Updates:
Public version 1.03 live 1/18/2012 at 6:07 PM EST
Download links:
Link to the latest version PUBLIC version of the mod: http://www.box.net/shared/g8lbbhpojik4tbkjn6su
The Project
Using the last version of peppe’s AI mod (0.26.35), I’ve started development on updated versions of the AI mod. I’ll be releasing those versions here, tracking bugs, enhancement requests, rebalancing, etc. I won’t be adding a new version to my combined DG installer until we make a decent amount of progress or come up with some sort of significant enhancement to justify a new release to the community at large. It took us a long time to get reasonable adoption rate on the existing ai mod – I’d rather not force folks to redownload the bundle over and over.
The Project Team
If you’d like to help in any way, we are happy to have you on the team.
Current status (what’s being worked on)
Bug list (unless otherwise noted, these are all bugs from the original 0.26.35 version)
Enhancement requests (these are changes that folks would like to see happen with the AI)
Change log
version 1.03-Created new UID-Adjusted hero/squad targeting values to increase AI skill use aggression-Adjusted range cutoff multiliers to mitigate the chance of the AI from running past towers to cap flags-Adjusted/fixed errors in Oak, Queen of Thorns, Unclean Beast, Regulus and Demon Assassin AI builds-Re-enabled Sedna Pounce build and Queen of Thorns Shield_Spike build-Homogenized AI build names so it is obvious what skills the AI is using.
version 0.28.00 BETA- removed unclean beasts AA build as the Spit ooze build is generally a little better
version 1.02- created new UID and incorporated all changes since version 1.01
version 0.27.09 BETA- Disabled a substantial amount of logging (will result in a substantial performance boost for many)- added miri's scenario name capture function to CommonUtils.lua (doesn't work now, but isn't being called)- began to tweak ub's usage of ooze. Reduced health activation from >= 40% hp to >= 30%. Also reduced the deactivation health value from < 40% to < 30%- reenabled the attack override in herogoap- updated the flee mastergoal to set at 50% HP instead of the current 75% hp- Added an action time to health pot usage to hopefully keep the AI from using a pot at lower HP, having the pot bring them up to full strength and then having the ai immediately sigil
version 0.27.08 BETA- Added new action and instant status function in useitemactions to keep the AI from "double locking" flags (eg wasting locks on a flag that is locked)
version 0.27.07 BETA- increased sigil activation health % from 45% to 50%- added new hammerslam calculate rates function - should increase the odds that rook will slam if the unit is stunned (should work for any type of stun)- rebalanced weights of rook's actions to bring them more into logical numbers- rebalanced weights of erb's actions to bring them more into logical numbers
version 0.27.06 BETA- reduced sigil activation health % from 50% to 45%- changed orb of defiance usage check so that it will consider using it before sigils- removed grunt check on orb of defiance (previous the AI would refuse to use use the orb if the threat level was < 15)- added nearby enemy hero check to orb of defiances - if no enemies nearby, then orb will not be used- reduced the value of narmoth's ring on the AA ub build so that it is not choosen as the only item at the start of a game on nightmare difficulty- reduced the captureflag override at the start of the game from 60 seconds to 40 seconds- disabled the attack override to allow the ai to make its own decisions based on weight- Reduced the reteat values if there are nearby enemy heroes and towers from 85% to 75%- modified rules for dg vs dg fights. AI will run if there are more enemies than allies present
version 0.27.05 BETA- removed the nonworking per map flag settings- revised the generic flag settings- disabled all existing rook builds- added new "more balanced" hammer slam tower build
version 0.27.04 BETA- continued to enhance the documentation in heroGOAP- added new logic to provide a count of heroes/enemies in heroGOAP for decision making- added rule so that the AI's goal will flee if 3 or more enemies are present vs 1 ai - changed default value of gold and portal flags to 0.5- increased unit.movecutoffrange from 1.2 to 2.5 in attackactions- fixed a problem with da's new swap logic- continuing to test out flagassets.lua - I don't think values are being loaded for each map
version 0.27.03 BETA- removed erb's desire to cast stun as an interrupt as its not possible- increased erb's desire to bite- increased oak's desire to use surge to kill units- removed sedna's desire to use silence as an interrupt as its not possible- added comments to heroGOAP to try to track where the AI is getting stuck (NOTE - this could slow down some lower end pcs)- added new logic to count the number of grunts near a hero for decision making purposes - previous check was based on threatlevel- changed the balancing capture flag logic so that the AI will re-prioritize capturing flags if there is a difference of 50 in warscore- changed AI's desire to buy capture locks from WR 4 to WR 6 - AI will not purchase them prior to WR 6
version 0.27.02 BETA- major revamp to DA's swap ability - da will now only swap if the number of allies is > enemies near da- disabled existing DA build- enabled STANDARD_ASSASSIN da build (eg what most players use when playing da) now that swap is working as desired- disabled pounce sedna build
version 0.27.01 BETA- updated TB's frost nova so that it is used more often
version 0.27.00 BETA- created new UID - this is done so folks can still keep the release version 1.0 installed and try out new "beta" versions and help with testing, etc- added additional documentation to AIGlobals.lua- adjusted the saving routine so that angels are not saved for until ws 7- changed the way the AI evaluates additional shopping trips. Now based on warscore- fixed a minor bug with reg's mark of the betrayer squad target- added additional shopping trips (see details below) # SHOP PERIODS # Warscore >= 300, AI with most money, possible to buy fs1, at least 600 gold # Warrank >= 3, AI with most money, possible to buy cur1, at least 1800 gold # Warscore between 2450-2575, NOT AI with most money, at least 1500 gold # Warscore between 3100-3225, AI with most money, at least 1500 gold # Warscore between 3800-3925, AI with most money, at least 1500 gold # Warscore between 4150-4275, NOT AI with most money, at least 1500 gold # Warrank 8 OR AI already bought the upgrade, priest/angel/cats available, AI can afford the upgrade # Warrank 10, possible to buy giants, AI can afford the upgrade
version 1.00- created new UID- removed any "pacov" labeling- changed name to Enhanced AI (peppe's original version was Enhanced_AI- updated version name to 1.00 (numbering convention will be 1.00/1.01/etc going forward)
version 0.26.56 (misc fixes + pounce sedna build is live)- removed CaptureFlag goal weight from oak's pent functions- removed CaptureFlag goal weight from rook's hammerslam functions- removed Captureflag goal weight from tb's deep freeze functions- removed CaptureFlag goal weight from ub's grasp functions- removed ub's mygraspstatusfunction and replaced with DefaultStatusFunction- removed oak's myPenitenceStatusFunction and replaced with DefaultStatusFunction- removed sedna's myPounceStatusFunction and replaced with DefaultStatusFunction- substantially increased sedna's desire to pounce- re-enabled sedna's pounce_tank build
version 0.26.55- fixed a bug that still allowed demon assassin to pick up swap- fixed a bug with unclean beast's grasp code- enabled new hammerslam/tower rook code and tweaked desire to hammerslam- increased sedna's desire to pounce (did not re-enable the pounce build yet)
version 0.26.54- removed the remaining demon assassin build and added a new build without swap per request- reworked the valor flags weight. Should be less desirable for AI prior to ws 8- tweaked deep freeze to be cast much more often- re-enabled ai priority to attack structures. Tweaked the formula so the AI will immediately back off if any enemy dgs come into range. This should reduce the odds of death and also keep the AI from wandering past towers for the gold flag, etc
version 0.26.53- increased artifact weight so they will be kept if the AI purchases- added mageslayer to the generic equipment purchase list with a priority of 110, moved godplate to 120- enabled oak to cast surge when trying to flee
version 0.26.52- substantially increased the odds that oak will attempt to interrupt- removed demon assassin speed_spine build- re-enabled the graveyard level 1 upgrade - minor misc changes- changed ai's desire to pick up locks from level 3 to level 4
version 0.26.51- rebalanced the general equipment builds- rebalanced the specific demigod equipment builds- removed AI's desire to purchase any graveyard upgrades- removed "cloak of invisibility" from artifact prioritization as the item does not exist
version 0.26.50- Reduced priority from 35 to 20 for boots of speed on UB HP/ooze build to keep the AI from purchasing boots of speed as the first item if the AI is set to normal- increased priority of grofflings plate in the general build- substantially increased ub's desire to grasp in game- updated flag goal for cataract to reduce the AI's desire to grab the valor flag early (eg the AI running to the middle of the map)- increased ice tb's goal to make it use deep freeze more often (tb's abilities all need a bit of an overhaul)- various item selection tweaks
version 0.26.49- changed desire for flag locks to increase at wr3 instead of wr4- adjusted AA ub build so that it will never choose mana items (unbreakable is still acceptable, though)- implemented the "siesta." At warrank 4, any ai (not the high gold AI), will return to base to shop as long as they have 1500 gold. Then, towards the end of wr4, the AI that is the highgold AI will shop alone.
version 0.26.48- added miri's check to force the tb to stay in whatever mode its build is designed for. This should improve the AI's usage of abilities tied to the pure ice or fire builds. Confirmed that fire tb will stay in fire form and ice in ice form based on build. - continued to balance item selections- Changed Rook's favor item to blood of the fallen- TEMPORARILY turned off the attack structure code
version 0.26.47- made MANY balance changes - all changes are noted in the files, but too many to detail here (so I'll cover highlights)- changed ideologies for the mod. Before the goal was to force the AI to do everything I wanted it to do (simply buy cit upgrades) - now I'm planning on having it scale that back and focus on becoming an arse kicker- odds your ai will have a sigil is MUCH higher - this improves survival odds ALOT- ai will always purchase fs1/cur1/priest/angel/cats/giants - that's it. AI will no longer get any levels of experience.- ai will VERY OFTEN have locks - I still need to teach the AI how to use locks better though... so at least for now, it will have them...- MANY item prioritization changes - If you understand the modding side of things a wee bit, there are 2 ways a dg chooses equipment/items: 1 - a general list that contains all recommendations. 2 - a list that is specific to demigod build. I spent quite a bit of time improving the general list today and started working on the 2nd method that includes build specific items. I've only started on QoT, but I will likely get her to mimic my standard QoT build for items.- removed some additional checks to help reduce overhead of the AI* note - I have not begun to force shopping trips on the AI outside of fs1/cur1/priest/angel/cats/giants. I'll be looking to start phasing in shopping trips to encourage the ai to get even better items as appropriate. AI will still shop if it gets its arse kicked, but I want to schedule some trips so the AI will get stronger at different intervals even if its doing fine.
version 0.26.46 (the getting back on track version)- added miriyaka's changes to the save function so that we can evaluate based on warscore as well- added saving for fs1 as a priority after ws 200- updated value for fs1 to increase its priority to 200 after ws 300- removed log writes from miri's savefor, etc to see if that helps the lag issue that's been mentioned- confirmed - the generals will now choose monks if they are a normal ai with default settings (instead of saving for fs1)
version 0.26.45 (the lesser of two evils/back to basics version)- the title gives you an idea - if you play on normal settings with 1 general ai, they will NOT purchase monks at the start. This is not desired behavior. But in allowing this, the AI does not freeze between ws2 and 3 for any extended duration. Sadly, the other option right now is you get monks, but the ai stands around like an idiot at ws2. - Added additional documentation for the herogoap file- disabled the trip to the shop for ws 5 to get cur2- developed basic test code to send the ai to the base if its not the high gold ai- backed out the changes that increased rate of fire for bite/pounce/pent. We'll visit this again, but I'm concerned that the ai is overriding their flee function due to the high priority I put on these abilities resulting in more pointless deaths. My goal is to simply make them use their abilities more often... not die like goofs.- tweaked the rules for purchasing sigils. AI will not buy them until ws 2 and only if the AI has a max health > 2750- removed assassin sedna build again until I get back to sorting pounce
version 0.26.44- hopefully corrected a bug that would cause the ai wait around to purchase an upgrade if it did not have enough money of the ws for it. This should give us new opportunies for balancing upgraded in the future. The short version is I updated HeroGoap perform a check if the ai can afford the upgrade they are saving for before heading off to the shop. Not enough money = no shop. I'll be looking into explicitly sending specific ai's to shop on some sort of interval in the future- (not a real change... but started deep dive into integrating miri's savefor function)- removed cur2 shopping trip for now - it still gets a high priority, though
version 0.26.43- added miriyaka's save for gold functionality- disabled ai goal chat function from herogoap 1198
version 0.26.42- substantially increased the rate that erebus uses bite- substantially increased the rate that sedna uses pounce- re-enabled assassin sedna build now that pounce is used more often- substantially increased the rate of oak's penitence- added another shop period at ws 4 - the ai with the most goal should head for base a 4. This might result in a different dg being choosen for highgold after
version 0.26.41- added miriyaka's summon shambler fix. The code would work for QoT, Sedna, and Oculus. I'm only implementing it for QoT as this would be a disadvantage for the Oculus build and sedna does not use yetis in the AI mod- Removed anklet of speed from all TB builds and replaced with Blood of the Fallen. The ai is not smart enough to use a speed fire tb build- Removed the file mod_units. This contains fixes already in uberfix and is not needed here- Enabled master goal chat - this is a debug function that broadcasts what the AI's goals are - you might find this annoying...- Re-enabled code that adds a destroy structure goal for the AI. Peppe turned this off at some point... probably for a good reason, but I did see the AI being more aggressive attacking towers, so I'm leaving this on for now.- Made some adjustments to the flag weights on cataract. This SHOULD end dgs running over the the mana flag at the start and then rushing to HP before they capture the mana flag. Reduced the weight of the gold flag to encourage the ai to attack structures first. Reduced the value of portals prior to ws8.- Removed all oak builds and added a new shield/pent focused build- Minor change for reg's build - added impedance bolt at level 16 instead of stats 1
version 0.26.40- removed the code that placed a limitation on what items could be purchased at the start of the game (AIShopUtilities 736-741)- Changed the priority level trigger from WarScore to WarRank for fs1 (AIGlobals 1433) - this appears to have resolved the ai's standing at mid issue. The Ai will purchase fs1 at ws2 now correctly- Changed AI's priority to get xp2-xp4 to 0. AI will no longer purchase these upgrades- removed mist and added coven 1 as erb's level 2 skill until we get a chance to write a routine for him to use mist to remove negative buffs- Updated ai priority values for minotaurs to 0/5/10/15 (eg an ai will never buy the 1st level minotaurs now) - I was seeing the ai pick this up as a cheap filler if they have the money - not worth it- Updated ai priority values for level 1 archers - dropped from 15 to 0 so the ai will never buy- updated ai priority values for hauberk of life - dropped from 40 to 35 so that unbreakable would be chosen over this if money was available - updated ai priority values for unbreakable - removed conditional formula and set to a static 39 - removed ub skill build spit_ooze_mana (essentially bots ub)- removed hybrid_fire_ice build from tb (bots tb)
version 0.26.39pacov is learning things… - reprioritized AI to purchase fs1 at ws2. Previously, it only purchased it if made it back to base with enough money; this forces it back to base to get it if no one else has- raised priority for currency 2. Logic mirrors currency 1 as I want this purchased every time. Also sending ai with the most gold to purchase at ws 5.- removed assassin sedna build until I have a chance to look at the pounce training – assassin sed should be pouncing left and right… right now its like once in a blue moon – heal_tank sedna is solid though
version 0.26.38removed unitstatussensors code – concerned it might be causing an issue- tweaked erebus build so that he gets mass charm later – he’s not using it well as is
version 0.26.37bugfix – just resolving a sytax issue
version 0.26.36copy of peppe’s version 0.26.35- removed 3 old sedna ability builds- added 2 new sedna ability builds- removed old qot ability builds- added new qot ability build- removed 2 old erebus ability builds - added 2 new erebus ability builds- uncommented some code peppe developed in UnitStatusSensors that might help resolve the frozen dgs*note – all builds that have been added by me will be announced in team chat at the start of the game and will say “pacov” folowed by the build name.
Just a quick thought / idea:
Can the priority (the value) of an item be described as a formula?
For Example: Narmoth Ring = Warrank value * 5
If that is possible (in an easy way), starter items could have a greater priority at the start (with there fix priority) and some other items (like narmoth) become more valuable as the game goes high in warranks.
Yes, but its undesirable to do it this way. I do allow for that in some circumstances, but we need to be very thoughtful of the additional cpu usage. It might not seem like a lot, but those formulas get checked over and over (and I don't think its only checked when the ai shops... I think its something that's continually being updated throughout the game. So, if I add 1 rule... not a big deal, but if I make conditional logic for every item (which would be the most precise way to handle things - as I could force the AI to get specific items if its on normal/hard, etc... the gold amount it starts the game with.. etc), it turns into a huge mess.
So, the goal is to come up with a scheme that works really well for all dgs and ONLY use conditional logic for other things (for instance, sigils, potions, and tp's all use conditional logic. Most of the things the AI purchases all use conditional logic.
That said, it is very little work to increase an item's priority at like wr5 - but the you are not considering what would happen in a game where someone puts the gold on high or filthy rich. With a condition like that, the AI would refuse to buy narmoth's ring unless it had the money at wr5. So, I'd rather not use wr as the driver here.
We can certainly walk through some scenarios, though.
Would someone mind doing a quick few tests for me? I'd like to know how much gold the ai starts with on easy/normal/hard/nightmare using the default settings. Thanks if someone can spare 5 minutes on that and post back here.
What do you think of this list? Give it a look and some thought. Remember, the AI will buy whatever has the highest priority that it can afford.
Note nimoth being very close to the top (45) priority. I'm not sure what I think about having the 2 helms (plenor/vlemish) where they are atm, though.
edit - I dropped plenor. I can add that in for specific builds that require multiple helms.
Re: distribution, I'd recommend keeping the name separate. You have to keep the UID separate - that's true even between different versions of the mod.
Re: Priority, like Darkliath said, you can't over-prioritize a cheap item or the AI will never sell it for a better item. This is true of conditional priorityfunctions as well. If you gave Nimoth 100 priority and all of the artifacts 50 priority, Nimoth would never be sold under any circumstances, which isn't necessarily desirable.
If anything, you could use conditional priorityfunctions to start the priority very high for basic items like Nimoth, Banded, Scaled Helm, Vlemish, etc, and then lower their priority to a normal level once the AI is high enough level and/or has a full or nearly-full inventory. I'd recommend looking at some of the formulaic priority returns I've done for citadel upgrades, so you can incorporate both level and number of free slots into the resulting priority.
Getting a demigod's level is as simple as unit:GetLevel(), and here's an AIGlobals utility function for getting the number of free inventory slots for a particular item type for use in PriorityFunctions - throw this near the top of the file:
Edit: Nevermind, I see that the artifact/Godplate priorityfunctions are intended to prevent them from being sold back once bought - that makes sense.
I think the basic's I'm laying out provide a reasonable foundation, though. The problem with forcing a high priority on the cheaper, more commonly used items (even if I drop the priority later) is that even a filthy rich AI will choose to buy the cheap items then. So, I can't really go by warrank or a dg's level to prioritize.
Anyway, the list as written above will result in scaled helm. scale mail, and banded being replaced first, which is the desired end result. I'm just looking to refine it some.
To me your list makes sense. The only thing I notice here is that most likely with alot of money the ai will end up with nimoth and groffling. Personally I dont have a single build where I would do that, usually I replace nimoth with groffling when I have that much money.
Easy 500
Normal 1000
Hard 2000
Nightmare 4000
ty sledge - that should help when I run the numbers. danke!
So based on the priorities I listed, the basic build will result in the following items:
Thoughts? Also keep in mind this doesn't cover generals. The logic for what healers to buy change things QUITE A BIT for generals (as the healing units will all have a higher priority than what I listed.
Can anyone look up the prices for each type of healer for me? monk/cleric, etc. Don't remember off the top of my head. I can show you what the AI purchasing will look like if you can get me those numbers. Thanks!
Just quickly checked forum and as I remember those numbers, so:
900 - monk
1500 - cleric
2100 - high priest
2700 - bishop
Thanks - here's the assassin info followed by general
That looks good.
The Oak is horrible. Just played a game with him on my team (nightmare) and it doesnt help at all. No pen usage, no Surge of Faith, no portal capping, no defending, standing around at flag with battle right next to him, watching.
And now you see the problem with assigning only one priority to each item, rather than using the (admittedly incomplete) built-in system that Peppe disabled which assigns each item health, mana, or damage weights. It's perfectly possible (likely, even) for an AI to end up never buying Vlemish, or selling Scaled Helm before buying it, or selling Vlemish for a non-mana item, because it doesn't understand that it needs at least one mana item.
It would probably be best to use a combination of the two, where certain items are never purchased / de-prioritized, but those that are use at least health/mana/damage weighting so that it knows to keep a certain number of mana items, and so AA builds can somewhat prioritize damage items.
I'm not really sure how easy it would be to accomplish this, but I'll try to look at it when I get the chance. A while back I made a new system for more accurately calculating desire weights (that emphasizes health over armor, damage reduction over both, incorporates buff affects like lifesteal and absorption, handles procs and active abilities, etc), but never managed to translate that into great purchasing decisions because I was unwilling to manually prioritize/de-prioritize some items. However, the basic framework should work, as long as it has some kind of hard priority in AIGlobals to prevent poor items from being bought.
ok miri. thx
I think I wouldn´t make a release where I would replace the e AI 0.26.35. The person who are interested can download it here and the thread is highlight often enough to be reconized. And when your Ai really is working like you want it (or you think you´ve worked enouh on it and need a pause), i think a release in the combined mod installer and advertising it makes sense.
The priority on your item list look really good and the starting items for generals are fine i think.
But what about boots of speed? Journeymans? (I wouldn`t recommend boots of speed for the AI but J-Ts are awesome i think)
I changed the numbers associted with priority to make it easier to form a custom build. Added in jtreads and godplate to the basic just to give the ai something to shoot for if a human player leaves a game is replaced by an ai
re: boots of speed, I'm going to make that a build by build decision and not include that in the generic build selection.
I think narmoth shouldn´t be in the list, because a nightmare assasin would get narmoth as his only starting item.
The other values look fine to me!
Edit: Quatsch, as the germans say... Forget it because it would get nimoth and unbreakables first and would not have the money for Narmoth. Looks good!
ah... you are right... I did some bad math there... hmmm...
edit - no i didn't.
The ai won't buy the most expensive thing it can afford. It focuses on priority. So, if it has 4k gold at the start - it would say "I need to buy nimoth for 1500 because that has a higher priority."
I just finished a play through with the rebalanced items. Seemed to work pretty well. I double checked oak's abilities to make sure nothing was jacked up. It checks out fine and the AI played normally in my game. There's still that idiotic stand still and do nothing bug, which is what I'm guessing you saw.
version 0.26.51- rebalanced the general equipment builds- rebalanced the specific demigod equipment builds- remved AI's desire to purchase any graveyard upgrades- removed "cloak of invisibility" from artifact prioritization as the item does not exist
live now
edit - I'm working on a rewrite of oak's pent. I've noticed that the ai's (except ub now) will actually refuse to try to interrupt you in many circumstances due to how the interrupt code was written. Now, oak, for instance, won't try to "interrupt" per se... he'll just use his ability if he was mana and is off cooldown. This should result in interrupts actually happening vs rarely happening. Anyway, its not much code but I have to go for now. Hopefully I get a chance to finish that while I'm thinking of it.
This is a problem, as it means the AI will sell artifacts to get these. Try to keep your 'real' priority numbers below the level Peppe has owned artifacts set to (100).
Graveyard I is really effective for Nightmare AI teams, and is quite cheap - if you think it's being bought too soon (it shouldn't be touched until a Nightmare team has ~15-20 deaths), increase the 'minimum' base value to 150 or so from 100.
Nah - I tweaked all of the priorities (or at least I thought I did). If not, I'll pump the artifact priorities up.
I never found that to be the case. But that said, if you think its useful - tis only 600 gold. I'll add it back in the next release.
Updated generic item list:
side note.... i think that's a total of 2 dgs that can actually trigger interrupts consistently (ub/oak). What I've coded is sadly a step backwards in terms of functionality - but it actually has a reasonable change of causing an interrupt... unlike the existing interrupt code. The majority of the mass interrupts seemed to be based on proximity of multiple dgs... NOT trying to int. Anyway, I think this will make things more and more interesting as I get all of the dgs with ints using them more like they should be.
Thanks for everyone's quick assistance today and feedback! Sooo.... who's interrupt or ability should I tweak next?
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