| 11-20-2004, 05:09 AM | #16 | |
Quote:
It is not the most advanced chat AI, but it is a very good one and you can have some fun "discussing" with it. If you are old enough to have known the text based adventures games on older computers that does not exist anymore :) , A.L.I.C.E. is in fact working like them, but of course with a database a lot more elaborated. Less amusing than ALICE, but working on +/- the same kind of A.L.I.C.E. questions/answers basis, this M.I.T. work 'START 'http://www.ai.mit.edu/projects/infolab/ |
| 11-20-2004, 04:01 PM | #17 |
ALICE i found much more fun than M.I.T M.I.T always failed to find an answer. ALICE answered every question in some witty sort of way. |
| 11-20-2004, 05:01 PM | #18 | |
Quote:
M.I.T. is not the name of the "bot" , the name is START :) the M.I.T. is the "Massachusetts Institute of Technology" A.L.I.C.E. purpose is to be funny , it is not the purpose at all of START (it is a preview of some database search engine, something like you can see in some SciFi movies when a character ask a computer about something) If you look for a funny discussion, it is A.L.I.C.E. all the way , START is an utility tool in development. :) |
| 11-22-2004, 01:24 AM | #19 |
LOLz! I had a chat with A.L.I.C.E.: Human: When will the next patch of Warcraft III come out? ALICE: In your lifetime. :D |
| 11-22-2004, 07:28 AM | #20 |
I tricked all my friends on msn using it. I just copied what they said to me and pasted the answer back to them. Strange thing is, they still thought is was me. |
| 11-22-2004, 09:51 AM | #21 | |
Quote:
There is an A.L.I.C.E IRC bot I have tricked many friends with actualy. Pretty good to have it as an help utility in a war3 channel, I made it know every word of the war3 manual so it actualy answered support questions correctly. |
| 11-24-2004, 07:01 PM | #22 |
It would be nice, if AMAI re-calculate strategy every time when it losses army (20-30 food left with workers). |
| 11-24-2004, 07:23 PM | #23 |
In a way AMAI does that as the chance to change strategy increases the less food is used. |
| 11-25-2004, 08:00 AM | #24 | |
Quote:
The text adventure scene is still very much alive and well with new games being produced all the time, and old games are still available for download. I finished Planetfall just the other day :) |
| 01-25-2005, 08:14 AM | #25 |
@AMAI Team: More for the tips and tricks for showing on initial game delay: Burrowed carrion beetles serve as good scouts Burrows are a formidable stand-alone defense A fast expansion gives a resource advantage Free for all teamers are a factor to consider Items on twisted meadows change the victor Moon wells are made stronger with well spring Destroyers with orb deal great damage Shockwave damages a great number of units Frostwyrm cold damage is a wide AOE Batriders are an excellent deterrent to air Frenzied ghouls are great for surrounds Fragmentation shards is a powerful upgrade Barrage makes steam tanks counter air Piercing is ineffective against medium armor Magic damage is strong against heavy armor Siege is an excellent counter to unarmored Haze/Fire is a potent spell combination Chimaera have large splash damage radii Towers are powerful base defense Flying machines are better scouts than shades The crypt lord paired with the DK is a tank Archmage/mountain king is a powerful combo |
| 01-27-2005, 09:55 AM | #26 |
saldy still AMAI can't make use of many of the tips, and is already making use of the ones that it can. the most trubblesome is the building placement that we only resolved a little but no way near enough to make wells and burrows serve as a better base defence. Currently Im getting better and better at seeing strategical flaws in AMAI and fixing them since I can play war3 more active and become a better player now when I finally have my broadband connection. |
| 01-27-2005, 07:20 PM | #27 |
yep, broadband revolutionises the internet experience. |
| 02-14-2005, 10:59 PM | #28 |
I'm really think, we have to complicate defeat conditions. For now AMAI always stays in game to the end, even without money and mines. I suggest (true = defeat): For DM (death match/duel): – no workers and – not enough gold to produce a worker or – controls no mines and – not enough gold to expand The conditions above aren't for team play, generally… But for now, AMAI in team play doesn't help his teammates with resources (unsolicited). So I suggest using these conditions. And here are conditions for team play when AMAI shall share resources without assistance: There are two ways. It depends on number of teams and on possibility to know team shared resources (I don't know if it is possible). So the first method is the same as previous (for DM) but resources counts for team: and – if more than two teams total left in game than true. – else second method. The second method: Count for each team: – mines * 800 plus – used food - workes * 90 (already build units is advantage) plus – workers minimum 10 * 40 (minimum means choose minimum number) plus – gold plus – lumber minimum 400 / 2 And finally, compare points calculated above: If an AMAI's team gets 4 times fewer than another weakest team this is defeat. I think it is a very nice idea to calculate into special points economics and offensive for each of teams (for power comparing). (Sorry me, if I'm inventing bicycle. But defeat conditions need serious corrections, still.) Another idea I've got is about bug finding. May be it depends on complexity of game. For example, playing with 5-7 AMAI in 3-4 teams total, usually you can encounter 1-2 serious bugs every two games! (Some time ago I tried duels. I was amazed at lack of bugs. There were no bugs at all!) Wanna bugs? – play complex games. For now in 2.43NY (since 2.40) I meet undead AMAI neither gathering lumber nor building gnolls for it. This bug doesn't depend on gold. And gnolls are not dying after producing (it isn't the case with blizzard bug of gathering lumber at dead expand). |
| 02-17-2005, 12:50 AM | #29 |
Hi, I recently downloaded the latest AMAI to see how its going. I was very impressed at how much better the AMAI played compared to the last version I played (2.40 I think). Well done! However, I came across 2 issues which were pretty fatal: 1) The 'Fight or Flight' problem Quitch reported earlier in this thread. It ruins the game when it happens. The AMAI wastes its entire army, running back and forth in rifle range (while slowed), not attacking at all. 2) The AMAI takes ages to move across the map while it waits for reinforcements. He pinged the map and said he was attacking the enemy. I ran up there, ready to fight, but the AMAI kept 'move surrounding' his own heroes! He'd move his hero a few steps, then all his units would surround his hero and his whole army gets stuck trying to get closer to the hero, but the hero can't move because his troops have him boxed in. He had a massive army, does he really need to wait for more reinforcements? I don't know if these 2 problems are related? Possibly the first issue was that the enemy AMAI was 'reinforcing' while I was attacking him, so all his guys ran around in circles like idiots rather than fighting. Overall I think the unit selection, item buying, hero teleport, harassing, healing, etc are all excellent. It's just AMAI's movement to an attack destination that is in trouble. If you guys are taking suggestions for what to work on in the next release - it would be awesome if you could take a look at this area. Thanks for all your hardwork and continued support for keeping AMAI going. Thanks also to StrategyMaster for volunteering to get involved! Looking forward to seeing what you guys come up with next :god_help_us: |
| 02-17-2005, 10:40 PM | #30 |
@Goose I am examining the slow movement of an army accross large maps when new units are sent to meet up with the main army and hope to find/create a solution for it. Issue 1 is caused by a retreat bug which i have reduced the effects of hopefully in the first part of this bug fix and removed this lock down effect of amai armies, but there seems to be another factor also bugging the retreat system which i am in progress of researching and is what causes the fight and flight. @Tez Good news for you, I have improved and optimized the defeat conditions. |
