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AMAI 2.2

03-23-2004, 12:19 PM#16
AIAndy
@barney99: I fear AMAI won't help you much for that since a lot of its functionality is made for melee and would probably interfer with what you want it to do. I suggest you either make that per trigger or use that AI script Tommi made that is controllable by trigger.

@Goose: Such feedbacks are always welcome. That is Zalamander's part so I guess he can tell you more, but my purpose was to slowly move nearly everything with a few exceptions out of the global build sequences since it limits the variety of strategies although I guess some things have a good rule that always applies.
03-23-2004, 12:43 PM#17
barney99
@AIAndy OK. Thanks! I´ll try to find the scripts of Tommi or check out the Triggers. Do you have an idea where I can find a tutorial or something how to use AI trigger?
03-23-2004, 05:23 PM#18
Zalamander
@Goose: Yes there is reasons for the few upgrades that is in global build to be there only, mainly becuse it effects that many units as breed does.
I had some other upgrades there before like frags and gun range, maybe should put them back there. The reason all together for upgrades in global is to make the computers make some upgrades for units they might have from a previously used strategy even after they switched to another strategy that don't order thoes upgrades since it don't build thoes units, so the global upgrades only apply if they have enough of thoes units already.
And.. ok I lower the enemy piercing condition for that defend upgrade, however there will probably be a new kind of react build function instead of if blocks in such cases soon.

But the reason that they are in global build is only to make them be done for units if the strategy in use don't do it, not to let strategy makers forget about them, all upgrades that is needed for a strategy should always be in the build order for that strategy since the upgrades in global builds sequence is probably done too late and with too low priority for the strategies that actualy need them.
03-23-2004, 09:05 PM#19
Goose
Awesome, thanks for the info.

I hadn't considered the effect of changing strategies and having to maintain existing units from previous strategies so that is good to know.

Regards,

Goose.
03-24-2004, 08:32 AM#20
barney99
Another simple question:

How will AMAI be influenced, if I turn off the fog of war and the black layer (I dont know the exact expression but I hope you know what I mean) with a trigger at the map initialisation? How will AMAI react when the whole map is visible?

BYE
barney
03-24-2004, 10:51 AM#21
modidogz
first of all,thank you(pl.) who made it.

but i dispaired of playing the ver2.0. : (

just host a game to OB the game between the 2 AMAI computer, u will find all disappointment .
03-24-2004, 11:46 AM#22
thenonhacker
Just downloaded AMAI 2.0 here at the office, and I'm excited to bring it home this weekend. I'll post my feedback for the Player Edition at least, after trying it. :-) Thanks to the AMAI Team!
03-24-2004, 11:59 AM#23
AIAndy
@barney99: Since I did not put any reaction to removal of the fog of war into AMAI, I think there will be no change to AMAI when you remove it.

@modidogz: I don't get what you mean.
03-24-2004, 08:31 PM#24
Goose
Hi,

In TFT/Human/BuildSequence.ai global_build_sequence(), it has this code:

// Harass
if GetPlayerRace(nearest_enemy) != RACE_UNDEAD and TownCountDone(FOOTMAN) > 8 then
call Harass(1, HARASS_TARGET_PEONS, true, 5, 0.25, 0, true, 50, 80)
endif

None of the strategies that come with AMAI 2.0 ever build greater than 8 footmen. The IF condition will always return false, meaning Human AMAI opponents will never harass.

Regards,

Goose.
03-25-2004, 05:25 AM#25
Tez
Hail all!

Fix:
There is a problem with big maps (epic size for example). Computers ignore players located in diagonally opposite corner of the map (and looks like another players sometimes too). It seems trouble is in variable “nearest_enemy_range“ and in local variables “m� in two functions WayMinRangeToEnemy_*. I increase them from 10000000 to 99000000 and that solves the problem.

Bug:
AMAI computers in teams need mach more synchronization in moving armies and attacking with teammates. I'm not sure yet, but it seems in defending too (in case of retreating). Now they often (too often) act separately from each other.

Major bug:
Two times I've encountered a terrible bug in new AMAI 2.0 (that never happened to old 1.9). CPU overloading for 3-5 minutes (so much that I was unable even to move a cursor). Both cases happened at epic size map (altogether I've played at that big map 3 times).

(Here is link (page) to my epic size map (350Kb). It's for people who like long high-tech hardcore with multiple teams in insane (there is real massacre); it's similar to starcraft map hunters.)

Wish:
Add support for very powerful creeps positioned on the path (not blocking path). I mean make AMAI draw special attention on them (to kill). I know, very strong creeps on the path aren't common for the War3 maps, but nevertheless… Maybe you put this wish to some low priority to do list. Please.

By the way I saw many cases when AMAI 1.9 and 2 receives some good casualties moving his armies (often fleeing) through high level creeps at regular War3 maps (mainly at the beginning of the game).

:D Thank you for the best real time strategy AI ever existing in the world! Really I never sow better (even never heard).


PS

There is a mistake (?) in AMAI_DE_Manual.htm in “call AddBlock� description:

[Should the first value count started to build(true) or completed build(false)]

Flags (true) and (false) should swap places?
03-25-2004, 09:48 AM#26
Tez
I've got two questions about strategy making. How to set in function AddBlock condition:
  • Night (not exactly night, but when creeps sleep). I want make AMAI to buy mercenaries and other stuff only when it's safe to pass creeps unnoticed.
  • Certain hero archived 6-th level? So that heroes don't hinder each other in leveling up.
03-25-2004, 10:30 AM#27
AIAndy
Hmm, strange that the opposite enemy should be further away than 10 000 000 distance units. That is more than 10 000 times the distance archers shoot.
The CPU overloading stuff is strange. I guess it wasn't the time it scans at the beginning of the map? There might be some problem with one of the algorithms at epic map sizes.

And you are right, that description belongs swapped.

As for the AddBlock, that does not support the things you mention there. But you can do them differently:
Add an if in the build sequence:
if max_hero_level >= 6 then
// here your build orders
endif

As for the Night stuff, usually AMAI does that unless there are no creeps guarding the shop directly.
03-25-2004, 02:02 PM#28
Tez
About my big map:
Now I'm not sure too of that problem in distance. I just now played on that map with new variables (99 000 000) and the trouble persists… my teammate elf and two orcs didn't attack enemy at all (only creeps)! Another two teams: undeads and humans spent time very well killing each other and destroying other team's expands. :) (Game was 2x2x2x2.)

I've tried to command my teammate elf to change strategy. That succeeded – he reported properly and begun produce required units, but his aggression left the same - equal zero. He even responded to attack screen command (but slowly… after 3-4 minutes). Then I left him alone without my command. And later on I noticed that my teammate for some purpose gathered his armies in two places (one of them was a plain field on a one third of way to the enemy (not there where he was commanded to attack), another was his base; by the way orcs did the same at their bases). They simply stood there all the time.
I'll continue testing (next I'll check smaller version of that map).

And concerning CPU overload:
It may happen any time, but most chances are after an hour of playing. And it canlast about from 10 seconds to 10 minutes…

The last is another small problem that I encountered:
AMAI computers didn't change strategies properly. I noticed that as early as 1.9 ver. For example (in current version 2.0), I've just used mass chimaeras tactics and both undead and human teams (4 comp.) didn't change tactics even after 20-30 minutes (after they spotted me)! That allowed me to win easily.
03-25-2004, 05:01 PM#29
modidogz
sorry for my english ^^;



1: AMAI is great

2: Watch a game between tow AMAI Players, u will find all to improve.
03-25-2004, 08:18 PM#30
AIAndy
@Tez: I suggest you save a replay when the problem happens and then send it together with the map you used for the replay (with AMAI installed) to Zalamander. That will allow to add some debug messages to AMAI and rewatch the replay to see where in the code the problem happens.
As for that freezing, I still have no idea where that comes from. Hmm, it might be the emergency garbage collector of Warcraft. I have heard that there is such a thing and it might cause such a freeze but I am not sure why it would happen as I have fixed the memory leaks in AMAI. It may be that your big map uses up so much memory that he already is near the limit with his memory and therefore often runs that garbage collector.