Tactical AI improvements

All development conversation and discussion takes place here

Moderator: Moderator

Message
Author
Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Tactical AI improvements

#16 Post by Grey »

I attacked the Ring of Blood boss with a level 2 archmage - he ran away after hitting him with some ranged spells and I just kept chasing and bolting till he died (he couldn't out-run me as he always took the outside line round the circle). Felt a bit silly - if he'd just charged me then he had the HP to tank through my ranged attacks.

Ultimately running away is no use unless the creature has something to do when running away. If it's just going to be chased down and killed then it would be better for it to stand and fight.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Tactical AI improvements

#17 Post by Canderel »

AI while pinned doesn't always seem very smart. Some may have poison infusions or other stuff they can activate but they often seem "stunned" even though they may still attack or regen or lots of options available to them.

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

#18 Post by marvalis »

I think the turtle in b28 is not using taunt because he is afraid he will 'hit' party members with it.
Quite often he does not draw agro when there are summons fighting besides him.

Spider only attacks 1 turn out of two, maybe give him the shoot talent?

The golem rarely uses unstoppable right before he dies. He has no idea when to use it and how hard he is being hit.

Hedrachi
Uruivellas
Posts: 606
Joined: Tue May 11, 2010 8:58 pm
Location: Ore uh gun, USA

Re:

#19 Post by Hedrachi »

marvalis wrote:The golem rarely uses unstoppable right before he dies. He has no idea when to use it and how hard he is being hit.
This -might- be because it has a long cooldown and he tried to use it way too early. Not sure why, but AIs tend to do silly things a lot. Unrelated other than being golem, the alchy golem loved to try and use crush/pound/knockback in that order against jellies that were 2 tiles away (thus bringing all of them on cooldown, and probably wasting stamina too). So, yeah. AI is a bit of an oxymoron, heh heh.

Edit: On that note, could powers with a "soft-coded" minimum range be completely uncastable at targets closer than their minimum range allows? Or at least get the AI to recognise that it's too close to use the things.
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?

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: Tactical AI improvements

#20 Post by marvalis »

Here is a game log where a troll is attacking me and the turtle uses attack twice instead of taunt.

Code: Select all

============================== TACTICAL AI	turtle
turtle	220819	tactical ai talents testing	Taunt	T_TAUNT
turtle	220819	tactical ai talents can use	Taunt	T_TAUNT	protect	weight	4.3746505547866
turtle	220819	tactical ai talents testing	Shell Shield	T_SHELL_SHIELD
turtle	220819	tactical ai talents testing	Attack	T_ATTACK
[DEBUG] hit a foe!
turtle	220819	tactical ai talents can use	Attack	T_ATTACK	attack	weight	1.5143865769133
Tactical ai report for	turtle
 * attack	3.2052714808572	(mult)	nil
Tactical choice:	attack	T_ATTACK
USING	table: 0xaf845198	Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.452982) totstat(0.600000) talent_mod(1.000000)
[ATTACK] to 	forest troll	 :: 	0.19260360708563	5	4	7	::	1
checkHit	1	7
=> chance to hit	21.146831506054
[LOG]	Turtle misses forest troll.
removeTempVal	stun_immune	1	 :=: 	63
delTmpVal	stun_immune	1	add
removeTempVal	daze_immune	1	 :=: 	64
delTmpVal	daze_immune	1	add
removeTempVal	pin_immune	1	 :=: 	65
delTmpVal	pin_immune	1	add
[SPELL CRIT %]	1
[SPELL CRIT %]	1
[PROJECTOR] starting dam	9
[PROJECTOR] after difficulty dam	9
[PROJECTOR] res	62	0.38	 on dam	9
[PROJECTOR] after resists dam	3.42
[PROJECTOR] final dam	3.42
[LOG]	Mountain troll thunderer hits turtle for #ROYAL_BLUE#4 lightning#LAST# damage.
AI took for target	220819	turtle	::	219501	forest troll	2	<	100
============================== TACTICAL AI	turtle
turtle	220819	tactical ai talents testing	Taunt	T_TAUNT
turtle	220819	tactical ai talents can use	Taunt	T_TAUNT	protect	weight	3.7551013211738
turtle	220819	tactical ai talents testing	Shell Shield	T_SHELL_SHIELD
turtle	220819	tactical ai talents testing	Attack	T_ATTACK
[DEBUG] hit a foe!
turtle	220819	tactical ai talents can use	Attack	T_ATTACK	attack	weight	1.2134020612083
Tactical ai report for	turtle
 * attack	2.6527891206534	(mult)	nil
Tactical choice:	attack	T_ATTACK
USING	table: 0xaf845198	Attack
[ATTACK] attacking with innate combat
[COMBAT DAMAGE] power(0.452982) totstat(0.600000) talent_mod(1.000000)
[ATTACK] to 	forest troll	 :: 	0.19260360708563	5	4	7	::	1
checkHit	1	7
=> chance to hit	21.146831506054
[LOG]	Turtle misses forest troll.

Post Reply