Beta 9 Is Up
#4
Posted 15 February 2006 - 12:38 PM
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#5
Posted 16 February 2006 - 08:10 PM
http://dow.lerp.com/...0216.113908.rec
SM vs SM Insane on Blood River. It makes tons of generators and then starts the dread spam. I stopped the dread spam and it had nothing left...
The major issues in this replay are:
1. FC runs off on a suicide mission with no support
2. Pointless ASM jumps (jump in, watch all asm die as they run away sort of thing, without them trying to get into melee)
3. Resource management.. it tries to get tons of power income but not enough req income.
4. The spam issue
5. No contest for early game map control
6. Losing infantry, it only wants to run when morale is broken, not when the squad is taking heavy damage and about to die.
I suppose 1 and 2 are the same, basically, it's happy to fight unwinnable battles. 3 and 4 are related too, since it tries very hard to spam vehicles.
#8
Posted 16 February 2006 - 09:19 PM
That being said.. your wisdom and advice is important as you represent the summit of what we are trying to achieve (although it always appears too daunting to satisfy even the most elite DoW/WA players most of times). However, there are points you make that don't make sense sometimes - example: enemy AI troops only run away when morale is broken and NOT when almost dead. I would beg to differ.. this may happen sometimes but NOT always. Still.. worth investigating.
Still.. why not comment out the last 3 buildprograms and then just play the All-Arounder where there is no spam. Different result?
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#10
Posted 17 February 2006 - 02:33 AM
I'll report on new betas later, need some time to sort stuff out however before.
#11
Posted 17 February 2006 - 02:39 AM
Re: Vehicle Rushes.. Part of me wants to remove them.. teching to vehicles is just too risky unless the AI has a LARGE map to play with. It has to be perfect and the AI just works better when it can rush in Tier1. Tier2 is too difficult for the AI to pull off a rush in most conditions UNLESS its an ally and not currently being attacked.
Anyway I have some good news.. Beta10 is coming..
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#12
Posted 17 February 2006 - 06:54 AM
Edited by Malkor, 17 February 2006 - 06:54 AM.
#13
Posted 17 February 2006 - 09:18 AM
8 fire prisms BAM! *dead* unless there is a bloodthirster in da house and a swarm of cultists.
i don't bother with chaos predators very much unless i'm bored with defilers who for chunks of artillery can really take care of themselves so 6 defilers can mop everything under the carpet then stamp it to death
and these are just a couple more reasons to vehicle rush!
ah but 6 obliterator squads with their additional troops can wreck anything since it's 30 obliterators and they're virtually walking tanks so in their own way they operate like vehicles only slow and are actually infantry
Remember! If you smoke weed you’ll get high, if you smoke a reed you would die
Apparently Donkeys kill more people every year than air-plane crashes
#14
Posted 17 February 2006 - 09:25 AM
http://dow.lerp.com/...0217.010900.rec
Here's a rep, this one is even better than the other one since I won via T&H. There was a distinct point where I felt like saying, "silly AI, dreads can't uncap". As a note, in Rebirth, most units can't cap or uncap (some can uncap and not cap, like raptors), so I added some info to unitstats.ai to reflect this. Then changed resourceplan or whatever so that it would not select units that can't cap to go on capture missions.
Here's an example unitstats.ai entry from Rebirth, note that customstats.ai doesn't exist and I haven't added the squad size info. This is generated by a script. The troopercost key/value is used to switch squads with weapon upgrades to ranged stance.
{ name = "chaos_raptor", sbp_name = "chaos_squad_raptor", ebp_name = "chaos_raptor", class = UnitStatsAI.UC_HeavyInfantryMed, able_to_capture = false, able_to_uncapture = true, troopercost = 145, rating = 3.27514792899408, potential = { { name = "chaos_bolt_pistol_raptor", effectiveness = GenerateUnitEffectiveness(0.01,0.01,0.01,0.01,0.01,0.01,0.01,0.0 1,0.01,0.01,0.01,0.01,0.01,0.01), range = UnitStatsAI.RT_Ranged, }, { name = "chaos_flamer_raptor", effectiveness = GenerateUnitEffectiveness(0.01,0.01,0.01,0.01,0.01,0.01,0.01,0.0 1,0.01,0.01,0.01,0.01,0.01,0.01), range = UnitStatsAI.RT_ShortRanged, }, { name = "chaos_plasma_gun_raptor", effectiveness = GenerateUnitEffectiveness(3.89,3.89,3.89,3.89,3.89,3.89,3.89,3.8 9,3.89,3.89,3.89,3.89,3.89,3.89), range = UnitStatsAI.RT_Ranged, }, { name = "chaos_chainsword_raptor", effectiveness = GenerateUnitEffectiveness(0.05,0.05,0.05,0.05,0.05,0.05,0.05,0.0 5,0.05,0.05,0.05,0.05,0.05,0.05), range = UnitStatsAI.RT_Melee, }, }, melee = true, },
Since I want to be able to look things up by key instead of having to iterate thru unitstats, I have an additional file called custom.ai that contains the following:
class 'Custom' Stats = {} function Custom:__init(UnitStats) local i, i2, race, squadstats for i, race in ipairs(UnitStats) do for i2, squadstats in ipairs(race) do Stats[squadstats.sbp_name] = squadstats end end end
Anyway, back to the skirmish AI...
{ 2, 0, 0, 0, 2, "Restrict", "space_marine_squad_scout" }, { 2, 200, 100, 250, 1, "Building", "space_marine_vehicle_building" }, { 2, 150, 0, 500, 1, "Research", "support_cap_research" }, { 2, 170, 305, 0, 1, "Unit", "space_marine_squad_dreadnought" },I think some tuning of these might help... If I understand correctly, it won't make a vehicle building unless it has 250 army, but 250 army is like 1 marine squad or a FC alone. Obviously, 0 army cost in the dreadnought entry ensures that it will spam dreads even when it has no infantry.
#15
Posted 17 February 2006 - 11:06 AM
The captureplan never sends non - capturers on capture missions. What you saw is the attackplan initiating an attack to CONQUER the critical. Normally there's at least one squad in the attack force that can capture a point.
Considering the build programs, if you remove the vehicle, the AI will be worse than before...much worse! The problem of the AI is how it uses his forces. An average player will simply make a fast tech and beat the crap out of the AI. I've lots of replays from other people which prove this fact. Try it out, but it won't change anything. You mentioned in one post that an insane AI could beat (or almost beat) you when you let it reach the vehicle spam. And that's exactly the point. Vehicles are the only real chance for an AI to get strong. Tier 1 squads are vulnerable and too weak. You have to know exactly how to handle them and what you are able to attack. Without explicit building targeting to destroy the major military buildings first, this is hopeless.
One SM problem in the replay was that the AI didn't use the scouts for attack and defense because they start kind of weak with two troopers. I fixed this too in beta 10, so they'll use them at least in tier 1. In tier 2, 2- trooper squads with low price are sorted out for recovering and capture missions.
Thudo:
A few betas ago I restricted fast vehicle to 1:10 in 4 player and 1:5 in 6 player+. They don't occur in lesser games. You should also be aware that humans normally don't have the all seeing eye to figure out that exactly comp 2 is making a vehicle tech and making a rush with 2+ factions. I personally don't rush in 6+ player battles. If the allies support (and they do now very well) you can sacrifice lots of troops for nothing. The AI is also very tough in rebuilding itself at distant locations now. If we would remove all build programs with issues, we would have to remove all melee programs, because of their turret attack weakness, all vehicle builds and all allround builds (they build melee too) and only leave the ranged build. The AI can handle them better with dancing and can keep some distance to dangerous locations. But that would be rather boring...
#16
Posted 17 February 2006 - 07:38 PM
#17
Posted 17 February 2006 - 07:45 PM
Sometimes I wonder if Excedrin does.that humans normally don't have the all seeing eye to figure out that exactly comp 2 is making a vehicle tech and making a rush with 2+ factions.
Anyway.. all testers wait for Beta10 tonight. Its a doozey!
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