Tactical AI - Odd behavior?

Make all T-Engine/ToME 4 bug reports here

Moderator: Moderator

Post Reply
Message
Author
yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Tactical AI - Odd behavior?

#1 Post by yufra »

For those of you who do not know, there are two levels of AI in ToME: dumb and tactical. Tactical AI is more complicated, evaluating current needs, checking if talents only hit enemies and not allies, and will start checking resistances soon as well. The creatures that have tactical AI include bosses and uniques, as well as some of the allies that the player has (alchemist's golem, summoner's summons).

Bugs with this system will probably be subtle, and not throw large obvious Lua errors for you to grab in the stdout. For example, an early bug when implementing the system was that fire wyrms refused to breath fire over their drakes/hatcklings since they were "hitting" them. If you notice behavior that strikes you as odd, please report it here and we will take a look at it. Even better would be to include the relevant section of the stdout log that corresponds to the odd behavior, and a description of the setup (who was there, where, etc). Here is an example of what the tactical AI report looks like in the stdout:

Code: Select all

============================== TACTICAL AI   orc high cryomancer
orc high cryomancer   19730   tactical ai talents testing   Freeze   T_FREEZE
orc high cryomancer   19730   tactical ai talents can use   Freeze   T_FREEZE   attack   weight   2.4705616156643
orc high cryomancer   19730   tactical ai talents can use   Freeze   T_FREEZE   disable   weight   6.8076474006091
orc high cryomancer   19730   tactical ai talents testing   Ice Storm   T_ICE_STORM
[DEBUG] hit an ally!
orc high cryomancer   19730   tactical ai talents testing   Mana Pool   T_MANA_POOL
orc high cryomancer   19730   tactical ai talents testing   Spell Shaping   T_SPELL_SHAPING
orc high cryomancer   19730   tactical ai talents testing   Attack   T_ATTACK
orc high cryomancer   19730   tactical ai talents testing   Frozen Ground   T_FROZEN_GROUND
[DEBUG] hit an ally!
[DEBUG] hit an ally!
[DEBUG] hit an ally!
orc high cryomancer   19730   tactical ai talents testing   Tidal Wave   T_TIDAL_WAVE
[DEBUG] hit an ally!
[DEBUG] hit self!
[DEBUG] hit an ally!
orc high cryomancer   19730   tactical ai talents testing   Phase Door   T_PHASE_DOOR
orc high cryomancer   19730   tactical ai talents can use   Phase Door   T_PHASE_DOOR   escape   weight   3.0843243101433
orc high cryomancer   19730   tactical ai talents testing   Rune: Invisibility   T_RUNE:_INVISIBILITY_2
orc high cryomancer   19730   tactical ai talents testing   Rune: Invisibility   T_RUNE:_INVISIBILITY_1
orc high cryomancer   19730   tactical ai talents testing   Essence of Speed   T_ESSENCE_OF_SPEED
orc high cryomancer   19730   tactical ai talents can use   Essence of Speed   T_ESSENCE_OF_SPEED   buff   weight   2.4952208954285
orc high cryomancer   19730   tactical ai talents testing   Ice Shards   T_ICE_SHARDS
[DEBUG] hit an ally!
[DEBUG] hit an ally!
Tactical ai report for   orc high cryomancer
* escape   9.0317794662006
Tactical choice:   escape   T_PHASE_DOOR
Actually, in posting that I already realized one bug... T_TIDAL_WAVE shouldn't trigger "hit self". Let the debugging begin!
<DarkGod> lets say it's intended

Predawn
Thalore
Posts: 127
Joined: Fri Sep 24, 2010 10:40 am
Location: East Sussex, England

Re: Tactical AI - Odd behavior?

#2 Post by Predawn »

It has been several beta's previous since I played a summoner, and noted that the new AI must be running in beta 21.
I used to position my fragile Fire Imp in stategic places, not caring about life expectancy, because to me it was a point source fire bolt generator.
With the new AI, the Ritch now retreats to a minimum of 3 squares away from the nearest target, not firing a fire bolt at all if the target is approaching. This results in a wasted summons, when all I needed was to soften up the target whilst the other summoned creatures are on cool-down.
To redeem itself, it does lead the target(s) away from my main character where possible, which keeps me alive.

Not a bug, but very different from what I expected.

Predawn
Predawn

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Tactical AI - Odd behavior?

#3 Post by yufra »

Good point, the ritch should probably not flee.
<DarkGod> lets say it's intended

Predawn
Thalore
Posts: 127
Joined: Fri Sep 24, 2010 10:40 am
Location: East Sussex, England

Re: Tactical AI - Odd behavior?

#4 Post by Predawn »

Placing a ritch next to a snake (wrong hotkey!!) I watched as he just stood there and slowly died over several turns, without a single attack.

The layout was as follows:

XX@X @=Summoner
XJXX J=Ritch
SXXX S=Snake
X=Wall


Predawn
Predawn

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Tactical AI - Odd behavior?

#5 Post by yufra »

Predawn, do you have the stdout from that encounter? The drawing is good and I could recreate the scenario fairly easily if you don't.
<DarkGod> lets say it's intended

Susramanian
Spiderkin
Posts: 454
Joined: Sat May 15, 2010 3:09 am

Re: Tactical AI - Odd behavior?

#6 Post by Susramanian »

Orc Cryomancers wreak havoc on their buddies. I'm not sure if it's with Ice Storm or with Tidal Wave.

Predawn
Thalore
Posts: 127
Joined: Fri Sep 24, 2010 10:40 am
Location: East Sussex, England

Re: Tactical AI - Odd behavior?

#7 Post by Predawn »

yufra wrote:Predawn, do you have the stdout from that encounter? The drawing is good and I could recreate the scenario fairly easily if you don't.
Yes, I have the Stdout.txt file for the whole day, all 28 Mb of it :!: :!:

It was filled with errors:

L(192d200) Particle updater error 889b348 (5, 93): attempt to call a number value
77 ticks in 10.018 seconds = 7.68617 TPS
L(192d200) Particle updater error 889b348 (5, 93): attempt to call a number value
L(192d200) Particle updater error 889b348 (5, 93): attempt to call a number value
L(192d200) Particle updater error 889b348 (5, 93): attempt to call a number value

If I trim it down, it should be small enough to be viewed.

I will get back after the rather lengthy compaction :lol: .

Predawn
Predawn

Predawn
Thalore
Posts: 127
Joined: Fri Sep 24, 2010 10:40 am
Location: East Sussex, England

Re: Tactical AI - Odd behavior?

#8 Post by Predawn »

OK, talk about a needle in a haystack :!:

I did a quick search, and found this series of events in which the summoned Ritch apparantly did nothing:

[LOG] Zoo summons a Ritch Flamespitter!
USING table: 0470C158 Ritch Flamespitter
23 frames in 1.039 seconds = 22.1367 FPS (28 keyframes)
25 frames in 1.003 seconds = 24.9252 FPS (34 keyframes)
104 ticks in 10.01 seconds = 10.3896 TPS
26 frames in 1.037 seconds = 25.0723 FPS (32 keyframes)
25 frames in 1.001 seconds = 24.975 FPS (30 keyframes)
Talent resolver for ritch flamespitter : T_RITCH_FLAMESPITTER_BOLT => 2
[MOVE] actor moved without a starting position ritch flamespitter 14 13
[PARTY] New member, add after ritch flamespitter Zoo
Adding entity 4381 after 15
AI took for target 4168 bee swarm :: 4381 ritch flamespitter 2 < 400
bee swarm 4168 dumb ai talents can use Poisonous Bite T_BITE_POISON
bee swarm 4168 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
USING table: 019DC258 Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.557771) totstat(1.000000) talent_mod(1.000000)
[ATTACK] to ritch flamespitter :: 0.27888543819998 20 0 :: 1
checkHit 15 -3.15
=> chance to hit 94.947839918737
[ATTACK] raw dam 0.27888543819998 versus 0 with APR 0.18209306240277
[ATTACK] after armor 0.27888543819998
[ATTACK] after range 0
[PHYS CRIT %] 1
[ATTACK] after crit 0
[ATTACK] after mult 0
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] after resists dam 0
[PROJECTOR] final dam 0
[LOG] Bee swarm hits ritch flamespitter for #aaaaaa#0 physical#LAST# damage.
bee swarm 4168 dumb ai talents can use Poisonous Bite T_BITE_POISON
bee swarm 4168 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
USING table: 019DC258 Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.557771) totstat(1.000000) talent_mod(1.000000)
[ATTACK] to ritch flamespitter :: 0.27888543819998 20 0 :: 1
checkHit 15 -3.15
=> chance to hit 94.947839918737
[ATTACK] raw dam 0.27888543819998 versus 0 with APR 0.18209306240277
[ATTACK] after armor 0.27888543819998
[ATTACK] after range 0
[PHYS CRIT %] 1
[ATTACK] after crit 0
[ATTACK] after mult 0
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] after resists dam 0
[PROJECTOR] final dam 0
[LOG] #00ff00#Talent War Hound is ready to use.
AI took for target 4381 ritch flamespitter :: 4168 bee swarm 2 < 400
============================== TACTICAL AI ritch flamespitter
ritch flamespitter 4381 tactical ai talents testing Flamespit T_RITCH_FLAMESPITTER_BOLT
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Flamespit T_RITCH_FLAMESPITTER_BOLT attack weight 2.9827849202058
ritch flamespitter 4381 tactical ai talents testing Equilibrium Pool T_EQUILIBRIUM_POOL
ritch flamespitter 4381 tactical ai talents testing Attack T_ATTACK
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Attack T_ATTACK attack weight 1.4050381051787
Tactical ai report for ritch flamespitter
* escape 14.16395380312
* attack 2.7127766646246
[LOG] Bee swarm hits ritch flamespitter for #aaaaaa#0 physical#LAST# damage.
19 frames in 1.003 seconds = 18.9432 FPS (23 keyframes)
AI took for target 4168 bee swarm :: 4381 ritch flamespitter 4 < 400
============================== TACTICAL AI ritch flamespitter
ritch flamespitter 4381 tactical ai talents testing Flamespit T_RITCH_FLAMESPITTER_BOLT
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Flamespit T_RITCH_FLAMESPITTER_BOLT attack weight 3.5761206098066
ritch flamespitter 4381 tactical ai talents testing Equilibrium Pool T_EQUILIBRIUM_POOL
ritch flamespitter 4381 tactical ai talents testing Attack T_ATTACK
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Attack T_ATTACK attack weight 1.3425921285569
Tactical ai report for ritch flamespitter
* escape 13.428352670677
* attack 2.1172388917483
25 frames in 1.038 seconds = 24.0848 FPS (40 keyframes)
bee swarm 4168 dumb ai talents can use Poisonous Bite T_BITE_POISON
bee swarm 4168 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
USING table: 019DC258 Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.557771) totstat(1.000000) talent_mod(1.000000)
[ATTACK] to ritch flamespitter :: 0.27888543819998 20 0 :: 1
checkHit 15 -3.15
=> chance to hit 94.947839918737
[LOG] Bee swarm misses ritch flamespitter.
============================== TACTICAL AI ritch flamespitter
ritch flamespitter 4381 tactical ai talents testing Flamespit T_RITCH_FLAMESPITTER_BOLT
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Flamespit T_RITCH_FLAMESPITTER_BOLT attack weight 3.3412618763646
ritch flamespitter 4381 tactical ai talents testing Equilibrium Pool T_EQUILIBRIUM_POOL
ritch flamespitter 4381 tactical ai talents testing Attack T_ATTACK
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Attack T_ATTACK attack weight 1.2141703627775
Tactical ai report for ritch flamespitter
* escape 14.553150858977
* attack 2.7156258662216
bee swarm 4168 dumb ai talents can use Poisonous Bite T_BITE_POISON
bee swarm 4168 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
USING table: 019DC258 Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.557771) totstat(1.000000) talent_mod(1.000000)
[ATTACK] to ritch flamespitter :: 0.27888543819998 20 0 :: 1
checkHit 15 -3.15
=> chance to hit 94.947839918737
[ATTACK] raw dam 0.27888543819998 versus 0 with APR 0.18209306240277
[ATTACK] after armor 0.27888543819998
[ATTACK] after range 0
[PHYS CRIT %] 1
[ATTACK] after crit 0
[ATTACK] after mult 0
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] after resists dam 0
[PROJECTOR] final dam 0
AI took for target 4381 ritch flamespitter :: 4168 bee swarm 2 < 400
============================== TACTICAL AI ritch flamespitter
ritch flamespitter 4381 tactical ai talents testing Flamespit T_RITCH_FLAMESPITTER_BOLT
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Flamespit T_RITCH_FLAMESPITTER_BOLT attack weight 3.5136803393747
ritch flamespitter 4381 tactical ai talents testing Equilibrium Pool T_EQUILIBRIUM_POOL
ritch flamespitter 4381 tactical ai talents testing Attack T_ATTACK
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Attack T_ATTACK attack weight 1.3924567647034
Tactical ai report for ritch flamespitter
* escape 14.133263318361
* attack 2.7883023851777
23 frames in 1.041 seconds = 22.0941 FPS (29 keyframes)
bee swarm 4168 dumb ai talents can use Poisonous Bite T_BITE_POISON
bee swarm 4168 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
USING table: 019DC258 Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.557771) totstat(1.000000) talent_mod(1.000000)
[ATTACK] to ritch flamespitter :: 0.27888543819998 20 0 :: 1
checkHit 15 -3.15
=> chance to hit 94.947839918737
[ATTACK] raw dam 0.27888543819998 versus 0 with APR 0.18209306240277
[ATTACK] after armor 0.27888543819998
[ATTACK] after range 0
[PHYS CRIT %] 1
[ATTACK] after crit 0
[ATTACK] after mult 0
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] after resists dam 0
[PROJECTOR] final dam 0
AI took for target 4381 ritch flamespitter :: 4168 bee swarm 1 < 400
============================== TACTICAL AI ritch flamespitter
ritch flamespitter 4381 tactical ai talents testing Flamespit T_RITCH_FLAMESPITTER_BOLT
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Flamespit T_RITCH_FLAMESPITTER_BOLT attack weight 3.3601064001984
ritch flamespitter 4381 tactical ai talents testing Equilibrium Pool T_EQUILIBRIUM_POOL
ritch flamespitter 4381 tactical ai talents testing Attack T_ATTACK
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Attack T_ATTACK attack weight 1.5134602961709
Tactical ai report for ritch flamespitter
* escape 12.709649381663
* attack 2.2630715708554
[LOG] Bee swarm hits ritch flamespitter for #aaaaaa#0 physical#LAST# damage.
23 frames in 1.032 seconds = 22.2868 FPS (32 keyframes)
bee swarm 4168 dumb ai talents can use Poisonous Bite T_BITE_POISON
bee swarm 4168 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
USING table: 019DC258 Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.557771) totstat(1.000000) talent_mod(1.000000)
[ATTACK] to ritch flamespitter :: 0.27888543819998 20 0 :: 1
checkHit 15 -3.15
=> chance to hit 94.947839918737
[LOG] Bee swarm misses ritch flamespitter.
bee swarm 4168 dumb ai talents can use Poisonous Bite T_BITE_POISON
bee swarm 4168 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
USING table: 019DC258 Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.557771) totstat(1.000000) talent_mod(1.000000)
[ATTACK] to ritch flamespitter :: 0.27888543819998 20 0 :: 1
checkHit 15 -3.15
=> chance to hit 94.947839918737
[ATTACK] raw dam 0.27888543819998 versus 0 with APR 0.18209306240277
[ATTACK] after armor 0.27888543819998
[ATTACK] after range 0
[PHYS CRIT %] 1
[ATTACK] after crit 0
[ATTACK] after mult 0
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] after resists dam 0
[PROJECTOR] final dam 0
============================== TACTICAL AI ritch flamespitter
ritch flamespitter 4381 tactical ai talents testing Flamespit T_RITCH_FLAMESPITTER_BOLT
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Flamespit T_RITCH_FLAMESPITTER_BOLT attack weight 2.8123009423522
ritch flamespitter 4381 tactical ai talents testing Equilibrium Pool T_EQUILIBRIUM_POOL
ritch flamespitter 4381 tactical ai talents testing Attack T_ATTACK
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Attack T_ATTACK attack weight 1.4429474726321
Tactical ai report for ritch flamespitter
* escape 13.245745991428
* attack 2.4693784572567
[LOG] Bee swarm hits ritch flamespitter for #aaaaaa#0 physical#LAST# damage.
21 frames in 1.005 seconds = 20.8955 FPS (29 keyframes)
bee swarm 4168 dumb ai talents can use Poisonous Bite T_BITE_POISON
bee swarm 4168 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
USING table: 019DC258 Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.557771) totstat(1.000000) talent_mod(1.000000)
[ATTACK] to ritch flamespitter :: 0.27888543819998 20 0 :: 1
checkHit 15 -3.15
=> chance to hit 94.947839918737
[ATTACK] raw dam 0.27888543819998 versus 0 with APR 0.18209306240277
[ATTACK] after armor 0.27888543819998
[ATTACK] after range 0
[PHYS CRIT %] 1
[ATTACK] after crit 0
[ATTACK] after mult 0
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] after resists dam 0
[PROJECTOR] final dam 0
============================== TACTICAL AI ritch flamespitter
ritch flamespitter 4381 tactical ai talents testing Flamespit T_RITCH_FLAMESPITTER_BOLT
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Flamespit T_RITCH_FLAMESPITTER_BOLT attack weight 3.258758697487
ritch flamespitter 4381 tactical ai talents testing Equilibrium Pool T_EQUILIBRIUM_POOL
ritch flamespitter 4381 tactical ai talents testing Attack T_ATTACK
[DEBUG] hit a foe!
ritch flamespitter 4381 tactical ai talents can use Attack T_ATTACK attack weight 1.9072080633702
Tactical ai report for ritch flamespitter
* escape 13.259790565731
* attack 2.4398675453367
[LOG] Bee swarm hits ritch flamespitter for #aaaaaa#0 physical#LAST# damage.
bee swarm 4168 dumb ai talents can use Poisonous Bite T_BITE_POISON
bee swarm 4168 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_BITE_POISON
[LOG] Bee swarm bites poison into ritch flamespitter.
USING table: 0468EF78 Poisonous Bite
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.557771) totstat(1.000000) talent_mod(1.000000)
[ATTACK] to ritch flamespitter :: 0.27888543819998 20 0 :: 3
checkHit 15 -3.15
=> chance to hit 94.947839918737
[ATTACK] raw dam 0.27888543819998 versus 0 with APR 0.18209306240277
[ATTACK] after armor 0.27888543819998
[ATTACK] after range 0
[PHYS CRIT %] 1
[ATTACK] after crit 0
[ATTACK] after mult 0
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] after resists dam 0
[PROJECTOR] final dam 0
[LOG] Ritch flamespitter is poisoned!
[LOG] Bee swarm hits ritch flamespitter for #LIGHT_GREEN#0 nature#LAST# damage.
22 frames in 1.055 seconds = 20.8531 FPS (32 keyframes)
bee swarm 4168 dumb ai talents can use Attack T_ATTACK
dumb ai uses T_ATTACK
USING table: 019DC258 Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.557771) totstat(1.000000) talent_mod(1.000000)
[ATTACK] to ritch flamespitter :: 0.27888543819998 20 0 :: 1
checkHit 15 -3.15
=> chance to hit 94.947839918737
[ATTACK] raw dam 0.27888543819998 versus 0 with APR 0.18209306240277
[ATTACK] after armor 0.27888543819998
[ATTACK] after range 0
[PHYS CRIT %] 1
[ATTACK] after crit 0
[ATTACK] after mult 0
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] after resists dam 0
[PROJECTOR] final dam 0
[PROJECTOR] starting dam 0
[PROJECTOR] after difficulty dam 0
[PROJECTOR] res 0 1 on dam 0
[PROJECTOR] after resists dam 0
[PROJECTOR] final dam 0
[LOG] #PINK#Your summoned ritch flamespitter disappears.

:arrow: :arrow: :arrow: :arrow: :arrow: :arrow: :arrow: :arrow: :arrow:

As for the errors, they started when I escorted a seer.

Not gone east, no backup guardian
[LOG] #YELLOW_GREEN#There is a way to the previous level here (press '<', '>' or right click to use).
[PARTY] New member, add after Zoo Zoo
Adding entity 15 after 15
Talent resolver for Porynor, the injured seer : T_MANATHRUST => 1
Equipment resolver for Porynor, the injured seer
Equipment resolver Porynor, the injured seer weapon staff nil
Zone made us an equipment according to filter! elm staff
Autorequire stats
mag 11
addTmpVal table: 09A89488 combat_spellcrit 1 :=: 1 1
addTmpVal table: 09A89488 combat_spellpower 1 :=: 2 2
* elm staff => no drop
Placing portal at 11 26
[MOVE] actor moved without a starting position Porynor, the injured seer 0 10
Loading tile npc/humanoid_elf_porynor__the_injured_seer.png
[CHAT] loaded welcome table: 08D4D1C8
[QUEST] given to table: 069D00E8 escort-duty-trollmire-3
[LOG] #LIGHT_GREEN#Accepted quest ''! #WHITE#(Press CTRL+Q to see the quest log)
[MUSIC] playing Rainy Day.ogg userdata: 07F4EC10 :: current ? true
[LOG] #TEAL#You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
14 frames in 5.728 seconds = 2.44413 FPS (19 keyframes)
Updating zone name Trollmire (3)
L(192d200) Particle updater error 889b348 (5, 93): attempt to call a number value
241 ticks in 10.974 seconds = 21.961 TPS
L(192d200) Particle updater error 889b348 (5, 93): attempt to call a number value
L(192d200) Particle updater error 889b348 (5, 93): attempt to call a number value

Predawn
Predawn

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Tactical AI - Odd behavior?

#9 Post by yufra »

Susramanian wrote:Orc Cryomancers wreak havoc on their buddies. I'm not sure if it's with Ice Storm or with Tidal Wave.
Yah, I noticed that too... I think I know what the issue is and just have to figure out what I want to do about it.

And Predawn, thanks for the bug report... I'll take a closer look later.
<DarkGod> lets say it's intended

itastelikelove
Higher
Posts: 56
Joined: Sat Oct 30, 2010 5:19 am

Re: Tactical AI - Odd behavior?

#10 Post by itastelikelove »

In addition to the problems with the Ritch, I noticed that the Summoner's Turtle also runs away. I think it did it more after it had taken a few hits, but mostly I was too upset to pay that much attention. It could have been useful, if it had taken the enemies with it, but even then i think i'd prefer to have it stay as a solid block where i put it. Especially in corridors, where it kept walking towards me when i was trying to get some distance from the fighting.

Also, playing as a Yeek Temporal Warden, it seemed like the Yeek starting zone bosses were ignoring me whenever there were unlit squares between me and them. Not ignoring me completely, just...acting weird. they would try to hide, approach a little, now and then, and then go try to hide again. I don't think either of them hit me more than once or twice.

And the Yaech psions seem to be pyromaniacs with hair-triggers. They would fire off Pyrokinesis as soon as I was visible , without waiting for a clear line of sight. they completely missed me with it about 90% of the time.

Dervis
Wyrmic
Posts: 263
Joined: Thu Oct 14, 2010 9:58 am

Re: Tactical AI - Odd behavior?

#11 Post by Dervis »

Non magic-users using manasurge rune, you need to code something to prevent this.

Also there are a lot of mobs using infusions that are mostly useless to them. Heroism, Will, Sun... These need to be figured out.
There are also a lot of mobs throwing shields when they don't need them. Adding an attribute to an actor when it takes damage should broaden your options a bit.

Also, very important. Ranged type mobs currently will always prefer running away if the target closes in... this is highly abusable and you should give them a chance to ball up and smack the aggressor in the face.
Another attribute you should consider is target %hp, casters should just stand and burn away at anything under 30% I'd say.

eulf
Cornac
Posts: 37
Joined: Sun Feb 13, 2011 6:53 am

Re: Tactical AI - Odd behavior?

#12 Post by eulf »

Orc Archer with movement infusion, charged right next to my Sun Paladin.

Gloomy-Dwarves (That is, the unit with the gloom effect. I can't recall their name offhand) in the bellows try to stay at pretty far away from you. I don't know if they're actually doing anything (Buffing specifically) given the usual message spam, but they appear to be harmless at this point.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Tactical AI - Odd behavior?

#13 Post by edge2054 »

Working on an new npc and it's not casting a lot of it's talents namely Ice Claw, Death Blow, Mana Clash, and Aura of Silence.

I've tried straight tactical ai and tactical melee but both are resulting in similar outputs.

Here's a sample from the stdout showing it using Attack though better choices are available.

Code: Select all

19 frames in 1.037 seconds = 18.3221 FPS (23 keyframes)
AI took for target	3552	Kra'Tor the Gluttonous	::	15	Test	1	<	400
============================== TACTICAL AI	Kra'Tor the Gluttonous
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Massive Armour Training	T_MASSIVE_ARMOUR_TRAINING
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Mana Clash	T_MANA_CLASH
Kra'Tor the Gluttonous	3552	tactical ai talents can use	Mana Clash	T_MANA_CLASH	attack	weight	6.2647533804043
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Stamina Pool	T_STAMINA_POOL
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Equilibrium Pool	T_EQUILIBRIUM_POOL
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Attack	T_ATTACK
[DEBUG] hit a foe!
Kra'Tor the Gluttonous	3552	tactical ai talents can use	Attack	T_ATTACK	attack	weight	1.4605218255238
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Infusion: Wild	T_INFUSION:_WILD_2
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Death Blow	T_DEATH_BLOW
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Weapon Combat	T_WEAPON_COMBAT
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Icy Skin	T_ICY_SKIN
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Resolve	T_RESOLVE
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Infusion: Healing	T_INFUSION:_HEALING_1
Kra'Tor the Gluttonous	3552	tactical ai talents can use	Infusion: Healing	T_INFUSION:_HEALING_1	heal	weight	2.4525922253422
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Ice Claw	T_ICE_CLAW
[DEBUG] hit a foe!
Kra'Tor the Gluttonous	3552	tactical ai talents can use	Ice Claw	T_ICE_CLAW	attack	weight	3.5615104890239
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Weapons Mastery	T_WEAPONS_MASTERY
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Berserker	T_BERSERKER
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Warshout	T_WARSHOUT
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Death Dance	T_DEATH_DANCE
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Infusion: Movement	T_INFUSION:_MOVEMENT_3
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Aura of Silence	T_AURA_OF_SILENCE
[DEBUG] hit a foe!
[DEBUG] hit self!
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Crush	T_CRUSH
Kra'Tor the Gluttonous	3552	tactical ai talents testing	Sand Breath	T_SAND_BREATH
Tactical ai report for	Kra'Tor the Gluttonous
USING	table: 174012B8	Attack
[ATTACK] attacking with	The Gaping Maw

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Tactical AI - Odd behavior?

#14 Post by yufra »

Not quite ready to delve back into the tactical AI, but edge it looks like the want table is empty (there should be a few lines after the "Tactical ai report for bla" line). Are you sure the NPC had a target? It won't attack if it doesn't have a target, or heal if it isn't hurt which seem to be the two tactical categories that are available.
<DarkGod> lets say it's intended

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Tactical AI - Odd behavior?

#15 Post by edge2054 »

Yup, it was targeting me. Unless something screwy happened and it dropped target mid-fight.

Note this is a sample. It hit me with crush, warshout, and sandbreath multiple times but preferred to 'Attack' over using it's other talents and it was a repeated thing. Talent in 1 is set, tried plain tactical and tactical melee. No idea what the issue is.

Post Reply