill them.
  • Clarity Potion "abuse" (like "Potion" abuse) early game.
  • Hiding Night Elf Trees (ala-Farm-hide)
  • Computer frees up food by killing "obsolete" units that are nearly-dead (e.g. Footmen).
  • Computer intentionally denies you of experience by killing their nearly-dead units ahead of you. With a HARDCORE mode, e.g. AMAI that's difficult to level up against a computer. :-)
  • Night Elf "Parasite tactic" -- A DoTT in crow form casts Faerie Fire on one of your opponents' peons in a base. Useful for FFA, 2v2, etc...
  • Special algorithm for usage of Tome of Retraining, comparing your heroes' selected skills VS composition of enemy army. E.g. KoTG untrains Thorns Aura for Force of Nature when the enemy army is mostly ranged.
  • Etc...
06-04-2004, 12:40 PM#170
xGT4x
I think I found a wrong line in the orc headhunters and catapults and in the only headhunters strategy in the Tier 1 Code, the line is:
Code:
      call SetBuildUpgr(1, merc_rush, 65)

I think it should be:
Code:
      call SetBuildUnit(1, merc_rush, 65)

In those strategies I also found this in Initialization code, I don't know if it's right:
Code:
    call AddRBlock(385, 50, 0, ORC_BARRACKS, 60)

Isn't this right?:
Code:
    call AddBlock(385, 50, 0, ORC_BARRACKS, 60)

But I didn't read the manual part with the codes so sorry if I'm wrong:D

Now a suggestion, I would like two more harasses, first would be HARASS_TARGET_RAX(Tries to attack the barracks/unit production buildings of the enemy), second is HARASS_TARGET_FARMS(Tries to attack farms/moonwells/ziggurats/burrows).
06-04-2004, 06:19 PM#171
AIAndy
With the first you are right, but the second is correct since it is a resource block, not a standard block.
I will add those additional harass targets.
06-05-2004, 06:25 AM#172
Goose
Hey,

Just had a game of the latest AMAI. It was a 4 player FFA on Twisted Meadows. There was some strange behaviour..

1) The orc player was under constant attack. But it stuck to its 'teching' strategy. It had no units, just 2 level 1 heroes. Could it be made to break out of its 'teching' strategy if its clear that it needs units fast to survive?

When it eventually did produce a unit - it was a mercenary healer. Why? Its got no troops to heal! I believe the problem is in the FastSh strategy. (The orc built a tauren as he was dying and thats the only strat that lists tauren). The global_build_sequence method has
// Global Mercenaries
call SetBuildUnit(2, merc_healer, 70)
Priority 70 is too high. If you look at FastSH tier3, the AI will build 2 heroes, then merc healers - even though he has no troops to heal. Could I suggest dropping merc_healer priority way down, or making the taurens have higher priority.

2) Some ghouls destroyed a human expansion. They then spent the remaining 10 minutes of the game, running in circles around the gold mine? It looked quite funny.. I'll attach the map/replay.

Keep up the good work guys :)

Goose.

PS The map goes in Maps\FrozenThrone\AMAI for it to work
06-05-2004, 09:32 AM#173
Zenaline
Errors encountered when creating human strategy (both are related)
1. Unable to build arcane tower using the command
call SetBuildUnit(1, ARCANE_TOWER, Priority_Level)
2. Requires lumber mill to build scout tower when using the command
call SetBuildUnit(1, WATCH_TOWER, Priority_Level)

The above 2 errors is due to due to wrongly assigned variable in the StandardUnits.txt text file in the folder "AMAI_210DE\TFT".


Solution that I have came out with:
Edit the variable in StandardUnits.txt to:
1. Replace the variable in "built in/by, needed1" for ARCANE_TOWER from
PEASANT to WATCH_TOWER
2 Replace the variables, 4, in WATCH_TOWER from
LUMBER_MILL to 0 from the "needed2" field
UPGRADED to 0 from the "needed3" field
GUARD_TOWER to 0 from the "addcounting for 1" field
CANNON_TOWER to 0 from the "addcounting for 2" field

The above mentioned solutions worked for me but I do not know if they will have any impact on the AMAI as a whole as I have only used it recently and only for creating human strategies.


Enquires:
In the "AMAI_DE_Manual.html", theres an example for the command "SetBuildReact" and the goes like this
call SetBuildReact(20, 3, HUNTRESS, 5, ARCHER, enemy_unarmored, 4, 12, 50)

I would like to know what other variable I can use to replace "enemy_unarmored" cuase I would like to check for other units as well.
For example, heavy armor for melee or medium armor for ranged etc.
Also, I wonder if the variable is only valid for armor or it is possible to check type of damage dealed as well. If yes, what will the variables be?

Lastly, I would like to know where can I find the complete set of functions/commands (call SetBuildReact, call SetBuildUnit etc.) and their parameters for the AMAI. And the complete set of variables as well.

Thanks in advance!
Cheers!!
Zen
06-05-2004, 08:26 PM#174
xGT4x
1. Plz do it so that red can also choose if the observers/refrees can controll the AMAIs and if there is no red acitvate it.
2.I got a replay in which my friend played against an AMAI which did totally shit in my eyes, we talked german so don't wonder about it(don't know where you're from).
Bugs:
He had late fortress but didn't upgrade HH to Berserkers.
He had 2 ancient jaggos and endurance aura which don't stack, for the two acient jaggos you get 400gold on selling.
He swapped to better strategy to late.
He didn't upgrade to fortress in his shams/wyverns strat.
He teleported while creeping.
06-06-2004, 12:33 AM#175
AIAndy
@Zenaline: you are right, that table entries are wrong. Your corrections are right except that you should leave the addcounting fields as is (since cannon and guard towers should still count as watch towers).
We will add some lists to the manual with the different strengths, unit types, buildings, harass targets ...
Open common.eai . Search for enemy_air (with the search feature of the text editor you use). At the first occurance of that you will find a list of the strengths and yes, that are not only armor types but attack types as well.
06-06-2004, 10:54 AM#176
Zenaline
Quote:
Originally Posted by AIAndy
@Zenaline: you are right, that table entries are wrong. Your corrections are right except that you should leave the addcounting fields as is (since cannon and guard towers should still count as watch towers).
We will add some lists to the manual with the different strengths, unit types, buildings, harass targets ...
Open common.eai . Search for enemy_air (with the search feature of the text editor you use). At the first occurance of that you will find a list of the strengths and yes, that are not only armor types but attack types as well.

k
btw, I think the entry for GUARD_TOWER is also wrong
it requires LUMBER_MILL and UPGRADED

Cheers!!
Zen


P.S. awesome job on AMAI!! looking forward for future releases
06-06-2004, 01:00 PM#177
AIAndy
Yes, we noticed that too. I guess Zalamander confused watch and guard tower when he made that table.

@XIID.GT4: Unfortunately observers do not trigger any triggers. I am not sure about referees but I guess it is the same. So I don't know any way to have observers control the AIs.
06-06-2004, 05:35 PM#178
xGT4x
Hmm, ... Then what about a function that every player can at start select to be an Observer which can control the allied AMAI instead of making only AMAIs since I want that the AMAI plays against my friend which is new and I can "controll" the AMAI.
06-07-2004, 12:40 AM#179
Zalamander
Quote:
Originally Posted by XIID.GT4
Hmm, ... Then what about a function that every player can at start select to be an Observer which can control the allied AMAI instead of making only AMAIs since I want that the AMAI plays against my friend which is new and I can "controll" the AMAI.

I think we can fix so that game mode is available whenn you start a game with a allied computer vs a human player as well for next version.

Like you and computer on Team1 and friend on Team2.
06-07-2004, 12:35 PM#180
xGT4x
Quote:
Originally Posted by Zalamander
I think we can fix so that game mode is available whenn you start a game with a allied computer vs a human player as well for next version.

Like you and computer on Team1 and friend on Team2.
Good thanks, since it's just so that the computer doesn't attack if enemy has more food used, even if the comp for example has only wyverns and the enemy only grunts,...