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Post subject: Re: [IN-GAME] Ayla - AylaAI V2 Posted: Wed Jun 03, 2015 8:47 am |
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Ronimo Team Member |
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Joined: Thu Apr 23, 2009 5:45 pm Posts: 8990
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This bot includes VeankoAI.xml which in turn includes VeankoCheckToSwitchLane.xml which in turn includes VeankoFindAndTargetEnemiesShortRange_Ignotis.xml. However, that last file does not exist. There is a file without the "_Ignotis" part, so I have renamed the include for the moment.
Did you forget to add a file to your download, or is the include wrong?
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Veanko
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Post subject: Re: [IN-GAME] Ayla - AylaAI V2 Posted: Wed Jun 03, 2015 12:56 pm |
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Joined: Mon May 26, 2014 10:25 pm Posts: 209
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Ignotis gave me an slightly updated version of the generalAI, which i had to modify a bit by making all checks for "VeankoFindAndTargetEnemiesShortRange_Ignotis.xml" to "VeankoFindAndTargetEnemiesShortRange.xml", however i must of forgot to check in other files other than "VeankoAI.xml" so "VeankoCheckToSwitchLane.xml" still checks for the wrong file.
Did you rename "VeankoFindAndTargetEnemiesShortRange.xml" to "VeankoFindAndTargetEnemiesShortRange_Ignotis.xml"? VeankoAI.xml checks for the former IIRC so that might cause bugs in the bot.
I have updated Ayla again with the fix in case it matters.
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Post subject: Re: [IN-GAME] Ayla - AylaAI V2 Posted: Wed Jun 03, 2015 1:10 pm |
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Ronimo Team Member |
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Joined: Thu Apr 23, 2009 5:45 pm Posts: 8990
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I changed what file was included and did not change the filenames themself. No further include errors were printed when I tested.
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everythingdrago
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Post subject: Re: [IN-GAME] Ayla - AylaAI V2 Posted: Fri Jul 10, 2015 6:21 pm |
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Joined: Wed Jun 26, 2013 3:31 pm Posts: 250 Location: Same as ronimo.
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I am sorry for necro-ing this but I had a problem with the bot. I was in a practise map with me,Yuri-bot and Skree-bot. The other team had Ayla-bot,Swiggins-bot and Sentry-bot. The Ayla, Swiggins and Skree bots kept moving side to side in the base under the launcher and the Ayla and Swiggins bot broke free of this loop when I attacked the enemy`s base but I am not sure if the Skree bot broke free.
I still have the log files if you need them.
_________________ I am the 1 procent who likes to play the support in any game.
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TheMesp
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Post subject: Re: [IN-GAME] Ayla - AylaAI V2 Posted: Fri Jul 10, 2015 6:32 pm |
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Joined: Sat Sep 07, 2013 5:56 pm Posts: 539 Location: Somewhere in a Canadian laboratory
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everythingdrago wrote: I am sorry for necro-ing this No need to worry about necros, these are the only threads where you should be reporting bot bugs, don't think of them like regular threads.
_________________ Myah! Bots I've made: [In-Game] Derpl viewtopic.php?f=23&t=35642 http://imgur.com/5P0Ais3
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Thijs
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Post subject: Re: [IN-GAME] Ayla - AylaAI V2 Posted: Tue Dec 15, 2015 5:14 pm |
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Ronimo Team Member |
Joined: Mon May 07, 2012 4:08 pm Posts: 341
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In the upcomming hotfix 2.13.3 we have fixed an issue where certain bots would no longer buy shop items after a certain point. It turns out that these ai's kept waiting on buying an item that had been removed from the game.
It is recommended to use the live versions as the basis for future ai's or to implement the changes from version 2.13.3 into your own ai files.
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Veanko
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Post subject: Re: [IN-GAME] Ayla - AylaAI V2 Posted: Tue Dec 22, 2015 4:22 pm |
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Joined: Mon May 26, 2014 10:25 pm Posts: 209
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Updated as of 22/12/2015
General:
Fixed movement problems on lower difficulty settings Updated stealth detection logic to use the new features by Ronimo Will no longer detect invisible nauts if they have no collision Changed solar gain amount on death to be a bit more fair Increased incentive to clear droids (thanks to hurleybird, and Ignotis for this) Will now try to attack anchor if chained Will no longer try to attack while retreating if the enemy has significantly more health Now more likely to retreat if blinded (not to base) Hates enemy bases a little more Occasionally tries to teleport back to base instead of running if base is under attack Other stuff i forgot
Ayla:
Updated build so she buys the right amount of upgrades Fixed bug that caused her to stop buying upgrades at a certain point
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Post subject: Re: [IN-GAME] Ayla - AylaAI V2 Posted: Mon Feb 08, 2016 5:12 pm |
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Ronimo Team Member |
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Joined: Thu Apr 23, 2009 5:45 pm Posts: 8990
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I've downloaded this bot update. It will go live in the next beta (probably later this week but not sure yet).
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mugg1991
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Post subject: Re: [IN-GAME] Ayla - AylaAI V2 Posted: Tue Aug 02, 2016 10:08 am |
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Joined: Wed Jul 17, 2013 4:16 am Posts: 1075
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I had a nice even game until one of opponents quit. And then their Ayla bot went 12/0 or something. Pretty much dominated the game and made her team be 3 levels higher than my team.
That is something I really hate, when bots dominate games. I get outsmarted by a computer, cool. No surprise when they can use TAS strats, aimbot and frame perfect reactions.
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Veanko
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Post subject: Re: [IN-GAME] Ayla - AylaAI V2 Posted: Sun Apr 30, 2017 6:41 pm |
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Joined: Mon May 26, 2014 10:25 pm Posts: 209
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Updated as of 30/04/2017
General: -Will now go to defend turrets if they are under attack in most situations (prioritises back turrets) -Much better at defending their own base (except on starstorm map. Ronimo didn't include the named areas that allow the bot to detect if its base is being attacked on that map) -If the enemy base is exposed, bots will now try to attack it in groups of three. If the bot isn't in a group, they will push the other lane -If a lane has no friendly turrets, bots will now prioritise defending that lane -When defending a turret, will now stand behind it instead of in front of it -Bots in state 11 (that is, those in a disadvantaged situation) will now call for help to other bots -Will now respond to help commands from players (unfortunately, this isn't perfect as the AI editor doesn't let you get much information about the player in question) -Will now try to start in the same lanes -Increased range at which they can detect enemies -Improved chasing ability -Fixed oversight that caused the bot to switch lanes more frequently than intended -When deciding if the bot should retreat from a turret, the bot will now take into consideration if there are droids behind it -Improved turret retreat logic in general -Now prioritises players over droids in the late game -No longer gets Wraith Stone for free -Now stays in the heal area for a while on their first time there. -Now occasionally goes back to base to buy items if the bot has more than 400 solar -Changed retreat logic a little -Increased aggro range for attacking neutrals -Likes getting neutrals over other objectives if low on health more -Won't retreat back to base if a neutral is targeted (unless unsafe) -Won't teleport back to base if a health pack is near -Won't teleport back to base if the bot just got a health pack (unless they are still low on health somehow) -Won't try to teleport if the bot has a DOT effect -If the bot is in or was in a named area called "CORNER_STUCK" in the past 1.5 seconds, jumping will be disabled (well, mostly. It really only disables jumps caused from waypoint navigation) -Fixed issue that caused bots to jump when they wanted to go down -Fixed bug where bots would get stuck trying to push the top back lanes on Startom Station and AI Station -Fixed bug where bots would get confused about whether to push turrets or go to frontline -Will no longer try to kill Solar Boss (at least, they shouldn't) -Added the requirement that the bool "NoBash" returns false for some checks (should only affect skolldir bots) -Will no longer return to base to buy items if the bool "HasBoughtAllItems" is true -Fixed bug where bots in state 11 wouldn't jump down platforms, causing them to get stuck in some places -If the next waypoint is directly above, the bot will stop moving so they can jump to it (they would keep moving forward before, causing them to have trouble platforming) -Removed solar gain on respawn -Removed "fix" that caused bots to get stuck above their base -Removed some superfluous logic -Updated all file names
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