| 11-05-2004, 11:20 AM | #1 |
Anybody here who knows of a Single-Player Micro Wars Warcraft Map that uses AMAI? I've got some Micro Wars map, but the opponent heroes are not using their skills before the battle. Such thing would always give you the advantage, because you are using Hero Spells, while your opponent doesn't. ___ Has anybody here has an idea about the APM (Actions per Minute) of AMAI? If not, I'll check it out this evening using Warcraft 3 Replay Info Tool (Version 5.96) http://www.geocities.com/yug3sh/ |
| 11-05-2004, 01:39 PM | #2 | |
Quote:
Maybe AMAI would improve the micro management a little on such maps but I don't think it will improve in that way. mostly focus fire on weakest enemy unit first and such things is what AMAI can do. Computers has no APM or if they would have it would have been very very high compared to human player probably but I haven't seen any APM tool that can see APM of computers. |
| 11-06-2004, 07:46 PM | #3 |
Use this trigger to assign abilitys. ....Events ....Conditions ....Actions . ...[?] If (All Conditions are True) then do (Then Actions) else do (Else Actions) . . . ...[>] If - Conditions . . . . . ...[?] Round Equal to 1 . . . ...[>] Then - Actions . . . . . ...[?] For each (Integer A) from 1 to 12, do (If (((Player((Integer A)) controller) Equal to Computer) or . . ((Player((Integer A)) slot status) Equal to Has left the game)) then do . . (Unit Group - Pick every unit in (Units owned by Player((Integer A)) of type Mountain King) and do . . (Hero - Learn skill for (Picked unit): Human Mountain King - Thunder Clap . . . ...[>] Else - Actions . . . ... Do nothing . .................................................................................................... .............. Know that Player is an a Player array variable and youll have to set up each player to it in another trigger. For exsample, Set Player[1] = Player 1 Red. Round is also an interger variable. And if you want good ai players then dont use amai in micro wars maps, all they do is target weak units, no juggleing and they just let their units die. Make yur own AI and check off only Heros flee, Units flee, Ignored Injured, and Remove Injured. Run this melee script for any computer players at the strat. And at the beginning of each round check to see if any players have left the game and run the ai for them as well. Hope that helps! |
| 11-08-2004, 04:53 AM | #4 |
@MavDoubleGuns: Whoah, hehehe, I would find that useful later. For a long time I haven't been into making Maps w/ Triggers. @Zalamander: You're right. Warcraft Info Tool cannot display APM of computer players. And since you said computer has theoretically very high APM, it makes me proud to be able to beat them! :) @Zalamander & MavDoubleGuns: I just found the Single-Player Micro Wars map! It doesn't use AMAI (but AMAI can be used with it using AMAI Simple). . It does juggle units around, and targets attack types to proper armor. (Already in AMAI) . It effectively kill heroes without using focus-fire, by sending 2-3 Normal Damage units to attack and chase a hero running away. . It pays very good attention on using Anti-Summon spells. (Already in AMAI, except, e.g. Purge is used on non-summons when summons are around) . It's so damn good, it took me more games to play for me to get a high score. So far, I got 12 wins as highest. It's Micro Training 0.93 http://www.microtraining.prv.pl/ Found it in this forum: http://www.myorc.com/showthread.php?t=72871 I just have this idea, AIAndy and Zalamander, that you contact the author and ask for the source code of the "microing script" used in that map, for inclusion in AMAI. Probably after you've rolled-out the plan system you're currently developing. So, let's say, the micro management enhancements will come after 3.0, maybe 3.2 or something. While waiting, IMO, AMAI should have major ways to micro, and should be unpredictable per battle: 1. Microes to kill the heroes first before units. IMO, what makes AMAI easy, is when you predict AMAI will surely not target your heroes first always. 2. Microes to units first before heroes, but kills heroes when the opportunity arises. ___ Those interested in Micro Wars for Starcraft, I'd like to share this good find: http://www.yaoyuan.com/maps.php |
| 11-08-2004, 07:59 AM | #5 |
Im sorry to dissapoint you but... Micro management enhancements on these kind of maps are usualy dony by triggers, it's easy to enhance micro with triggers since it lets the AI react on events at once. This kind of improvement is not possible to do in the AI scripts unless we start making AMAI add triggers to maps it's installed on and we aren't prepared to go that far yet. The enhanced micro of AMAI is a small loop that scans the area araound the own army every 3rd second or so and if enemy units starts to appear in this area the speed of this loop will increase to update on the situation and try to assist the AI in thie fight as fast as possible, Im not sure how fast AMAI can react on battle events and perform actions now, it might be every second or every 0.5 second but still in a fight it might not be enough and if it's to perform a lot of micro assistance at this rate AMAI will start to require a lot of CPU power. fortunatly we found a bug in this system that was corrected in 2.41 so it now uses up much less CPU power than in previous versions so there is room for iprovements. But I will have a look at this map to see if there is any good improvements we can copy. |
| 11-08-2004, 11:37 AM | #6 |
@Zalamander: It's ok, at least you can find something in map. And thanks for the new info regarding AMAI micro. :) |
| 11-08-2004, 01:47 PM | #7 |
Actually that is one of the things I hope for the plan system. Micro plugins. That some other people write extra micro code as plan plugins. |
| 11-09-2004, 06:27 AM | #8 |
@AIAndy: So you mean that as early as AMAI 3.0, custom micromanagement is supported? That's great! One day, AMAI will become difficult again in Normal Mode even for the ones who memorized AMAI behavior. :) |
| 11-09-2004, 07:32 AM | #9 |
That micro arena map didn't actualy have any micro management improvements at all, thats a bit funny since it looked like that was the case. :) Well it only did attack moves towards the enemy, this will be possible for AMAI as well I guess. |
| 11-10-2004, 03:02 AM | #10 |
@Zalamander: That's a discovery! But really, it's so efficient in targetting the right armor/summons/spells, with the right counters (damage type/anti-summons/anti-casters). Maybe it uses the Bliz micro in Warcraft? Is it in AMAI 2.42 you just released? ___ Another thought: If it _does_ use Bliz micro, then that explains why the enemy keeps on killing my heroes. I got used to AMAI battles where they did not kill my hero. Another thing related to that, is that when you encountered an overwhelming army, an AMAI exploit to that is that you target the weakest hero with a TP. That way, army is forced-TP's to base, buying you time to match that big army. Always works for me. :) ___ Which bring me to raise this suggestion again: AMAI should have 2 noticable in-battle tactics: 1. Bliz-like Battle Tactic, "Kill the heroes first" mode. 2. Normal AMAI Battle Tactic, "Kill the weakest unit/hero first" mode. |
| 11-10-2004, 09:45 AM | #11 |
The plan system will allow for such different tactics as plans (aubplans of the attack or defend plan). As for the TP thing, that is why I posted how the HeroFleeRules work, as that can be prevented by making those good. |
