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There is still weak feedback intensity, especially in the initial stage #440

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jzy-chitong56 opened this issue Nov 21, 2024 · 9 comments
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enhancement New feature or request

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@jzy-chitong56
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jzy-chitong56 commented Nov 21, 2024

As a benchmark in the industry, many people believe that your strength must be able to defeat real people and most other AI. Once someone easily wins, they will feel a sense of loss


The problem this time seems to be focused on the slow development of the military in the early stages -- About 5 minutes, 30 food, difficult

Of course, the feedback also mentioned that the intensity has improved in the later stage, as the expansion has become more active and there are resources to train the troops

@SMUnlimited
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Enabled and fixed BR forgot about that logic e97ed38

The early game actually related to players upgrading too early before training units. Thats because it ignores the strategy build order if it can't build everything its told to so tries to build other things. For tier buildings i can make sure it obeys the strategy entirely but then we have strategies where it doesn't upgrade the town hall for ages resulting in players never upgrading, this is how it used to be.

@jzy-chitong56
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set br_rush = GetLocationCreepStrength(GetUnitX(rushcreep_target), GetUnitY(rushcreep_target), 510) <= ai_strength * 1.4 // tree should have 0.4

  else
    call AttackMoveKill(rushcreep_target)
    call ReformUntilTargetDeadAM(rushcreep_target, true, false)
    call Chat(C_Done)
    call SleepInCombatAM()
    call Trace("===BR Finished , no tree ===")

Strongly recommend retaining these two logics

  • The former can better prevent the destruction of large trees, as this is feedback from players that using eggs to strike stones would waste a tree
  • The latter is mainly used for RUSH CREEP when large trees cannot be obtained

@SMUnlimited
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True added the first part, second part not required as it will now continue and just use normal creeping if the tree is not found.

@jzy-chitong56
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jzy-chitong56 commented Nov 22, 2024

For a feature that only runs once, too many global variables are used here, which is not very good
At the same time, you also improved the ownstrength calculation. Actually, there is no need to count the strength of this tree, as it becomes more distorted in the later stages

@jzy-chitong56
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Feedback suggests that the current version has lost the initial suppression ability it had a long time ago (such as 3.1.0) -- AI did not suppress players in the early stages
In addition, when facing attacks, the defense response is not as expected and often daydreams

@SMUnlimited
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Not sure what you mean by suppression.

In terms of defense I agree the retreat and defense had been very broken at some point. The retreat is now working again now town and army controls are also working again, but they still a bit sticky to the current fight even once retreat is fired. Infinite fighting is a hardcoded problem that has plagued the AI code since the early 2000s, we just do our best to work around it.

@jzy-chitong56
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suppression == Attacking players

SMUnlimited added a commit that referenced this issue Nov 23, 2024
When we enhanced the build code to build other things if it can't build the current priorities it caused strategies to tier up much earlier than designed, so now tier ups can only happen once most higher priority unit production is done honoring the strategy and and they are not currently expanding.
@jzy-chitong56
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This picture should be sufficient to illustrate the problem
food 98 VS 55
Under normal circumstances, humans cannot win in this situation
but kill is 45 vs 254

829c0471f71ced957fe1691fb769c8f6
61b19df92195e8a9dc3488742ed52102

@SMUnlimited SMUnlimited added the enhancement New feature or request label Nov 24, 2024
@SMUnlimited
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SMUnlimited commented Nov 26, 2024

Fixed sticky retreats, but units going to fight outside of combat controls is a currently a difficult problem.

Solution needs to be along lines of forming units to captainattack at the defenselocation when it doesn't want to be involved to keep units out of combat when no attacks are running, and as its not an attackmove it won't engage actively, then a attackmove to the defense location when it can protect and win.

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