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AMAI 2.2

08-11-2004, 02:42 PM#301
thenonhacker
Just downloaded AMAI 2.30, and will try it this Sunday at the province. :-)

Then I found the AMAI Chat suggestions page!

http://amai.wc3campaigns.com/?page=chat

I entered my chat text suggestions there.

In fact, I'm suggesting that AMAI should have a "Tip of the Day" type of Greeting Taunts; and better if they appear coming from Warcraft instead of the Computer Player (Like in the campaigns: "Right click the flag to move", with a bell sound). I think it's possible with AMAI since it customizes the scripts in the maps.

"Tip of the Day" should contain exotic tactics and strategies, for any or a specific race. AMAI would then become a place to learn new things, aside from fighting with a great AI! :-)
08-11-2004, 09:01 PM#302
MurphGuitar
I've always wanted AMAI to say the taunts from Monty Python and the Holy Grail, like "your mother was a hamster and your father smelt of elderberries!!" If I put all those in will you put them in game? On this chat suggestions page, do you need to know any coding or anything? I don't know if this is a silly question, but are you concerned about copyright issues? I wouldn't mind putting taunts from other movies in as well if that's okay. Thanks for the update. I played a human AMAI player today that made a bunch of dragonhawks. I played vs. 2 AMAI players, and they did a good job of waiting for each other so they were sure to attack together. One game when I was playing Orc, they both focused on my burrows and killed all 5 of them and there was no way I could recover from that.
08-11-2004, 10:02 PM#303
Zalamander
Quote:
Originally Posted by Augster
Hey peoples. Been using AMAI for a few days now and I must say it is awesome how the AI macros (building and teching quickly) and its micro aint too bad either. However, there are some things I wanna address to better improve the AMAI.

First off, for NE, the DoTC needs to change into bear form during battle aside from roaring and rejuvenating because bears kick a lot more ass than DoTC in its normal form. Furthermore, aside from MGs, bears are the only good meat for NE.

For UD, in a 2 v 2 AMAIs game on Lost Temple Classic, I ran into a game bug. I saw an AMAI UD not re-summon his mine after all his acolytes at the mine died and his mine destroyed as well (this was during his tech to tier 2). Now once he reached tier 2, i think his comp partner gave him some resources, and he rebuilt all 5 acolytes but he didn't resummon his mine at all, instead he built a few more ghouls instead. He soon ran outta money, causing the loss of the game. So that needs to be fixed up. Also, much more emphasis is needed on destroyers. They are actually great against tier 3 heavy armor units, flying units (attack speed and magic dmg), casters, and towers. They are great all around, so it'd be good for the AMAI to get more of them and at a quicker pace. Banshees are also amazing in possessing expensive tier 3 melee units, so some emphasis should be put on there too as maybe on the side counter heavy tier 3 melee strat.

For Orc, emphasis needed on catapults (demolishers), raiders and witchdoctors. AMAI needs to research Burning Oil upgrade for the demolishers, cuz it jus adds that extra punch. Also, raiders needs to become a main anti-air strategy, aside from the usual mass headhunters and shamans/wyverns. Ensnare is a wonderful ability that raiders have and must be upgraded as soon as possible which is at tier 2 not at tier 3. Raiders are not just for seige and they are VERY capable to take down fast speed air units like destroyers/dragonhawks. To strengthen the grunts and catapult/headhunters and catapult strats, raiders must be in both of them as well because of its awesome ensnare ability. This would make the 2 strats waaaay more effective. In any battle, simply have the AMAI ensnare the casters/range at the back with the raiders and focus fire on them with the catapults. Massive wyvern strat needs to be changed to include more batriders. I had a friend take out a [AMAI]chick3n because he refused to change his mass wyvern strat. All my friend had to do was mass batriders+a few raiders and when the comp attacked with his 15 wyverns in a close group, my friend concoctioned his batriders, easily gaining the exp and finishing off the computer. Have AMAI mass batriders when it detects mass air units (such as dragonhawks and other batriders) which can easily take out the mass wyvern strat. Witch doctors which have become almost non-exsitant surprisingly needs to be put back into all orc strats mid game and on. Stasis Traps are amazing at stunning and healing wards own BIG time. AMAI wont have to ALWAYS dance all of their injured units back to townhall, waiting for a healing salve anymore, with such healing wards.

For human, more hawks in their mass air strategies, so that they can easily take out heavy air units such as frost wyrms with their aerial shackles and attack destroyers (immune to gryphons). Also for human, if possible, have the AMAI call the lumber peasants to arms first in case of a harass, instead of calling to arms the whole thing right away because gold is more of a necessity than lumber.

For the overall part, I was wondering if its possible for AMAI to learn how to strategically place their towers and lumbermills. Sometimes, the lumbermill is put too far out of the base and the towers too far in of the base. Another thing, during early harasses, I notice AMAI constantly rebuilding the buildings (towers and shops) at the same places when the opponent take them out. If possible, have them build such buildings at different positions instead of having one permanent building spot. For orcs and humans, dancing injured units all the way back to town hall is a great micro manuever but an even better way is having them dance all the way behind the gold mine. When they do their healing stuff, simply gather them together again. This would prevent any easy killings that their opponents can take, when they approach the townhalls.

You guys have done a fantastic job creating AMAI. Just hoping that such details mentioned above can be implemented/fixed up for the next patch. Peace.


Wow that's "some" feedback you got there :)

ok let's reply to all in same order as written.
First the NE bear use, this is unfortunatly a thing we don't control, it's till in the hands of the original war3-ai, if we find out a way to control iw without consuming to much CPU power in the future we might do so. You will unfortunatlly get this amswere for many of the improvements you suggested, some stuff are out of our hands. :/

The UD, I didn't know of this rebuild mine bug, I guess we can solve it.
and yes they do more destroyers now in the tier 3 base strategy added in 2.30, at least they should do, depends on what the enemy does.
The use of banchees is unfortunatly bad, for same reason as for the bears and for the ensnare I will talk about in orc.

The orcs, your right they need to use more demolishers sometimes and now in 2.30 they do if you haven't tried. The new base strategy for Orc that mixes all units you can build from baracks will use some demolishers how many depends on how much towers and unarmored units the enemy got. They also use the Gruntapult strategy against NE most of time.
The Raider with Ensnare is another issue like the one for bears, how they use ensnare is out of our hands and it's usualy just random units it's used on if it's even used at all so raiders might be a good anti air strat for many players but unfortunatly not for AMAI, it will most of time do head hunters or wyverns + batriders against air.
What kind of wards the docs use is also a thing the internal AI controls. We do however control it in some small way with "between battle healing", you might be able to see it sometimes a computer placing a ward and all units gather araound it just after a battle if they have the ability to place a healing ward. This feature will be improved later on of course.

The human build more hawks now with the new base strategies in 2.30, I also increased the amount of hawks in the other air strategies.
And about the militia I notice you haven't played 2.30, becuse it has been taken care of now, 5 workers remain as workers and gets gold when the others become milita, also they won't follow units too far away from the town so you can't lure them away as easy now.

The placement of buildins is also a think out of our hands, seems the internal AI place them toaly random. We have plans to start with trying to override the placement of the few first towers the computers build in the future to make tech rush strategies work better with a well placed early defence. I disabled all teching strategies as start-strategies now in 2.30 becuse they are pointless with the AIs currently worthless tower placement.


@MurphGuitar
Hmm since AMAI is no commersial product I don't think anyone will sue us for using some copywrited quote, but if they don't want it there we can just remove it.

@thenohacker
Hehe I see someone gave a lot of tip of day here yes :) maybe adding such a thing when andy get's back then, we'll see.
08-12-2004, 06:16 AM#304
Spumpk1
Ahh, gotta love the word 'patch' don't ya? New changes... for good or bad. Well I'm not good at pointing out the good, but I'll try. I immensly enjoy the new base strategies for each race. Thank God they no longer tech up and leave their bases defenseless. Oh, it's also great to see some units I've rarely seen the AI build before... such as Dragonhawks, Gryocopters, & Raiders.

Ok, there's my good stuff :)

Now for the bad.

1. What's with the skill point orders for the heros?
I've seen the Human Archmage go BRILLIANCE first!! WHAT! Others examples are TC goin Endurance, DK goin Unholy, BM going Hawks... and the list goes on. I can maybe see these heros using these skills if they build them maybe second or third, but not as first heros.

2. Undead & NE are still too easy to harrass. Please add in base and expansion defense. One or 2 spirit towers or an Ancient Protector or 2 can go a long way. I can't stress it enough since the AI still isn't fully capable of determining if a threat is great enough to send it's troops home.

That's it for now. I'll keep playing and looking for more things that bother me. Keep up the good work!
08-12-2004, 06:33 PM#305
FieldMedic
Thanks for this bugfix version.
I will try it when i will have more time.

Keep up the good work AMAI team !
08-12-2004, 08:37 PM#306
Zalamander
Quote:
Originally Posted by Spumpk1
Ahh, gotta love the word 'patch' don't ya? New changes... for good or bad. Well I'm not good at pointing out the good, but I'll try. I immensly enjoy the new base strategies for each race. Thank God they no longer tech up and leave their bases defenseless. Oh, it's also great to see some units I've rarely seen the AI build before... such as Dragonhawks, Gryocopters, & Raiders.

Ok, there's my good stuff :)

Now for the bad.

1. What's with the skill point orders for the heros?
I've seen the Human Archmage go BRILLIANCE first!! WHAT! Others examples are TC goin Endurance, DK goin Unholy, BM going Hawks... and the list goes on. I can maybe see these heros using these skills if they build them maybe second or third, but not as first heros.

2. Undead & NE are still too easy to harrass. Please add in base and expansion defense. One or 2 spirit towers or an Ancient Protector or 2 can go a long way. I can't stress it enough since the AI still isn't fully capable of determining if a threat is great enough to send it's troops home.

That's it for now. I'll keep playing and looking for more things that bother me. Keep up the good work!

Well something must really been wrong or you haven't really been paying attension in the game you watched. The things you say don't apply to the actual setting at all.

AM always start with water elementsl if it's built as first or second hero, only brilliance if it's third.
Same for DK, death coil always as first or second, only unholy if it's third hero.
Same again for TC, only endurance if it's third hero in the game built.
And most suprising is that BM is set to always do bear first no matter if it's first, second or third, so I really have to look this up if you are sure you observed this.

Maybe adding some defence but since computers place defence so badly it's usualy a wast of resources to use them on towers instead of units for the computers.

[UPDATE]
I checked now and looks like you was right, saw both TC and DK picked skills as if they as used as third heroes even if they was first heroes.
This is very odd but I really hav to see if the BM pick hawk as first skill, becuse then something must be broken here since it don't use hawk as first no matter what if they obey the AMAI settings anything.
08-12-2004, 08:58 PM#307
Spumpk1
I was just about to send a replay showing the heroes picking the odd skills, but obviously you found it. I wish I had the replay of the Beastmaster choosing Hawk first, but I don't. I wouldn't lie about it. I believe he went Hawk - Bear - Hawk for his build order. That's all I remember.

Another thing that bothers me about AI behavior involves it's creeping. The AI likes to take it's army to a creep spot, then when it starts attacking it runs away as if they realized the creeps were too strong. They will keep doing this over and over until they believe they have a strong enough army. Any way to fix this?

I'll try to come up with a quick replay with the Beastmaster using hawks first.
08-12-2004, 09:09 PM#308
Zalamander
Quote:
Originally Posted by Spumpk1
I was just about to send a replay showing the heroes picking the odd skills, but obviously you found it. I wish I had the replay of the Beastmaster choosing Hawk first, but I don't. I wouldn't lie about it. I believe he went Hawk - Bear - Hawk for his build order. That's all I remember.

Another thing that bothers me about AI behavior involves it's creeping. The AI likes to take it's army to a creep spot, then when it starts attacking it runs away as if they realized the creeps were too strong. They will keep doing this over and over until they believe they have a strong enough army. Any way to fix this?

I'll try to come up with a quick replay with the Beastmaster using hawks first.

actualy how they flee from creeps becuse of small army is a hardcoded issue, a solution is usualy that they use farseer with spirit wolfs to assist making them dare to creep with only 1 grunt or some other hero with summoned units. but at leat it's better thwem seeing them standing in base doing nothing while waiting for units.
08-12-2004, 09:37 PM#309
Spumpk1
Got it! I just did like 10 simulations trying to get an AMAI player to choose Beastmaster first, and finally they did. Both the Blue Orc & the Teal Undead chose Beastmaster first and both chose Hawks first. I checked your Common AI script and I looked to see what the Beastmaster's skill choices were and you were correct, all 3 choices have Bear going first (which bothers me since quillbeast first is perfectly alright).

Here's the replay.

The directory for my AMAI maps are C:\Program Files\Warcraft III\Maps\AMAI

Once I figure out how to attach a file I will...

[edit] I don't think you can attach files, so I just emailed you the replay Zalamander.
08-13-2004, 11:20 AM#310
Augster
On Two Rivers, the AMAI tends to expand on the goldmines that are furthest away from their base (like opponent's natural expo or the red creep ones). Is there a way where it can expo at their own natural or one thats furthest away from their oppenent instead?
08-13-2004, 03:50 PM#311
AIAndy
That skill issue: It may be that I accidently forgot something or put a wrong calculation in there when I updated the skill choosing system to allow a custom number of hero levels. Well, while I on holiday I can't do anything about that but maybe Zalamander or one of you finds the reason of the bug.
08-13-2004, 05:13 PM#312
Strategy Master
Here are a few bugs i noticed for this version.

1)In the build sequence of race ai

if towerrush then
if TownCountDone(FORGE) > 0 then
call do_towerrush()
else
call SetBuildUnit(1, FORGE, 100)
endif
endif

Forge cannot be changed from the racial settings. So tower rushes for custom races do not work.
Actual fact any race which cannot build the forge and tower rushes is set
will not work.

Oh just a question, how do you find a units orderstring for towerrushes.
Is it just there name because its not correct otherwise for orc, it is
watchtower but its name is Watch Tower. Just wondering.

2)Harrassments do not seem to be ignoring towers when they supposed to.

3)Pit lords howl of terror is not being used correctly. Whenever computers base
is under attack the pit lord and if not being teleported to the base or expansion he
uses his howl of terror constantly along the way. But really it should only be
used when in range of some enemies. It may be hardcoded but just so you guys know and could fix it. Such a waste of mana.

4)If you edit global settings in the amai manager the tips of what each thing does is too far to the right so you have to scroll right to see them.

EDIT
5) another bug, based with the heros as stated above, but i have noticed that the computers will not spend there points on abilities each level straight away. There is at times a delay. I.e, there was a level 4 tinker but had only put its first point in engineering and did not do the others till a little later. This is dangerous for the computer as if player attacked them, the hero would not have spent his abilities points and not got a much needed spell to save itself.
08-13-2004, 09:17 PM#313
Zalamander
Quote:
Originally Posted by Spumpk1
Got it! I just did like 10 simulations trying to get an AMAI player to choose Beastmaster first, and finally they did. Both the Blue Orc & the Teal Undead chose Beastmaster first and both chose Hawks first. I checked your Common AI script and I looked to see what the Beastmaster's skill choices were and you were correct, all 3 choices have Bear going first (which bothers me since quillbeast first is perfectly alright).

Here's the replay.

The directory for my AMAI maps are C:\Program Files\Warcraft III\Maps\AMAI

Once I figure out how to attach a file I will...

[edit] I don't think you can attach files, so I just emailed you the replay Zalamander.

Actualy I really need the map, I tried making a own TurtleRock with 2.30 installed now and my War3 refuses to accept it for the replay.

@Augster
some times yes but most of time it expands on the hill closest to it's main or the corner.
But I think your right they do expand far away closer to enemy base a bit too often, will change that in the formula.


@Strategy Master
1. Yeah the tower rush setting is not really meant to work yet it don't even work properly for Orc. We just tried to create it but there was never any good results.

2. Yes I have noticed that we will take care of it, Im also getting tired of computers just wasting units by sending them to death. Seems it's something wrong with the abort of the harass as well now since they just get killed and don't go home when harassing.

3. They way heroes uses skills is completely hardcoded, we don't do that, but since that skill is so badly used you say I guess we can put it last so it always use the other skills instead.

4. The tips are centered, we didn't find any way to align them to the left yet, maybe soon.
08-13-2004, 10:30 PM#314
Strategy Master
Quote:
Originally Posted by Zalamander
Yeah the tower rush setting is not really meant to work yet it don't even work properly for Orc. We just tried to create it but there was never any good results.

I have seen the effect sometimes work if the commander was used to order orc players to tower rush. They did build 1, 2 towers at enemy base but then strategy changed soon afterwards, so tower rush was stopped.
08-14-2004, 12:57 PM#315
MurphGuitar
Now that the TFT beta patch for patch 1.17 is out, can we install AMAI 2.30 on a TFT 1.17 beta map? Would the AMAI use either of the two new neutral heroes?