| 09-06-2004, 09:18 PM | #376 | |
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Monolith got a special version of the oribinal AI using the creep units, and it's possible to create sucha version of AMAI as well if you are up to it. We match 2 different AIs by merging the script so we get both AI's every function in the same script so they both can work individualy and still use same files. Good players have special methogd to gain gold faster like fast single hero creeping and single hero harassment, tower creeping, militia creeping and human players don't return to base with the army between every creep group killed, thats why. |
| 09-07-2004, 07:39 AM | #377 |
Why does the AI return? Hardcoding? Have you ever spoken to Blizard about overriding the hard coding, or changes to it? Isn't it possible to merge the Blizzard Monolithic Creep AI with the AMAI so that you have working creeps on one side, but AMAI on yours? Is that a lot of work, or are all the creep blocks in one place making for a single copy and paste operation? |
| 09-07-2004, 09:44 AM | #378 | |
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Does that still work? If so, any chance of you releasing it? |
| 09-07-2004, 11:54 AM | #379 |
That returning is hard coded, but there might be ways of overcoming it. Zalamander lately said some things about why Blizzard might have done that that might show a way of removing it (before TFT that behavior was not there). I have never looked at Monolith so I am unsure how exactly it works but sure you can use my merging program to merge the AIs so some of them can be standard AMAI and some the monolith AI. The merging program does still work, although it is a pretty ugly and slow program that also needs .net installed. That Blizzard.j does still work but it likely needs to be updated as the limits to the new neutral heroes are missing from it. |
| 09-07-2004, 12:16 PM | #380 |
I look forward to seeing more of these hardcoded issues overcome. Since my girlfriend, brother and myself are currently get beaten by the Blizzard (Easy) AI in a 3 on 3 (terrible, isn't it), we're in no rush to tackle AMAI on a regular basis, but once we display more co-ordination than a bunch of wet paper bags we'll be taking it on. It's early days yet :) What exactly is the difference between Easy and Normal? Is it like Insane, but a resource hit, or simply less aggressive or poorer use of strategy (and I'm asking this in regards to both Blizzard's and your AI). |
| 09-07-2004, 01:16 PM | #381 |
There are some settings set different (about fleeing and some other stuff). I am unsure if there is a resource hit, never tested it. Had a look at Monolith now. I guess the best thing would be to actually make an AMAI for the creeps too. That is not too hard with the developer's edition (since they are pretty simple races). Especially since the newest AMAI allows to actually add races. |
| 09-08-2004, 07:46 AM | #382 |
Had my first game with AMAI last night... it was an accident, I was intending to take on the Blizzard AI on easy in a 1 on 1 but didn't notice I was in the AMAI folder. The initial taunt was a bit of a surprise :) The game wasn't anything wonderous (in that it would hold much interest to anyone but me), but I certainly took a beating. The AI is rather good from what I saw, annoyingly countering my sleep ability by just bashing the sleeper (damn you AMAI!!), and later on it adapted to my tactics in a way I wish I'd done to its. I went all ghouls while it had footmen and knights. It then started to switch to sorceresses and griffins, while I continued to go all ghouls (hey, I'm new to WC3! :)). Needless to say it whooped me. Next time I'll have to switch to gargoyles and see how that works, since I had all the ghoul upgrades, and those effect gargoyles, that seems like a logical route. It was certainly a learning experience though, and so in the next game I tried to ensure I kept creeping and got a second hero earlier, as well as putting more effort into quickly expanding and securing a new expansion site, as well as buying a few items to help my heroes. I then challenged the Blizzard AI on easy to a game with the same races on the same map (Circumvention) and pulled off a win. Not a terribly convincing win, but I managed to hold an expansion while he lost his and was starved of gold. Woo! My first skirmish win! :) Fun stuff :) |
| 09-08-2004, 08:01 AM | #383 | |
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Hehe I wich I could have that much fun with AMAI, unfortunatly I know AMAI too well to get beaten by it. :/ But maybe it will challenge me if we manage to fix some more hardcoded problems. |
| 09-08-2004, 10:11 AM | #384 |
Frankly, fighting my way out of a wet paper bag is hard at this stage, but making it more challenging it easy... just play a team game with people who simply aren't that good. I can beat Blizzard AI on easy in a 1 on 1, but in a 3 on 3 it's a lot harder because I need to rely on my teammates as much as myself (and they're slightly more rubbish than me :))... it's no good me forming a large army when they have three :) Or you can put some crappy AMAI on your side and some good AMAI on the other. Of course, if you want a pure 1 on 1, the AI developer is always screwed, as you say, they know the beast too well. Having a 3Ghz processor, I selfishly await more CPU hogging procedures, safe in the knowledge my machine won't bat an eyelid :) |
| 09-08-2004, 02:06 PM | #385 | |
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Hehe, I guess we can make them require a 3.2GHz since I got a 3.5GHz. :) Well playing team games is not what I like exactly, Im a pure 1on1 person most of the time in war3. |
| 09-08-2004, 02:43 PM | #386 |
I have a notion to remove heroes from the melee games entirely and I was wondering how the AI handles just the units themselves without hero influence. Also, in order to script solely a melee AI (only skrimish games) which of the six files (i.e. Blizzard.j, common.j, common.ai, human.ai, orc.ai, elf.ai, undead.ai) would I need? |
| 09-08-2004, 04:02 PM | #387 |
The actual AI scripts are the ones with .ai . common.ai is accessible from all the AI scripts and the rest each is the script for one race. Do you intend to base that on AMAI or the Blizzard AI? AMAI has been developed with the thought of heroes at several points which would require some changes to make it work without. The hard coded AI itself works fine without heroes too (although I have not tested that for quite some time). |
| 09-10-2004, 02:37 PM | #388 | |
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An option to turn off hero use as a global constant in developer edition would be really handy. |
| 09-10-2004, 06:01 PM | #389 |
I intend to put that in some time. The problem is that many parts of the code implicitely require that hero so several things will need to be rewritten. I will do that once I have more time again. |
| 09-10-2004, 11:50 PM | #390 |
Guest | Hi, I just played my first few games against AMAI. I only played Orc vs NE so far, so it's hard for me to say anything general about AMAI yet, but it does seem a lot more interesting than WC3's default AI. :) One thing I noticed in this matchup is that the AI doesn't really react particularly well to my BM harassment. It does try to run away the wisps and heal them if they're near a moonwell, but it doesn't really try to drive me off unless it's close to the base anyway. Is this intentional --- that is, AMAI values lumber wisps less than creeping --- or are you still working on anti-harassment? Or was I just playing one of the n00b profiles? (I played three different profiles, though, and none of them seemed to mind my slaughtering their lumber wisps. ;) Does the difficulty setting for the AI (easy, normal, insane) affect AMAI at all? |
