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AMAI 2.50 RC1 Released

11-08-2006, 04:03 PM#1
Strategy Master
The next version is now released further improving the stabilty and power of AMAI Download links are available at our website download page.

Below is the list of changes in RC1 from beta 9.

Quote:
Originally Posted by Amai Manual
COMMANDER IMPROVEMENTS

Commander text website links updated.
Fixed missing Undead:S in language translations

AMAI ENGINE IMPROVEMENTS

Optimizations on placement of fast expansion code is it calculates before the pathing checks.
Balance adjustments to upgrade researches so certain upgrades are more likely to be researched.
Fixed an issue where there where missing requirements and needs for the hippo rider.
Reduced liklyhood of tower rush in ffa type matches.
Fixed an issue where rocket tanks had some missing needs
Army now only coordinates with tree of life in an ancient expansion attack if creeps are weaker.
Fixed an issue where only 3 peons could mine gold at starting mine instead of 5.
Goblin tanker now chooses rockets above pocket factory due to bad usage of factory by amai.
Reduced chance of dryads being used against enemy peircing units
Reduced front radius to 900 down from 1100
Fixed an issue where natures blessing is never researched
Fixed an issue where lumber mills would not be built next to lumber stores
Disabled some ineffective harass attacks
Fixed the buildatmine function which was not working at all. You should notice this being used by orcs and undead.
Fixed an issue where ziggurat selling was broken
Strategies now only change to strategies that have 20% more priority than the current strategy. Prevents changing to strategies when there is no need as current strategy is pretty effective.
Fixed an issue where an extra farm was built at the mine than needed
Fixed some missing key upgrades in undead strategies
Small tweaks to focus fire code to improve its effectiveness
Fixed a crash that could occur in the building loop so ai would stop building at all
Fixed an issue where a peon could not be obtained to do racial strategies
Fixed an issue with the pathing scan where it could fail so amai could never expand to a mine.
Fixed an issue where amai would start building at expansion before all creeps had been killed.
Optimizations to the pathing scan to increase its calculation speed. Especially for larger maps which generally take much longer.
Fixed an issue where amai only wants to build an expansion for a few seconds
Strategy tweaks so anti stength values are more accurate
Fixed an issue where healing ghouls would switch between cannablizing and harvesting wood.
Fixed an issue with the scroll of healing usage so hero now waits for the units to be close by to him before using the scroll
Major change to the way advanced upgrades work to fix issues in the upgrade priorities getting to high that they supersede everything else and preventing tier upgrades.
Change to hero bonus strengths. In general they have been reduced.
Calculation of hero strength now degrades when hero is hurt.
Preventions made against the tree of life in ancient expansion failing to entangle mine and joining the ai's army instead.
Fixed an issue where tree of life in ancient expansions would unroot when enemy forces are close by.
Distraction attacks now require 3 times the amount of forces up from 2.
Fixed an issue where computer would stop doing anything when only 3 units where harmed. They only do this now if the overall army is hurt.
Fixed an issue where racial shops would not be built.
Fixed an issue where amai would use neutral buildings before guarding creeps had been killed.
Fixed crash bugs in ROC version
Reduced town threatened radius to 1500 down from 3000.
Orange creep camp strength bonus increased to 2 from 0
Fixed an issue where a certain micro hero rule was using the overall player strength instead of strength in the vicinity of hero
Reduced the teleport threat distances.
Fixed an issue where item jobs all counteracted each other so hero would get confused and wouldn't buy the items.
Fixed some calculation errors in the peon builder system.
Fixed a rare bug where amai loses its targets position as target killed so never exits attack
Fixed an issue where units would go back to attacking creeps when a town is threatened
Fixed an issue where player would finish its attack before killing all buildings in the area
Unit strength calculations are now the average of the units level and food. Not the sum.

AMAI DEVELOPER IMPROVEMENTS

Newest added global setting will not be set to its correct value due to perl limitations so you will be have to set this yourself.
The compatability with original blizzard ai scripts has been improved further so that now no changes at all are required to the scripts. All scripts work fine with AMAI's common.ai. ( There is only one possible issue with custom scripts please see the AMAI vs AI section for details )
Fixed a bug where turning debug mode on could crash amai
AMAI now uses grimore dll injection instead of SFMPQ as the executable. This fixes bugs with the ROC version using TFT stats and now allows you to start amai in a window or other parameters.
Load of script clean up stuff removing obsolete code etc
minimum and maximum is now superseded by Min and Max function calls.
DisplayToAllDebug function is now called Trace but no functionality has changed.
A few small changes to prevent multiplayer dsynchs when debugging mode is turned on
Added 'mine' type that determines version gold mines to standardunits.txt.
Added 'lumber' type that determines the drop off point structures so they are built next to trees to standardunits.txt
Added 'zigg' type to determine structures that are ziggurats to standardunits.txt
Removed an invalid setting from the ROC version
11-08-2006, 05:09 PM#2
moyack
Impressive all the things upgraded, I'll test it when I get home.
11-08-2006, 06:23 PM#3
PhoenixFeather
I agree. That sure is some update. Just unfortunate I can't test it before next week.
11-08-2006, 07:58 PM#4
PipeDream
Grimoire is mostly GPL, so please include source or a link to it. Similarly Lua and SFmpq licenses require recognition. Including the grimoire readme.txt and "http://www.wc3campaigns.net/showthread.php?t=86652" will take care of all three issues.

If you want to get rid of the bat files, rename war3.lua to script.lua and then you can run exehack directly. Then you can add an icon and change the file name to whatever.
11-08-2006, 09:11 PM#5
Strategy Master
Quote:
Originally Posted by PipeDream
Grimoire is mostly GPL, so please include source or a link to it. Similarly Lua and SFmpq licenses require recognition. Including the grimoire readme.txt and "http://www.wc3campaigns.net/showthread.php?t=86652" will take care of all three issues.

If you want to get rid of the bat files, rename war3.lua to script.lua and then you can run exehack directly. Then you can add an icon and change the file name to whatever.

grimoire readme is already included. ok i suppose its only in the developer edition so i'll add to the simple editions at some point.

Interesting note about getting rid of the bat files. That could be very helpful
11-08-2006, 10:28 PM#6
peon
Great! Long waited for the release.

Will also test for technical build
11-08-2006, 10:56 PM#7
Vexorian
to my understanding GPL requires that the source is distributed but not necessarily with the binary, also there's no need to actually distribute it if it was not modiffied, otherwise even if it is necessary a link to the source code suffices. But well, there goes the reason I don't like the gpl too much legal issues
11-08-2006, 11:02 PM#8
Quitch
I like the look of the list, especially the reduction in town threat radius. The number of false positives before was incredible.
11-09-2006, 03:20 AM#9
rmanger
Great job, Strategy Master!

I like the list, especially the change to upgrade priority. Haven't tested it yet, so I'm hoping for quick bear techs.

I also like the town threaten distance reduction a lot.
11-14-2006, 09:57 AM#10
volatile
I tested the AMAI vs BlizzAI, and I have to say. I am really amazed at the improvements. The AMAI beat the BlizzAI 5/5 on Insane. It wasn't pretty either... AMAI rocked. One thing I did notice, the computer would at the end of 4 out of 5 games not kill the last remaining buildings (ziggurat, sacrificial pit, orc shop). I am very impressed, thank you guys for working so hard on improving AMAI and putting so much effort into it.
11-29-2006, 10:05 PM#11
Joker
Quote:
Originally Posted by volatile
I tested the AMAI vs BlizzAI, and I have to say. I am really amazed at the improvements. The AMAI beat the BlizzAI 5/5 on Insane. It wasn't pretty either... AMAI rocked. One thing I did notice, the computer would at the end of 4 out of 5 games not kill the last remaining buildings (ziggurat, sacrificial pit, orc shop). I am very impressed, thank you guys for working so hard on improving AMAI and putting so much effort into it.
BlizzAi is pretty damn bad, even on hard
12-18-2006, 10:06 PM#12
Zalamander
Well if you test normal skill there isnt that much difference on blizzards and AMAI in matchups they prolly go 50/50% in results maybe a bit more for AMAI, the reason is that AMAI is built for beating human opponents and made to be more unpredictable than blizzards normal AI, this doesn't have any effect in a AI vs AI battle tho so most of AMAIs features there doesn't benefit it at all.

Insane skill on the other hand is another matter where the blizzards normal AIs static build orders can't make use of all the extra resources while AMAIs dynamic build order automatically sees all the income and knows that it will afford to mass produce units from 3 buildings at the same time so that what it does. :)
12-19-2006, 12:41 AM#13
Elf.Lysander
Quote:
Well if you test normal skill there isnt that much difference on blizzards and AMAI in matchups they prolly go 50/50% in results maybe a bit more for AMAI

Hi Zalamander, nice to hear you sometimes

i dont like to contradict you, but last time i ran several try match AMAI VS Blizzard AI it was with Beta 8, and AMAI won 80+% of the match. The times the AMAI lost it was because he made a big mistake while still having the upper hand practically all game i watched.

Anyway, that's good for the AMAI

Bye and happy holiday to all^^