| 07-17-2005, 04:20 PM | #1 |
Hi, i really appreciated the AMAI BETA Debug Version, and watched several game. While the very majority of issue were game-dependant, there is one that i found in almost all games: the farm building time. Some profiles (e.g.: Xerox) build its farms too early, greatly affecting their building order especially at the beginning of game. I think that while there is some variable they maybe customized for each single profile, i suggest that the farm building farm must be the same for all profiles, because there's an "ideal" farm building time. Just look the Blizzard AI. Now with game watched (i listed only the games it's good enough to point them out) Note: AMAI vs Blizzard AI games are played with 2.45 Debug Version.exe, the AMAI vs AMAI uses 2.45 Simple Edition AMAI1 - AMAI Human VS Blizzard Human Blizzard AI Wins Strange things happened in this game: - Blizzard AI upgraded the expansion hall, and made militia from his expansion hall too!!! How could it be possible?! Why AMAI lost? - Standard AI overall played better, less indecision - They played almost equal each other, but AMAI farms were build later than needed, making the Blizzard AI having units each moment. Compare the 2players' building order IMPROVEMENT FOR AMAI - In the beginning, the priority for using the racial shop for healing units (specially hero) must be greatly rised, because u need all units green for creeping AMAI2 - AMAI Elf VS Blizzard Elf Strange things: - AMAI announces he will Counter enemy casters[11:07]. But enemy has not(!) - AMAI does not build what he announce (in the end he announced hipporiders, and then announced DotC but produced Faerie Dragons) IMPROVEMENT FOR AMAI - AMAI doesnt retreat the red fighting units to base as in previous version, is this intended? - Using the tracker system, AMAI should not send 2single units if enemy is at his base. The check should be done when are close to base. If enemy is at base he could send the units to expansions (if there are any) - AMAI Army too spread out. He must group then attack. AMAI3 - AMAI Undead vs Blizzard Undead AMAI Wins Strange things: - AMAI fast teched to tier 3 for mass abo, but when he could finally began to produce abo he announced he'll make mass ghouls (??) IMPROVEMENT FOR AMAI - He should not tp when hero is red and extremely in advantage. Instead make hero walk to base. Also said similiar behaviour in other games when AMAI hero is left alone against the enemy army, yet still he fight until his energy is red, then TP. He should run to base even though his energy was green. AMAI4 - AMAI Human VS Blizzard Human AMAI Wins General Notes: - Human Blizzard AI produce faster - Blizzard AI misteriously did not upgrade Town Hall - Blizzard AI had a lots of resources but not use that. Still happened this in other games. Overall played bad - AMAI built his base well (farm + turret) IMPROVEMENT FOR AMAI - Building expansion with 5 peasants is WAY too expensive. 3 should be enough. - Farm problem (i want to point out that some profiles has their farm BT correct. This profile has not. I could make a list for profile that should be fixed if u wish) AMAI5 - AMAI Orc VS Blizzard Orc AMAI Wins General notes: - AMAI outteched Blizzard AI, was indeed very superior. - AMAI was better even though AI has an expansion and he has not - Blizzard in middle game had lots of resources but not used them all - AMAI made very well uses of his resources - Very well uses of siege, enemy base gone down in seconds - Farm problem, Blizzard AI instead had a perfect farm building time, compare the two B.O. AMAI6 - AMAI Orc VS AMAI Human AMAI Human Wins Strange things: - Red Orc used tome of speed with no reason (when attacking creep at the left side of the map) - Red Orc doesn't expand with no reason General notes: - Red Orc doesn't creep for the first 10 (i suppose) minutes, even though he could - Both AMAI build their farm too early.. that greatly affect building order, look when orc build his first grunt IMPROVEMENT FOR AMAI - When harrassing at the game beginning, tp should be disabled for the attacker (too often the harrass results in a tp loss for the attacker) AMAI7 - AMAI Orc VS AMAI Human AMAI Orc Wins(SHORT GAME-- Crazy_rusher rushed) Strange things: - Red Orc made expansion on a creep spot not free!! General notes: - Red Orc: why AMAI doesn't send his red grunt to base anymore? -second combat- (i remember that previous AMAI versions did this) GLOBAL--- I've had fun watching lots of AMAI games, and I have some questions: - It seems that AMAI upgrades his town hall taking into care the enemy town hall tier, is this correct? - A little improvement: When AMAI have lots of gold and red hero fleeing to base, it would be good to send his hero fast to buy healing potions from racial shop. It often happens that i fight enemy hero at expansion hero until he's red, then destroy expansion, go to his base but hero is still red and AMAI had 2k gold - A little bug which is likely to be fixed (i can provide replay): hero fighting leaves combat and go buy artifact from goblin shop (while his army still fighting) (i tried to submit only the important replay and summarize the others. Yes, i watched lots of games 8-pp) Features removed - In 2.43 AIAndy implemented a solution to avoid the hardcoded "return to base behaviour", but in 2.45 AMAI always goes to base, is this intended? - In previous version AMAI retreats fighting red units to base, for healing in a second time. I never saw this happen in 2.45 I enjoy a lots the Artificial Intelligence for any kind of games, i hope this may help^^ If there's something that is being watched, you can tell me which is and i'll run a some games to test it^^ bye and thanks to all AMAI crew-- Elf.Lysander |
| 07-17-2005, 04:56 PM | #2 |
I would concur that AMAI is far too ready to TP, no matter the circumstances. As has been pointed out in another topic, if you're losing a fight against AMAI, just damage the hero and the whole army will TP out. It does seem to me that some of the features of AMAI are actually costing it games. Its harrass is too indecisive. It will switch targets too often (this is features everywhere in AMAI, an example would be when a Lich engaged a Red Drake, after a while AMAI retreated, engaged, retreated, rengaged, meaning the Lich took far more damage than it should have. Finally when the drake was one hit from death, the Lich ran away) going from targets almost dead to those in the green and will run units around randomly to avoid damage. The net result is losses to AMAI and rarely any to the enemy, except maybe time. AMAI often seems to be operating two seperate army groups, one main and one minor. A lot of the time this appears more of a hinderance to me. Unless it has a specific task in mind for the second group, they should stick with the first. Team games, as I've said before, need work. An easy and quick temporary solution would be to have one AMAIs army always follow the other, and allow the lead AMAI to declare "creeping" times when they are allowed to split up and hit creep camps. They should never be too far apart though. Too often each army gets caught alone... Blizzard suffers from this too, mind. |
| 07-19-2005, 11:40 AM | #3 | |||
Thanks for your reports. Exxelent coverage. A nice load of issues found. Quote:
It should of been working, but if it isn't i'll have to investigate. Quote:
Yeah same here. Although it seems to occur more when fighting creeps rather than enemy players which is kinda bad. Quote:
That would be great. All your issues/suggestions have been noted and will be added to bug list so i don't forget. |
