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02-18-2005, 12:32 AM#31
Tez
Strategy Master Thank you!
But I've forgot: For the first condition (For DM) one more check needed: check for food used for the army (in case of army in the field).

I've encountered just mentioned bug with gathering lumber. Strange, that it is Night Elf who encountered it now (there were 4 undeads – they are ok).
I've saved replay with map (697 KB). And I've checked replay it is working.

So, from 12-th minute blue Elf didn't gather lumber normally. Please check that out (one day).

From 26-th min. pink undead is “running back and forth� (as Goose speaks). But in my replay AMAI manages to spend several minutes (“running back and forth�)!
I don't remember exactly, but Zalamander or AIAndy told already that this is a “blizzard bug� with sending whole forces to defend something. May be it is that case. And moving towards the base is a counter for this bug (when there are not enough forces to resist; I don't even know whether this counter is implemented already). As for this, it must be admitted I don't paid attention to his threats (I can't remember them). And his normal size army speaks against it (if there can be such dangerous threat).
So, if you will watch replay check this out too.

Besides that, I've won two awesome battles (with good results). Each against team of two AMAIs. Alone.
31-th min. near entrance to upper-right expand. Another at 38-th min. near lower-left slope from center square (it was really long one).
That's all because of AMAI choosing a specialized strategy instead of universal. IMHO it is simple to make correct selection – just take into account all enemies together (or, if there are numerous enemies always select universal strat for first 5 * <enemies number> minutes, for example).

At 41:50 I've recorded a short movie (4.7 MB) about Locust Swarm. It shows main advantages and disadvantages of Locust Swarm. Certainly watch it. I never met before such obvious situations. Collect movie and details here (html).

PS
Sorry me for my English (my usual signature unfortunately).
02-18-2005, 01:08 PM#32
Strategy Master
Quote:
Originally Posted by Tez
I don't remember exactly, but Zalamander or AIAndy told already that this is a “blizzard bug� with sending whole forces to defend something. May be it is that case. And moving towards the base is a counter for this bug (when there are not enough forces to resist

Well the origins of fight and flight is a blizzard bug but we can reduce effects of it with clever coding. I have fixed bug in the amai code which helps reduce this problem. Individual units are likely still affected by the issue as no system manages control of it.
02-22-2005, 10:56 AM#33
Goose
Quote:
Originally Posted by Strategy Master
@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.

Sweet! Thanks for taking a look at it. I'll keep my eye on the website and download the new version when its available.

Cheers!
02-26-2005, 08:27 AM#34
thenonhacker
@AMAI Team: I'd like to report a Undead Tower Placement bug, where ziggurats are built outside the protective perimiters of an expansion site. Example, a tower is built outside the wall of trees (where there is blight). I think this has something to do with functionality where towers are prevented to be compact as much as possible.
03-13-2005, 10:49 PM#35
Tez
I've uploaded another buggy replay (727 KB, map included of course). Check it if you are interested.
When my brother was playing I was lucky to notice an idle NE and then another idle NE (green). Both didn't mine gold (they could), and at least one didn't attack (blue NE). That begun from the 28-th minute of the game.

I saw idle glitch several times already. Usually (may be always) it happens just after hard struggle to repulse the enemy (attack thread/task fails?). This replay is a good example.
Such idle AMAIs react well on attacks (TP, defense) and follow all orders.

AMAI v2.43 NYed
War3 TFT 1.18 (idle glitches were in previous versions too).

I saw another bug a new one for me. Unfortunately it isn't in this replay (wanted replay didn't survived). NE was idle at his base (didn't attack, that's old bug) and cast Rejuvenation continuously (several minutes at least), although all units were healthy!
03-13-2005, 10:56 PM#36
Strategy Master
Thanks for replay. Most beneficial.

Does the idleness occur just for nightelf, or can it occur on other races too. So far idleness of race has always been nightelf.

I remember seeing the bug with healing system for instant cast spells like rejuvenation. I forgot all about it mind u. Thanks for reminding me.
03-14-2005, 11:44 PM#37
Tez
Strategy Master Does the idleness occur just for nightelf, or can it occur on other races too. So far idleness of race has always been nightelf.

AFAIR idle glitch concerns every race. We speak about “no attack� glitch when army spent all time at the base. I can't remember if “no attack� glitch connected to “no gold mining� glitch (IMHO no; so, may be, we have got two different glitches).

I forget to say. In previous versions of AMAI idle glitch was too (more likely it was “no attack� glitch).

PS
I'm still not sure if there are two different glitches or a single, so decide yourself.

Thank you for your response.
03-17-2005, 02:32 AM#38
Tez
Strategy Master
I had another buggy game (641 KB). (I'll post all unique glitches I find, while you check every replay and answer every bugreport. ^_^)

Digits at the beginning of items are minutes.
Red colored gnolls are gnolls gathering lamber (and/or idle gnolls that IMHO should do it).
  1. 20 Blue Undead: sends somewhere all gnolls (for the true reason AFAIR).
    In a minute or two all gnolls return to his base, but only half of them continue to cut trees – two stay idle near citadel (see item c).
  2. 29 Blue Undead attacks enemy base: Two heavily damaged statues funny running between army and base (neither one way nor the other).
  3. 33 Blue Undead: now all gnolls are idle near citadel!
    I had myself to supply him with lumber to the end of the game.
  4. 33 Blue Undead: abomination left in field between battlefield and life fountain (there was the battle for my expand). It stays there to the end of the game!
  5. 35 Blue Undead: send all gnolls to harass!!! And doesn't build new (though he can)!
  6. 35 Blue Undead. I noticed another idle unit. It is a gnoll, it belongs to our Blue Undead and situated at his upper expand. As idle abomination this gnoll inactive to the end.
  7. 39 Yellow Undead: Only 3 gnolls are harvesting lumber. Check this. May be the reason is gold shortage.
  8. 39 AFAIK Blue Undead: sends minimap signal at my upper expand. But there is no threats!
  9. 42 Yellow Undead defending his teammate: build gnolls and sends them to battle as soon as they appear (I marked gnolls with red because nobody gathering lamber: IMHO last 3 gnolls were lost in battle of teammate's base).
    I remember: :stolen_emote: sending all units to defend something is an old known blizzard bug.
03-17-2005, 01:55 PM#39
Strategy Master
gnoll resource issue i hopefully fixed a while ago.

Although at times it may seem that gnolls stop gathering lumber in new version but thats only because it has obtained a large stockpile of lumber. As it gets low, computer will start to add ghouls back to harvesting.

Depending on what improvement people think of it next version will depend on whether i further enhance it..

But thats a Massive load of bugs. Some completly new and will be invesigated.
03-17-2005, 11:20 PM#40
Tez
Strategy Master
Although at times it may seem that gnolls stop gathering lumber in new version but thats only because it has obtained a large stockpile of lumber. As it gets low, computer will start to add ghouls back to harvesting.

– No, no and no! I remember about this feature and took it into account.

c. After 33 min Blue Undead never send gnolls to cut trees! I don't know haw properly it is recorded. But in the game he run out of lumber rather soon and I supplied him ~2000 lumber total till the end of the game.
I meet this bug periodically (Undead only).

g. Yellow Undead had less then 200 lumber.

And finally, idle gnolls is a very strange solution of reducing number of workers (c. 4 gnolls are idle for ~ 2 min or a. 2 idle for 15 min!). Why not sent them to harass or include in an army?

Thank you again! You don't stop investigation! AMAI never had such feedback last year.
And sorry for my English.
03-23-2005, 02:16 AM#41
Guest
Are you guys just thinking about a plan system or have you decided for sure to do one? Just curious but how much of an additional overhead would there be for a plan system?

Second question: How about a version of AMAI where the computer is allowed to cheat to a point to make up for his well artificial stupidity? Maybe as simple as a trigger for more resources or more complicated. Just as an option for each difficulty.
03-26-2005, 09:39 AM#42
Strategy Master
1)The idea of the plan system has not been forgotten. Such a system would be great and would fix many of the potential blizzard bugs.

2) Insane computer does cheat as it gets double the resources when it returns some.
04-05-2005, 09:16 AM#43
tarpad
Hi Amai Team !
Your AMAI is EXCELLENT! I use it everyday for training. AMAI_TFT works perfectly
, but when i use AMAI_ROC , it allows meg to make tier 3 units at tier 2 , eg. gargs at tier 2.

What would be the reason of this ?
Sorry may owful english, i'm not native :)
04-05-2005, 09:51 AM#44
Strategy Master
yeah, i noticed some serious corruption with ROC version the other day. All units had sort of a cross between data in TFT mixed into it. I will be checking it out to see if its a problem with 1.18 itself or the executable was done incorrectly.
04-19-2005, 08:22 AM#45
tarpad
Hi StrategyMaster !
Did you find the ROC bug ? I have an idea. I've found a file called ApplyTableChanges.pl
It seems to me, that program is responsible for updating unit details. But i can't run in , becouse i always get an erro message from perl compiler. Plz help me to fix this bug
Many thanx
Arpad Takacs