Enhanced_AI_v0.26.35:
http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.35.zip
http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.35.exe
AI will work hard to get map control.
AI will actively work to keep portal counts even or in its favor.
AI will save for critical upgrades like currency, so it can purchase it at or near warrank 3.
AI generals will consider what healer idols the rest of the team owns when making purchases.
AI generals will send one of their healing idols to an AI teammate on summoning (when 2 are summoned) and on teleport.
Another thing - I've noticed that several folks that use internet explorer (suckers) have problems with the site you host these mods on. They try to download the exe and they can't launch it. So, I end up uploading the file to the site I use, and they have no problems. Anyway, please consider opening a free account at www.box.net and hosting there. It keeps all of your versions archived and is pretty user friendly. Thanks
Regulas sniping distance should be pretty easy to dial-in. Is the rule: Don't use snipe if enemy demigod is within a given range (say about twice the normal ranged attack distance) unless the close target is low health?
That translates to a pretty simple if statement and will probably have good results. If it doesn't use snipe during the fight it will be available for the end of the fight to shoot the running away target (unless another weaker target is visible in range). Tracker will probably help to keep the presumably damaged target visible so it can use snipe on that target.
We can try making attack one of the overrides when flags are in the AI's advantage and no enemy demigods are near it and its below a certain war rank. I'll test this out. This might get it focused on creep waves for a little bit, but it will likely follow the creep wave into a tower and get itself in trouble. Rook or farming in general will probably be difficult to pull off.
On Flag Capture. Are you saying it didn't recapture the portals promptly? or that it not defend it vigorously in the middle ranks?
On re-capture - At warrank 7 and above it should ignore enemy checks and pursue its target flag until its low on health. Though plenty of things can probably sidetrack it along the way this should make it more aggressive later in the game. On a map with even number of portals the AI will always seek to balance the portal flags, so if you take one the next time a demigod gets free and is at full health it will select a portal flag to capture.
At warrank 8 and above the 'portal threatened' teleport action is unlocked, so now the AI will teleport in when you get to about the gold flag. Prior to this the generic flag, tower, etc threatened action is running which is a lot less sensitive. On a 3 ai team usually 0-1 will respond fast enough for the generic team asset threatened. The portal threatened one has a wide range, so on the same 3 ai team you will likely get 2-3 ai's to teleport in to defend. Plus later game they are more likely to have teleport scrolls. At 7 a couple of them are probably not spending any cash to save for troop upgrades at 8.
I'll take a look at capture lock action. It must not inspect the flag its locking and just applies a new lock whenever it can.
AI skirmish (mod version) .26i/uberfix 1.03 (last version published by miriyaka)
Settings: cata/High Towers - all other settings on defaultAI settings: normal2v3
rook (h)/oak(h) v sed/qot/reg
Observed results:
ai is a little too aggressive when tping to flags early game... there is generally no point in tping in prior to ws2 or 3.
sedna walked in at start and used silence - then I killed her. She needs to learn when to cast silence.
but its ok if reg does that on low hp. Like a 300 hp ai is out of my range, but I could kill with a snipe. I need to snipe.
I skirmish (mod version) .26i/uberfix 1.03 (last version published by miriyaka)
Settings: cata/High Towers - all other settings on defaultAI settings: nightmare2v3
rook (h)/oak(h) v sed/qot
the ai is more interested in my low level towers than flags... ai needs to choose to get flags AT LOW LEVELS (prior to me hiting lev 4) and ignore towers.
qot seemed to change forms erradically against me. kept swaping forms (she was hugging a tower at the time). I'll post a reply so you can see..
replay saved.. need to remember to post...
1 more game
the ai wasn't a big challenge in 2v2 (2 human v 2 nightmare). I expected as much, but that's ok. Next test, ai should have an advantage over us 2(h) v 3 nightmare ai)
For possible implementation in Sedna AI, a short list of Silence-worthy instances as I see them, to whomever it may concern:
(1) At the very beginning of big badass skirmishes/ganks: it is worth it, since the opposing party cannot use their alpha nukes (while yours can) for 3-5s. Moreover, it lowers enemy morale. Most people (experienced players included) hesitate and prefer to stop advancing while silenced, even if they have 8k hp intact.
(2) When the enemy has ~1/3 hp left to prevent sigiling/shielding+porting out. It can be as high as 3k later mid game+.
(3) Escape option: frequently used as a poor man's version of Oak's Shield III + tp out. Personally, I don't really like the concept of waiting for all the gankers to come close, Silence, then tp out praying they don't mash some fast skill hotkeys all the time and don't score some big-ass AA crits (I'm talking about Silence I here, II-III are safe, of course). Sigiling and running is usually safer. However, it is sometimes really worth it as a cover for wounded-and-running teammate/yourself. What are they going to do, really? AA you to death on the move?
(4) Securing a lock. Silence + lock can save the day sometimes.
Well, now hedgie will probably come here and criticize my inane babblings, but if it is of any use to you, Peppe and miriyaka - you are welcome
skirmish (mod version) .26i/uberfix 1.03 (last version published by miriyaka)
rook (h)/ub(h) v sed/qot/ub
challenging early - but easy mid/late vs 3 nightmare. Will try 2v4 later. The threshold in the past is that I can easily take out 5 Nightmare AI vs me on the regular ai. So, I think 2v4 will be challenging. I think 1v2 will be challenging, but we will see.
Is it possible that allied AI be able to detect friendly monks in a certain range (25 maybe) and prevent teleportation back to the crystal if there are no enemy demigods in that same range, but instead move to a monk (and behind tower)?
This would have other advantages: i could then leave monks guarding a tower tower instead of AI and the AI could then retreat to it, allowing a monk to help out a lane as appose to following AI around.
atm when demigods teleport they take my monk back to the crystal(ie it moves till it is within its GuardReturnRadius) and leaves an area where a second friendly demigod could use the help.
Settings: cata/High Towers - all other settings on defaultAI settings: nightmare2v4
UB(h)/Oc(h) v sed/qot/da/reg
I've tested it with Dreamcatcher. Was quite challenging early on (we tried it also with Ice TB + AA Reg combo, died a lot in the beginning due to both Dgs being super-squishy), but at certain point, the AI loosened its grip. Well, not really... It's more like it has suddenly become too lazy. Their level advantage was significant (though Ooze UB and Occ could keep up somewhat), and they usually had more flags, so they invested in strange things (like getting every uber item possible for Reg!) instead of going for creeps. Of course, the necessary set of upgrades: FS1, XP1, Cur1 was done by them ASAP. But afterwards... Huh... I think this issue should be addressed, really. It makes 2v4 significantly less challenging late game than 2v2 or 2v3 would have been. I mean, the AI evaluates advantage in strange terms. It doesn't "feel" the urge to get catas or giants, since it "thinks" it's winning anyway. Hope I've made myself clear./
No behaviour oddities and even some "coordinated" ganks obsereved. DG-specific feedback: QoT was performing very well, the best AI I've seen up to date. Reg was, uh, well, sub-optimal (the AI seems to be wrong about range evaluation). Sedna was horrible. horrible, horrible: she used silence as if it were a nuke or something - i. e. get into range for no particular reason - boom! - run away. DA swaps were a total failure. He saved my oozing ass several times.
All in all, Dreamcatcher commented on the overall increase in AI performance quite nicely: "I imagine a noob/mid game with next patch implemented. One of the players DCs. The opposing team begins to curse their luck: 'Guys, concede. They are going to stomp us now with this overpowered AI, anyway". A joke, obviously, but it speaks volumes when coming from a highly skilled player
I think I noticed that there is only 1 build for rook (unless I'm remembering it wrong) currently in the code (which is your basic tower/slam rook). I'm wondering if we should add in a few other rook builds (hammer slam and speed rook). I'm not really all that sure how useful those builds would be, though. I was also thinking about adding a blood soaked oak build as a throw back to boxleitner. I think that build might be easily utilized by the AI.
except blood soaked wand sucks
just make the AI take blood or anklet ever single game no matter the build that might help it live longer.
Did you save the replay or game log of this? No matter the game situation the AI should buy currency 1 and creeps. Everything else is based on if they have the cash available, but currency + 4 troop upgrades are specifically saved for and a nightmare AI should easily hit its save targets before the warrank level to buy them comes up.
Sedna's silence is still the default decision making, which for just about every skill is fire at will whenever it is ready. I'll add some conditions on it. I think one or two of the ones you posted earlier in the thread will be easy to add.
Version J, has some changes in already for reg. What do you mean by wrong on range? Snipe usage in 'i' is fire at will. J will have fire at will unless a enemy demigod is close. It will also fire snipe anytime it can get a kill shot.
Swaps are supposed to fire to interrupt or when there are 2 or more allies near the DA (DA may count in that list), so it might fire when just one ally is near the DA. How should the AI use this skill?
Only one build for a couple classes.
Rook, DA, OAK, Queen, Oculus
UB has two, but the only difference between them is if it gets blade of the serpent it doesn't get vlemish.
Reg - 2
Tb - 3, Fire, Ice, Fire/Ice
Sedna - 3, All pretty similar just shift order to get heal/pounce etc.
There is a move to healers action already. I'll try bumping the weight to get it to run more. AI currently runs to health stone in most cases.
I think Exxentric is talking about when an assassin has a healer assigned, or in the case of a general with two healers - it's best if he first moves to a tower and re-evaluates his health, perhaps depending on distance from the health stone (certainly if it's greater than say, 75). I'm not sure if it's possible or productive to get the AI to sit at the tower and wait for its health to go back up, but even just giving it a temporary goal to move there could prevent it from teleporting/running halfway back to the health stone before turning around.
However, as the AI has some issues surviving when running away, there are DEFINITELY still times (e.g. extremely low health) when it's better for it to simply port out if it has the capability. It might be somewhat tough to get a balance between getting the hell out when it really needs to, and simply falling back a bit when it isn't in immediate danger.
Another condition to consider with snipe is the presence of a friendly demigod in close proximity to (say, <15) the potential snipe target. If Reg doesn't have anything better to do with snipe at the time, this would at least keep his snipes potentially useful to his allies that are actively engaging an enemy demigod. Friendly towers/forts could be included in this radius check too (use categories.HERO + categories.DEFENSE + categories.FORT for the cat vector), so between a combination of something else doing damage and the target hopefully having lowered HP, he'll do some good with his snipes.
Here's a quick copy paste of the new ability build for da (keep the old one and add this for now) and an update sniper_mine build for regulus. Please replace the build you have with this one (and note, I didn't know a few of the ability names, so please review.
SkillBuilds = { Warp_Spine_Swap = { 'HDemonWarpStrike01', # 1 'HDemonSpineAttack01', # 2 'SAVE', # 3 'HDemonWarpStrike02','HDemonSpineAttack02', # 4 'HDemonShadowSwap01', # 5 'SAVE', # 6 'HDemonWarpStrike03','HDemonSpineAttack03', # 7 'SAVE', # 8 'SAVE', # 9 'HDemonWarpStrike04','HDemonSpineAttack04', 'HDemonShadowSwap01', # 10 'HDemonWarpArea01', # 11 'HDemonWarpArea02', # 12 'HDemonDemonsSpeed01', # 13 'ADD THE NAME FOR EVASION HERE', # 14 'HDemonDeadlyWarp', # 15 'HDemonDemonsSpeed02', # 16 'ADD THE NAME FOR EVASION HERE', # 17 'HDemonDemonsSpeed03', # 18 'ADD THE NAME FOR EVASION HERE', # 19 'ADD THE NAME FOR ASSASSIN's SPEED HERE', # 20
sniper_mines = { 'HGSA01Snipe01', # 1 'HGSA01ExplosiveMine01', # 2 'SAVE', # 3 'HGSA01Snipe02', 'HGSA01ExplosiveMine02', # 4 'HGSA01Betrayer01', # 5 'ADD NAME FOR TRACKER', # 6 'HGSA01ExplosiveMine03',# 7 'HGSA01Snipe03', # 8 'SAVE', # 9 'HGSA01ShrapnelMine01', 'HGSA01Snipe04', # 10 'HGSA01Betrayer02', # 11 'HGSA01Maim01', # 12 'HGSA01Maim02', # 13 'HGSA01Maim03', # 14 'HGSA01Betrayer03', # 15 'StatsBuff01', # 16 'StatsBuff02', # 17 'StatsBuff03', # 18 'StatsBuff04', # 19 'StatsBuff05', # 20
If someone gets a chance, I'd like to see a writeup for skills for a auto-attack da. Maybe hammerslam and speed rook, minion oak, and OOZE ub. You guys can just list the abilities like this:
and so on. I'd appreciate it if anyone has the time. Thanks.
Okay, pure Ooze UB (c) Cowbuttzex:
1. Ooze 1
2. Inner Beast 1
3. Diseased Claw 1
4. Ooze 2
5. Grasp 1
6. Inner Beast 2
7. Ooze 3
8. Inner Beast 3
9. Stats 1
10. Ooze 4
11. Stats 2
12. Stats 3
13. Stats 4
14. Stats 5
15. Acclimation
16. Stats 6
17. Bestial Rage 1
18. Bestial Rage 2
19. Bestial Rage 3
20. Bestial Rage 4
Note: I sometimes get Spit 1-4 late game (17-20) for surprise kills, since by late game no one expects pure Ooze beast to spit if the enemy is getting out of range. But I think AI will do much better with Cow's original build outlined above.
Does the AI use Bestial Wrath at all? I've never seen it at all - is it just not in any of the current builds?
don't believe its in any current builds (generally for good reason), but perhaps the ai could utilize is some...
I don't think a speed rook would be a good thing for the ai, nor a minion oak (unless the ai could be changed so he would play like a minion oak.. sending just minions in to attack while running away at the same time. Sending just minions to attack towers while staying safely in his lane, etc)
Hammerslam rook might be a good one tho.
1. Slam I
2. Shoulder I
3. Save
4. Slam II
5. Shoulder II / Boulder Roll I
6. God Strength I
7. Slam III
8. Trebs
9. Save
10. Roll II / Slam IV
11. GS II
12-14. Save
15. Roll III / Dizzying Force / Poisoned Arrows / GS III
16-20. Stats
Optional one rank of towers at lvl 1, and moving god strength up (so no GS @ 6, but GS I @ 11, GS II @ 12, GS III @ 16). Blood of the Fallen favor.
The biggest short coming with the AI is they lack the killer instinct.
there are times when I am literally sitting in range of DA warp strike spine when I have 200 health and he doesn't kill me. there was also an occurance where Soccer mom walked by a sedna with 600 hp, well below pounce 4 damage and the sedna didn't even give soccer a menancing look. It seems like the AI just doesn't register when an opposing demigod is killable. enemy demigods can literally have a few hundred health left and the AI will simply ignore them as they walk by rather than hit them with one spell for a kill.
26J:
http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26j.exe
http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26j.zip
Pacov, dug out my old google site, let me know if people have issues with this host.
I had a nice change log all ready and the forum blew up.
It was something like this:
The builds that were posted are in.
DA swap skill tweaked slightly. Probably still going to be dumb on usage.
Sedna silence given some conditions, so she will save and use it better than randomly firing it.
If it wasn't in the last version Regulus snipe given a minimum range unless there is a kill shot opportunity.
Attempt at more lane presence less ring-around-the-rosy flag capture.
Attempt to die less.
Attempt to win more
Found a logic fail in the TP priorities. AI was only supposed to carry 2 TP scrolls in most cases, but was getting a priority to buy more.
I've played with when to continue the attack and when to retreat a lot and most times it is not a good idea for the AI to pursue into towers. Even if they get the kill their path-finding of a safe path out on some maps can be terrible.
The one exception to this is regulus's snipe skill. With that range he will drop whatever he is doing for a kill shot if its available.
cool - i will let you know and thanks!
Suggestion - consider using firefox and installing the free plugin lazarus. It saves posts you are writing and you can just restore them if the "forums go boom." I've had quite a few things lost to the forum black hole until I got that program. Just a thought.
Thanks for taking the time to do that. Much appreciated.
I'm still hoping to see if regs a bit more killer now or focused with his snipes. In a normal MP game, if there was a reg on the map and I had about 500 hp, I'd be a little nervous or consider popping a sigil. With an ai reg, I'm still not all that worried, but perhaps that is resolved with having tracker in play now. Looking forward to see.
Anyway, I might have a small window for some testing right after work and then perhaps again late tonight. Thanks for all the hard work.
I will say this in testing Regulus's snipe I had to turn fog of war back on. The AI does respect fog of war, so tracker/visibility is beneficial to the sniper build.
Normally when i watch the AI i setup a 3 vs 4 game and i go chill behind the health stone and watch both teams. When testing the sniper build I kept getting pinged by snipes from the center area. Without buying items the function to find the weakest target in range kept selecting me
Then to test if he was paying attention I would go get myself hurt to below the snipe damage and sure enough I was quickly put down.
Speaking of ping I didn't find anything to interact with the AI through pings. Hopefully they can stay out of trouble without user input.
gotcha... yeah, the interesting thing about pings is that I remember someone from either stardock or gpg indicating that you could often ping a location to get the ai to go there... thing is, it only worked some of the time (enough that you might not even believe it actually worked). Anyway, thanks for looking!
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