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Heroes Community > Library of Enlightenment > Thread: AI's skill priorities
Thread: AI's skill priorities This thread is 2 pages long: 1 2 · «PREV
AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 10, 2018 09:54 PM

There was no such a goal as to make the most advanced AI possible. Actually, AI in most games has two legs: a basic code to not look stupid and scripts to look clever, whenever the basic code looks stupid. My point is that it's not rational to make the most advanced AI, when you don't even know whether your game will be selling well.

So, if a game is selling well, then there's a little chance that developers will be busy improving their AI. Speaking of H3, there's our only hope that the current AI will be improved by fans.

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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted October 10, 2018 10:03 PM
Edited by phoenix4ever at 22:04, 10 Oct 2018.

Well I made AI much better in combat, by changing AI Values of spells. If we wanted we could even make it spam Armageddon and Implosion...

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bloodsucker
bloodsucker


Legendary Hero
posted October 11, 2018 02:50 AM

I even remember to read that the first AI was too good so the marketing team forced them to rewrite it with some limitations.
If you feel you don't have a chance you will not replay the game over and over.
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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 12, 2018 01:48 PM

AlexSpl said:
the_strongest_spell_efficiency_delta() is quite a complex function which operates with the AI_Values of spells. In short, it calculates the difference between:

a) the efficiency ("power") of the strongest spell, currently known to a hero,

and

b) the potential efficiency of the strongest spell with an offered secondary skill.

In general, it may be two different spells.



This whole post is great work, +QP assigned!

I guess you found these in the source code? Can you provide memory locations for (some of) these? I'm curious to explore this myself at some moment.

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AlexSpl
AlexSpl


Responsible
Supreme Hero
posted October 12, 2018 05:33 PM
Edited by AlexSpl at 17:38, 12 Oct 2018.

Thanks. But this work is not done yet. For example, I don't know what happens when AI has to choose from two new skills, and how to calculate Estates value. Currenty I'm parsing the function which calculates the efficiency ("power") of spells.

Quote:
Can you provide memory locations for (some of) these? I'm curious to explore this myself at some moment.

See sub_52C0B0 and sub_524B70, the switch which evaluates a secondary skill.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted October 12, 2018 09:01 PM

Thanks. Now to save that for prosperity .

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted October 13, 2018 03:22 AM
Edited by NimoStar at 22:59, 13 Oct 2018.

Quote:
I even remember to read that the first AI was too good so the marketing team forced them to rewrite it with some limitations.
If you feel you don't have a chance you will not replay the game over and over.


Doubt so, if such was true @good ai@ would have at least been put on King difficulty. Whereas actually all AIs have the same basic code, higher difficulty just has less restrictions.

Horse and Peon level AIs are dumb on purpose, I don't remember if Rook AI is handicapped, but King and Queen AI are the same AFAIK and still have dumbness (such as bad AI values for skills as displayed here); one of the things that changes is that they buiold town buildings whenever they can instead of having artificial delays in days.
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phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted October 13, 2018 08:32 AM

NimoStar said:
one of the things that changes is that they buiold town buildings whenever they can instead of having artificial delays in days.

Except there are some buildings they never build, no matter the difficulty. AI would be much better if it build Mana Vortex, Portal Of Summoning, Lighthouse etc.

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bloodsucker
bloodsucker


Legendary Hero
posted October 13, 2018 01:39 PM

NimoStar said:
Whereas actually all AIs have the same basic code, higher difficulty just has less restrictions.

What I remember to read was that AI priorities and movement calculations were so perfect it would always be at your door day 7, with full army.
Now, how many times have you saw one hero picking a resource or taking a minor bank and ending the turn one or two squares away from your door?
Plus, I'm not saying it happened, I'm saying they said it happened.
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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted October 13, 2018 11:01 PM

Quote:
Except there are some buildings they never build, no matter the difficulty. AI would be much better if it build Mana Vortex, Portal Of Summoning, Lighthouse etc.


Yes, laxily they left out special buildings.

However seeing as VCMI can't even implement custom special buildings yet, can I really blame them that much?

Well, maybe cbecause they didn't even fix it for the expansions...

Quote:
Now, how many times have you saw one hero picking a resource or taking a minor bank and ending the turn one or two squares away from your door?


That's probably due to how getting the resources has more priority than attacking your castle, not because it was deliberately dumbed down :V
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