Tactical AI - Odd behavior?
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Re: Tactical AI - Odd behavior?
Paradox mage from future seems have problem with tac AI. After initial assault he seems stop doing anything at all. Because sometimes(very seldom) player got teleported it seems the problem is in accumulated paradox. After paradox get big enough for fail rate near 100% Paradox Mage doppleganger can not harm player. Suggestion: NPC Paradox Mage should run away and decrease paradox in safety if failure rate more 50%-70% (random choice)
Re: Tactical AI - Odd behavior?
I split off the two latest reports into separate, more focused threads:
http://forums.te4.org/viewtopic.php?f=42&t=25880
http://forums.te4.org/viewtopic.php?f=36&t=25878
http://forums.te4.org/viewtopic.php?f=42&t=25880
http://forums.te4.org/viewtopic.php?f=36&t=25878
<DarkGod> lets say it's intended
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- Wyrmic
- Posts: 216
- Joined: Tue Mar 31, 2009 7:45 pm
- Location: New Mexico
Re: Tactical AI - Odd behavior?
I'm playing as an Anorithil and noticed some weird stuff going on with both the Ancient Mummy and the Master. I thought the Mummy had me cornered as I had to phase door out of some bad stuff and I ended up in a dead end out of range of my jumpgate. The Mummy came around the corner, came into range and moved back and forth, towards me and the away from me a step at a time while I just finished him off.
The Master did the exact same thing. I was better prepared for him and most likely would have beaten him anyway but it was pretty anticlimatic. We battled for a while and then he just ended up in my sights moving back and forth. He would Phase Door away every so often but then come back and decide he didn't want to attack and just move back and forth waiting for (and this is a guess) his phase door cooldown to reset.
I have the log file from my fight with the Master if that would be useful (about 17MB...I was playing for a while before the last fight). If you have an email that will take 20MB attachments I can forward it to you, if not I'll cut it down later if you want it.
The Master did the exact same thing. I was better prepared for him and most likely would have beaten him anyway but it was pretty anticlimatic. We battled for a while and then he just ended up in my sights moving back and forth. He would Phase Door away every so often but then come back and decide he didn't want to attack and just move back and forth waiting for (and this is a guess) his phase door cooldown to reset.
I have the log file from my fight with the Master if that would be useful (about 17MB...I was playing for a while before the last fight). If you have an email that will take 20MB attachments I can forward it to you, if not I'll cut it down later if you want it.
Re: Tactical AI - Odd behavior?
That sounds like the old flee bug... what version of ToME did you see this in? Have other people seen this?paboperfecto wrote: The Master did the exact same thing. I was better prepared for him and most likely would have beaten him anyway but it was pretty anticlimatic. We battled for a while and then he just ended up in my sights moving back and forth. He would Phase Door away every so often but then come back and decide he didn't want to attack and just move back and forth waiting for (and this is a guess) his phase door cooldown to reset.
<DarkGod> lets say it's intended
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- Wyrmic
- Posts: 216
- Joined: Tue Mar 31, 2009 7:45 pm
- Location: New Mexico
Re: Tactical AI - Odd behavior?
Beta 25
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- Higher
- Posts: 56
- Joined: Sun Jan 16, 2011 2:52 pm
Re: Tactical AI - Odd behavior?
I had an armoured skeleton warrior use the "Disarm" talent while trying to get out of an Ice Block. I guess there's probably a larger problem that the AI doesn't really know that it's in an ice block, but Disarm is just a worse choice than Attack.
Code: Select all
============================== TACTICAL AI armoured skeleton warrior
armoured skeleton warrior 27823 tactical ai talents testing Riposte T_RIPOSTE
armoured skeleton warrior 27823 tactical ai talents testing Overpower T_OVERPOWER
[DEBUG] hit a foe!
armoured skeleton warrior 27823 tactical ai talents can use Overpower T_OVERPOWER escape weight 1.6584679114621
armoured skeleton warrior 27823 tactical ai talents can use Overpower T_OVERPOWER attack weight 3.129925455521
armoured skeleton warrior 27823 tactical ai talents can use Overpower T_OVERPOWER disable weight 1.5356690903762
armoured skeleton warrior 27823 tactical ai talents testing Stamina Pool T_STAMINA_POOL
armoured skeleton warrior 27823 tactical ai talents testing Attack T_ATTACK
[DEBUG] hit a foe!
armoured skeleton warrior 27823 tactical ai talents can use Attack T_ATTACK attack weight 1.9066788417525
armoured skeleton warrior 27823 tactical ai talents testing Weapons Mastery T_WEAPONS_MASTERY
armoured skeleton warrior 27823 tactical ai talents testing Armour Training T_ARMOUR_TRAINING
armoured skeleton warrior 27823 tactical ai talents testing Disarm T_DISARM
[DEBUG] hit a foe!
armoured skeleton warrior 27823 tactical ai talents can use Disarm T_DISARM attack weight 2.2678493314147
armoured skeleton warrior 27823 tactical ai talents can use Disarm T_DISARM disable weight 3.9696312994702
armoured skeleton warrior 27823 tactical ai talents testing Shield Pummel T_SHIELD_PUMMEL
armoured skeleton warrior 27823 tactical ai talents testing Rune: Manasurge T_RUNE:_MANASURGE_1
armoured skeleton warrior 27823 tactical ai talents testing Combat Accuracy T_WEAPON_COMBAT
Tactical ai report for armoured skeleton warrior
* disable 29.342326579536 (mult) 2
* attack 13.870964086552 (mult) 2
Tactical choice: disable T_DISARM
[LOG] Armoured skeleton warrior uses Disarm.
USING table: 0x7f90b83f6d90 Disarm
[TALENT WEAPON MULT] 0.9 0.5 1 0 0.71213203435596
[ATTACK] attacking with mystic steel longsword of ruin
[COMBAT DAMAGE] power(1.112140) totstat(44.000000) talent_mod(1.316228)
[ATTACK] to armoured skeleton warrior :: 31.076300755358 7 16.6 0 :: 0.71213203435596
checkHit 29 0
=> chance to hit 95
[ATTACK] raw dam 31.076300755358 versus 16.6 0.5 with APR 7
[ATTACK] after armor 21.476300755358
[ATTACK] after range 22
[PHYS CRIT %] 0
[ATTACK] after crit 22
[ATTACK] after mult 15.666904755831
[PROJECTOR] starting dam 15.666904755831
[PROJECTOR] after difficulty dam 15.666904755831
[PROJECTOR] starting dam 11
[PROJECTOR] after difficulty dam 11
checkHit 40 19.6
=> chance to hit 80.984453456698
[LOG] Armoured skeleton warrior hits Iceblock for #aaaaaa#16 physical#LAST# damage.
[LOG] Armoured skeleton warrior hits Iceblock for #aaaaaa#11 physical#LAST# damage.
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- Spiderkin
- Posts: 454
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Re: Tactical AI - Odd behavior?
An adventurer stood still (because of last stand, probably) and attempted to use Bleeding Edge on me every turn. I was far away from him, so it did nothing. After closing and then backing away, he switched to spamming rush for a while, which also didn't work. Then he went back to Bleeding Edge. Here he is:
http://imagebin.org/156775
http://imagebin.org/156775
Re: Tactical AI - Odd behavior?
Subject Z just stood still in b28 while my dwarf hacked away at him: According to the tooltip he targeted himself around when I used repulsion to try and daze him. Closest Yeek death I've had, solely because of an AI screwup.
- Attachments
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- subject z oddity.txt
- Subject Z fight. Don't know what started his [DEBUG] hit self's, maybe repulsion, maybe getting frozen by my elemental waraxe.
- (79.72 KiB) Downloaded 770 times
Re: Tactical AI - Odd behavior?
Tactical AI puts way too high of a priority on dodging ranged attacks. This made my fight as an Archer vs Atamethon very easy, as he would always dodge the three or so arrows on the way, rather than come closer to me.
Re: Tactical AI - Odd behavior?
That is quite odd... there shouldn't be any EFFORT to dodge projectiles at all. Can you describe the behavior a bit more? The NPC would move side to side, or even away from you?lukep wrote:Tactical AI puts way too high of a priority on dodging ranged attacks. This made my fight as an Archer vs Atamethon very easy, as he would always dodge the three or so arrows on the way, rather than come closer to me.
<DarkGod> lets say it's intended
Re: Tactical AI - Odd behavior?
Not sure if the AI attempts to avoid projectiles already in the air, or if it tries do go all serpentine when it sees a projectile, to try and confuse the player or limit the player's ability to hit things behind it. But in general the AI never moves in a straight line after it gets hit by ranged attacks. At least, that's what I've noticed.yufra wrote:That is quite odd... there shouldn't be any EFFORT to dodge projectiles at all. Can you describe the behavior a bit more? The NPC would move side to side, or even away from you?lukep wrote:Tactical AI puts way too high of a priority on dodging ranged attacks. This made my fight as an Archer vs Atamethon very easy, as he would always dodge the three or so arrows on the way, rather than come closer to me.
Re: Tactical AI - Odd behavior?
Atamathon ran away to range 9 or so, then moved around randomly (side to side, and nearer/further), dodging some (but not all) of the arrows I sent his way. He moved every turn, and never used any talents.
Re: Tactical AI - Odd behavior?
I had a High Peak random boss use Frenzy (cursed melee attack skill) many times without me (or anybody) next to it. Sorry, no details to illuminate it further.
Re: Tactical AI - Odd behavior?
There's a big problem with monsters fleeing from ranged attacks, especially bosses, and then getting stuck skirting around 9 squares away being shot at with ease. I'd prefer it if enemies simply never fled - it doesn't add anything to the game.
Re: Tactical AI - Odd behavior?
Most normal or critter foes don't flee, they just zerg you like you say... it's only the elites that have the hp to flee after the first attack that flee, and not just from ranged attacks. It's why I take Rush for my fiters and zerkers, cuz otherwise they'd be chasing stuff endlessly.