Open GoogleCodeExporter opened 8 years ago
Original comment by kyberneticist@gmail.com
on 2 Feb 2011 at 11:42
Issue 154 has been merged into this issue.
Original comment by sheepyluva
on 2 Feb 2011 at 11:44
Issue 113 has been merged into this issue.
Original comment by vittorio...@gmail.com
on 24 Feb 2011 at 9:50
Issue 143 has been merged into this issue.
Original comment by vittorio...@gmail.com
on 24 Feb 2011 at 9:57
Added the Kamikaze weapon to the AI.
Added a TestKamikaze to uAIAmmoTests and RateKamikaze to uAIMisc.
Original comment by goliath....@gmail.com
on 14 Apr 2011 at 10:48
Nice to see you're working on AI.
I haven't looked through the source code in detail yet, but gave it a try.
Two things I noticed:
a
+function TestSniperRifle(Me: PGear; Targ: TPoint; Level: LongInt; var ap:
TAttackParams): LongInt;
slipped in, eh? Breaks build :P
Should a lvl 5 cpu player really sacrifice a hog for this:
http://img713.imageshack.us/img713/4021/screenshot114l.png ? :P
Original comment by sheepyluva
on 14 Apr 2011 at 12:59
Err, I removed TestSniperRifle from my local. Looks like I didn't select it in
the changeset for the patch though.
For the second issue =p Looks like the max range of the AI's kamikaze shot
evaluation needs to be slightly adjusted.
Original comment by goliath....@gmail.com
on 14 Apr 2011 at 6:23
Updated the TestKamikaze to not test for collisions against Land and tweaked
the range of kamikaze ammo tests.
Original comment by goliath....@gmail.com
on 20 Apr 2011 at 9:28
Attachments:
this may sound stupid... but how do you knock somebody off a ledge while you
are using the rope?
Original comment by wyatt...@gmail.com
on 5 Jun 2012 at 9:13
Switch, kamikaze, cake, sniper are implemented.
Original comment by unC0Rr
on 7 Aug 2012 at 8:04
Drill is implemented.
Is DrillStrike implemented yet?
Original comment by RedGrin...@gmail.com
on 9 Jun 2013 at 5:27
I have no idea how the AI works, but I suggest an outline for basic AI
strategies for ExtraTime, Vampirism and Invulnerable.
Here are two no-brainer strategies that Always Work™:
- Vampirism is used, NO MATTER WHAT, if the AI got an infinite of it and if it
isn’t already a vampire.
- Invulnerable is used, NO MATTER WHAT, if the AI got an infinite amount of it
and the AI is not already invulnerable.
These strategies have NO negative side-effect whatsoever. Not using them brings
NO advantages and there is afaik no tactical reason NOT to use Vampirism and
Invulnerable immeciately if one got an infinite amout of them.
Here are some additional basic strategies:
- ExtraTime is IMMEDIATELY used if there is less than half a second on the
clock left, the AI has still no idea what to do and the AI has at least one
ExtraTime. Reason: This is the very purpose of ExtraTime and saving ExtraTimes
“for later use” doesn’t make much sense in my opinion since the
alternative to not using ExtraTime would be wasting an entire turn.
- Vampirism MAY also be used right before an attack if the AI has a finite
amount of Vampirism and if it thinks it may deal great damage.
- Vampirism SHOULD be used more likely right before an attack if the AI has a
large amount of it. The probability shall increase even more the higher the
crate proabilty of vampirism and the general crate drop probability are and
with the current number of weapon crates in the game and of course also with
the crate ammo. The reason for this is, if it is likely to collect Vampirism in
a crate, the AI can be more “wasteful” with Vampirism, but if it is less
likely, the AI should more likely attempt to save Vampirism for very good
situations.
- Invulnerable SHOULD be used if the AI got a finite amount of it and it thinks
it’s in immediate danger (fall from great height right now, nearby mine is
about to explode or has random timer.). Normally the AI shouldn’t walk into
danger in its own turn but it still happens from time to time so this can be a
“last-second rescue switch”.
- Invulnerable COULD be used stratetically to be able to drop from a great
height in order to walk on new terrain that was inaccessible before. The new
terrain that could be walked this way SHOULD be considered in the calculations
then.
Original comment by almikes@aol.com
on 27 Aug 2013 at 3:03
Oh, by the way, you should add “Rubber” to the list. ;-)
Original comment by almikes@aol.com
on 31 Dec 2013 at 2:51
The drill rocket is NOT implented, bots simply refuse to use it. CoolKid
reported this in the following post:
http://hedgewars.org/node/5982#comment-30078
I was able to reproduce it in r9819e69bc6db on a simple hand-drawn maps and
giving the AI only drill rockets to use. The AI never shot, neither through
wall nor directly.
Original comment by almikes@aol.com
on 20 Dec 2014 at 4:05
OK, I take it back about the drill rocket. I do want to note, however, that low
level AIs are a bit cowardish about the drill rocket. They rather skip the turn
than to shoot the rocket. I don’t know if this is intentional.
Original comment by almikes@aol.com
on 20 Dec 2014 at 4:52
Original issue reported on code.google.com by
sheepyluva
on 2 Feb 2011 at 10:50