Tactical AI - Odd behavior?

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Postman
Archmage
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Joined: Fri Dec 03, 2010 5:34 pm

Re: Tactical AI - Odd behavior?

#31 Post by Postman »

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)

yufra
Perspiring Physicist
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Re: Tactical AI - Odd behavior?

#32 Post by yufra »

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
<DarkGod> lets say it's intended

paboperfecto
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Re: Tactical AI - Odd behavior?

#33 Post by paboperfecto »

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.

yufra
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Re: Tactical AI - Odd behavior?

#34 Post by yufra »

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.
That sounds like the old flee bug... what version of ToME did you see this in? Have other people seen this?
<DarkGod> lets say it's intended

paboperfecto
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Re: Tactical AI - Odd behavior?

#35 Post by paboperfecto »

Beta 25

complexityQuantifier
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Re: Tactical AI - Odd behavior?

#36 Post by complexityQuantifier »

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.

Susramanian
Spiderkin
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Re: Tactical AI - Odd behavior?

#37 Post by Susramanian »

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

Hedrachi
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Re: Tactical AI - Odd behavior?

#38 Post by Hedrachi »

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
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
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lukep
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Re: Tactical AI - Odd behavior?

#39 Post by lukep »

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.
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Annotated Talent Code (incomplete)

yufra
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Re: Tactical AI - Odd behavior?

#40 Post by yufra »

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.
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?
<DarkGod> lets say it's intended

Hedrachi
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Re: Tactical AI - Odd behavior?

#41 Post by Hedrachi »

yufra wrote:
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.
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?
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.
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lukep
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Re: Tactical AI - Odd behavior?

#42 Post by lukep »

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.
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Annotated Talent Code (incomplete)

lukep
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Re: Tactical AI - Odd behavior?

#43 Post by lukep »

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.
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Annotated Talent Code (incomplete)

Grey
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Re: Tactical AI - Odd behavior?

#44 Post by Grey »

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.
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Hedrachi
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Re: Tactical AI - Odd behavior?

#45 Post by Hedrachi »

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.
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

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