Comments (6)
Hi @oleg-derevenetz , I believe we need to adjust the priority for Berserk spells for situations when the opponent hasn't casted a spell and when the creature is not the next in a row to make an action. What do you think?
from fheroes2.
Hi @ihhub AFAIK the AI trend to use the non-damage spells in such a way that they could be easily dispelled by an opponent is well known (this applies not only to Berserk, but to other control spells as well - e.g. Slow, Blind, etc). I'm afraid that trying to solve this problem head-on by simply changing priorities will lead to the fact that AI will almost always use damage spells instead, because it always casts its spell during its first turn. Ideally, we need to implement some kind of "waiting for the right moment" mechanism, but I don't have any good ideas yet on how to formalize this very concept of the "right moment". In the pro gamer's tournaments, the process of choosing a spell and the right moment to apply it is somewhat similar to poker :) Everyone is guessing what spells the opponent have, if you cast a control spell too early, then it can be dispelled, and if it's too late, then you are risking that the opponent will cast Slow/Mass Slow.
from fheroes2.
... In the pro gamer's tournaments, the process of choosing a spell and the right moment to apply it is somewhat similar to poker :) Everyone is guessing what spells the opponent have, if you cast a control spell too early, then it can be dispelled, and if it's too late, then you are risking that the opponent will cast Slow/Mass Slow.
I'm really a novice regarding this topic and you're probably doing more cleaver things then I'm going to say, but it looks to me like the computer has to have some strategy too. General algorithm with ranking will not do here. The computer should be like player switching to patterns of strategies. For example it should accumulate rangers and high level of mage abilities to use some strategy #1. Or it may "see" that he is class barbarian with a lot of rangers against class sorcerer, and use different "right moment" according to his tactics #2. You surely know much more then me about statistics prediction and modern AI.) Some randomization in making decisions would make it more interesting. Ideally I guess we all want to play against skynet type AI with neural network.)
from fheroes2.
What about using Armageddon spell as last ditch effort to end the battle with all creatures on battlefield dead? Especially in scenarios where defeating specific hero is instant win condition for AI.
from fheroes2.
What about using Armageddon spell as last ditch effort to end the battle with all creatures on battlefield dead? Especially in scenarios where defeating specific hero is instant win condition for AI.
Currently, AI does not use any "strategic knowledge" during battle. It can cast Armageddon if it is obvious that it's losing the battle, but it can't, say, use tactics like "specially send a hero with a single fast unit to cast Armageddon and win the map".
from fheroes2.
What about using Armageddon spell as last ditch effort to end the battle with all creatures on battlefield dead? Especially in scenarios where defeating specific hero is instant win condition for AI.
This is exactly the case in sample save file. I prevent this by keeping only the fast units to take the initiative and locking enemy's melee in castle walls. AI simply can't figure out he's loosing. Because I have a strategy and he just access only the current situation.
from fheroes2.
Related Issues (20)
- Castle screen, upgraded and regular mausoleums have different alignment HOT 1
- AI heroes must be able to jump into uncovered fog while using Dimension Door HOT 2
- Battle screen, auto combat disabling dialog refers to "battle", not "combat HOT 8
- Archery skill, missing description for shooting without obstacle penalty
- Sorceress castle, Rainbow sprite enhancement HOT 1
- Sorceress town screen, fixing sky flaws HOT 3
- Combat, functioning of genie ability and damage display HOT 2
- Combat screen, the paladin troop corpse sprite is displayed over the bone dragon troop creature count indicator
- Crash when selecting Roland hero in final Roland campaign map and he has empty carry over army HOT 10
- Combat screen, phoenix troop number indicator is not updated before the phoenix troop attacks
- Innoextract needed for fheroes2-extract-resources script on macOS HOT 3
- Adventure map, the rapid change of focus on the heroes appears to be like a graphical flaw HOT 4
- Roland campaign mission 7, shipyard cant build ship HOT 1
- Improved ally behavior
- Adventure map, AI should not capture bottle objects on the ocean HOT 5
- Adventure map, AI behavior, red AI player's hero Luna zip zap on the adventure map with dimension door and town gate spells (1.0.12 8369)
- Combat, AI behavior, red AI player's hero Luna wastes spell points for nothing with the resurrect spell (1.0.12 8369)
- Meeting screen, hero's necromancy level is incorrectly displayed in the meeting screen with the Spade of Necromancy artifact HOT 1
- Kingdom Overview screen, type of creatures available for recruitment is not updated when a dwelling is built in the castle
- Assertion `isWater()' failed HOT 4
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from fheroes2.