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Team Game Testing

07-21-2005, 07:45 AM#1
Quitch
I was wondering if anyone was testing AMAI in team games?
07-21-2005, 11:24 AM#2
Tez
I'm testing. For now I'm waiting for second beta. And I don't encounter any new bugs.
But there are a lot of well and long ago known.
07-21-2005, 11:32 AM#3
Quitch
But in team games? And if so are you doing you and AMAI Vs. AMAI, or you and humans Vs. AMAI?

I just wonder to what extent the team functions of AMAI are actually being looked at by people, since it seems to be an area virtually untouched.
07-21-2005, 02:14 PM#4
calmb4storm
Quote:
Originally Posted by Quitch
I was wondering if anyone was testing AMAI in team games?

I've been updating my earlier post with additional results

AMAI vs. Blizz 4v4 random in progress. Long games o_O

I don't look at AMAI code much, I only gather empirical data heh :) But.

A WC3 team game on a large map is a very different animal from solo and AMAI is finely tuned for solo play. I suffer in team play myself because solo is so ingrained in me. Typically in bnet games, there is a "general" a player with the most team experience, "pinch hitters" who do and go as needed, and "noobs" who are inexperienced in team games and basically take simple orders. I think AMAI would benefit greatly from this model, where one AMAI player or subroutine would make all strategic decisions and the other AMAI's would attempt to comply.

Obviously AMAI has team based attack and defense; megatargets. Its seems to have coordinated creep counter and harassment but it could be improved upon. Although I have no idea where AMAI leaves off and Blizzard hard coding begins concerning fine unit control. AMAI doesn't seem to have complementary builds to mutually support team members. Or something advanced like team creeping for fast expanding into a boom economy. Pathing multiple large armies is bad, course its no worse than the traffic jams people players cause :)

As it is now, you really need at least 512MB to host eight AMAI players. Packing Emerald Gardens with AMAI players needs even more. I don't know if AMAI could encompass both solo code and very many additional team play routines in the same build without it becoming overly large, memory intensive and inefficient.
07-21-2005, 03:55 PM#5
Quitch
If AMAI kept its armies together and ensured that each of their players was countering their opposite number then that would be an improvement in itself.