Tactical AI - Odd behavior?

Make all T-Engine/ToME 4 bug reports here

Moderator: Moderator

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

Re: Tactical AI - Odd behavior?

#16 Post by yufra »

That is pretty weird edge. The only other thing I can think of is if you have a ai_tactic table that has values of zero in it. Can you check that using the Lua console?
<DarkGod> lets say it's intended

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Tactical AI - Odd behavior?

#17 Post by lukep »

Alchemist's Body of Fire is abusable, as tactical enemies seem to dodge the (very weak) attacks nearly every turn.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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

Re: Tactical AI - Odd behavior?

#18 Post by Predawn »

I saw a Snow Giant Boulder Thrower waste it's movement talent, because it was blocked by other NPC's in a corridor.

Code: Select all

          # <-- Wall
#P#       <-- Boulder Thrower
#P#       <-- Regular Snow Giant
# ######

    @       <-- Me

Predawn
Predawn

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

Re: Tactical AI - Odd behavior?

#19 Post by yufra »

Predawn, I took a quick peek in the SVN and the only possible movement I see is having an infusion... is that what you saw?
<DarkGod> lets say it's intended

Zop
Higher
Posts: 65
Joined: Fri Sep 01, 2006 6:20 am
Location: Bermuda Dunes
Contact:

Re: Tactical AI - Odd behavior?

#20 Post by Zop »

This monster was "stuck" in this particular spot for some reason. I could hit it, but it could not cast anything at me. The log doesn't show any errors, so I believe the problem is the oddity of many diagonals not being reverse-traversable. I don't see an easy solution...

Image

Uploaded with ImageShack.us
my handwriting is bad

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Tactical AI - Odd behavior?

#21 Post by tiger_eye »

Lucky you! This isn't an FOV bug--you could see it, but it couldn't see you. This is supposed to happen. It would make things really weird if we made looking/los/fov strictly reversible.

Now, as for AI, if it was being hit by something but couldn't see anything, it probably should have moved...

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Tactical AI - Odd behavior?

#22 Post by Frumple »

Two odd behaviors for you.

Creatures with rush like to fire it off with one square between you and them, which wastes the talent entirely.

If you rest besides a trap, any allies you have will walk back and forth besides you, eventually killing themselves on the trap. In the case of alchemists, the constant damage mixed with attempting to rest until the golem is healed means that the golem will die before you stop resting.

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Tactical AI - Odd behavior?

#23 Post by tiger_eye »

Zop, I take it back, you shouldn't have been able to see that monster. A patch to correct this is posted here:
http://forums.te4.org/viewtopic.php?f=45&t=25261

Here is what your field of view should have been (very different, isn't it?):
better_fov.png
better_fov.png (80.89 KiB) Viewed 19417 times

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

Re: Tactical AI - Odd behavior?

#24 Post by Predawn »

yufra wrote:Predawn, I took a quick peek in the SVN and the only possible movement I see is having an infusion... is that what you saw?
Yes, That is what I saw. I would be guessing it comes under the Tactical AI rather than the dumb AI, but I no longer have the stdout.txt file to check. The game version is unmoddified beta 21, direct from the download web page.

Sorry I didn't reply earlier, but I took a few days break from Tome to ease my pain. (Level 45 Cursed wiped out by Psyren's.)

Predawn
Predawn

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

Re: Tactical AI - Odd behavior?

#25 Post by yufra »

Predawn wrote:Yes, That is what I saw. I would be guessing it comes under the Tactical AI rather than the dumb AI, but I no longer have the stdout.txt file to check.
Gotcha, thanks. The only snow giant that uses tactical AI is the chieftain, so this is actually the dumb AI being dumb. I don't say that to discount it as a "feature" rather than a bug... the dumb AI may be too dumb, who knows? :) I'll take a look at it later.
<DarkGod> lets say it's intended

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

Re: Tactical AI - Odd behavior?

#26 Post by yufra »

Ok, I have changed (hopefully) all summons that were using tactical AI to never flee. The other examples as I skim back over the thread are actually the dumb AI being dumb: orc archer and snow giant using movement infusions, non-mana users using manasurge runes, etc. That isn't to say they should be ignored, just that they are not tactical AI.
<DarkGod> lets say it's intended

PowerWyrm
Sher'Tul
Posts: 1106
Joined: Thu Nov 21, 2002 9:53 pm

Re: Tactical AI - Odd behavior?

#27 Post by PowerWyrm »

I don't know if it's the right thread or if it has been reported before, but the monster AI has 2 major flaws currently:

1) The "hit and run" using a corner glitch

#####
#_AB
#X##
#Y#

Player in B, monster in X.
Player moves to A, monster moves to Y.
Player moves back to B, monster moves back to X.

Problem: for any class with auras, moving from B to A will trigger the aura damage, and the monster comes back for punishment over and over

2) The trap glitch

######
AB___YX
######

Player in B, monster in X.
Player moves to A, monster moves to Y.
Player moves back to B, monster moves back to X.

Problem: if there's a trap in X or Y, the monster triggers the trap over and over until it dies

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

Re: Tactical AI - Odd behavior?

#28 Post by yufra »

Nice catches Powerwyrm... any suggestions on how a monster should behave in those circumstances? And these only occur for ranged NPCs, right?
<DarkGod> lets say it's intended

PowerWyrm
Sher'Tul
Posts: 1106
Joined: Thu Nov 21, 2002 9:53 pm

Re: Tactical AI - Odd behavior?

#29 Post by PowerWyrm »

Any NPC that has avoidant melee tactics. Best would be to keep distance 3 from the PC to avoid 1) and check for traps to avoid 2), so that triggering a trap is ok (for emergency -- usually the PC does that a lot), but triggering it twice is not ok.

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Tactical AI - Odd behavior?

#30 Post by tiger_eye »

Ranged AI seems to be extremely good at running away from a player who is stealthed. They can't see me, yet they can effectively run away from me. Oh, and I know they can't see me because they still fire their ranged talents in random directions.

Post Reply