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Watch it at the end; the beginning is just a regular match.
Ben80
6 years ago
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Watched the end of the stream. Impressive, congratulations. And through what software interface does your bot interact with Heroes?
I'm also working on developing AI for Heroes, although I'm taking a much less promising path. I'm just very interested in doing this. I'm simply trying to improve the original AI while preserving its style. That is, if we take an analogy with chess, to raise it from the initial level of play on a Dendy console to an average level.
I watched the end of the stream. Impressive, congratulations. And through what software interface does your bot interact with Heroes?
I'm also working on developing AI in Heroes, although I'm taking a much less promising path. I'm just very interested in doing this. I'm simply trying to improve the original AI while preserving its style. That is, if we take the analogy with chess, to raise it from the initial level of play on a Dendy console to the middle level.
It's done through screen capture. The first video I uploaded contains all the horrors of this implementation.
When I finish conquering the factory, I'll upload it to GitHub. I'm interested in the viability of the idea, but for now, the idea is very viable.
I probably misled a bit with the title; right now, it's not AI, but a simple clicker following a script. There's no AI here; AI is programmed by a person based on the principle of "see the situation - do the next thing."
Dirty_Player
I don't know what should surprise me more, conquering the ghosts or an Necromancer playing HotA?))))
Well, now let's conquer the factory! SMOrc
This is the bot playing HotA; I just launch it for him. Kappa
Ben80
6 years ago
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Integrating this into the game would be a separate creative task :) I thought – maybe something like this would still be useful in my project. Let's say, so that AI heroes could also effectively manage their stacks on the battlefield.
But then, I probably wouldn't want the bot to be trained "too well," because that would contrast too sharply with its actions on the map. Is it theoretically possible to create a bot that is "trained, but not too well" – and at the same time, universally, in general for combat? (or not quite universally, but for a wide range of possible combat situations).
In general, it would be a very interesting task to train in a situation of confrontation with an intelligent opponent – a human. That is, training based on the example of a human playing against a human (or a human playing against themselves).
Integrating this into the game would be a separate creative task :) I thought – maybe something like this would be useful in my project after all. Let's say, so that AI heroes could also effectively manage their stacks on the battlefield.
But then, I probably wouldn't want the bot to be trained "too well," because that would contrast too sharply with its actions on the map. )) Is it theoretically possible to create a bot that is "trained, but not too well" – and at the same time, universally, in general for combat? (or not quite universally, but for a wide range of possible combat situations).
In general, it would be a very interesting task to train in a situation of confrontation with an intelligent opponent – a human. That is, training based on the example of a human playing against a human (or a human playing against himself).
I don't quite understand what you're talking about. My bot takes over control from the human at the moment of battle. There is no AI here (at least, not yet).
Started testing the workshop based on the guide. https://www.twitch.tv/videos/625851558 https://www.youtube.com/watch?v=GOuzFVMKuwI On the second turn, discrepancies began to appear. I also tried to exploit the Graveyard with 13 Elves using one of the hero builds. A similar discrepancy occurred around turn 5. Since I don't have the motivation to learn HotA and come up with exploits, I'm asking the Community: is what I'm doing potentially useful to anyone? Of course, you can answer privately on Discord, rather than officially announcing a desire to create exploits.
I'm not interested in HotA as a game version; the bot has limited use in the Community. If a group of people gathers (I'm counting on 3+ people, at least one of whom knows programming so they can continue writing scripts), we'll create a cozy Discord where we can work together to develop the bot into several "rock-solid" scripts that work not only on my computer but also as a normal program that everyone can run. Then I can promise to continue developing the core and create a normal program with a UI, rather than something that is launched from an IDE. If not, then I've satisfied my own interest. So that it doesn't just sit on my computer and get lost in the abyss of history, I've uploaded it to GitHub under the MIT license (meaning you can steal, modify, and even not remember that I started it). https://github.com/Ihromant/hotaabuse/tree/master That's all for now.
Started testing the workshop using a guide. https://www.twitch.tv/videos/625851558 https://www.youtube.com/watch?v=GOuzFVMKuwI The discrepancies started on the second turn. Also tried to exploit the Graveyard with one of the hero builds, using Elves. A similar discrepancy occurred around turn 5. Since I don't have the motivation to learn HotA and come up with exploits, I'm asking the community: is what I'm doing potentially useful to anyone? Of course, you can answer privately on Discord, rather than officially announcing a desire to create exploits.
I'm not interested in HotA as a game version; there's little use for the bot in that mode. If a group of people gathers (I'm counting on 3+ people, at least one of whom knows how to program and can continue writing scripts), we'll create a cozy Discord where we can work together to develop the bot into a few "solid" scripts that work not only on my computer but also as a normal program that everyone can run. Then I can promise to continue developing the core and create a normal program with a UI, rather than something that's launched from an IDE. If not, then I've satisfied my own interest. So that it doesn't just sit on my computer and get lost in the abyss of history, I've uploaded it to GitHub under the MIT license (meaning you can steal it, modify it, and even not remember that I started it). https://github.com/Ihromant/hotaabuse/tree/master That's all for now.
I looked at both discrepancies. The first thing that comes to mind is that Deemer has the Meteorite spell, which neutrals usually take into account. As for the Hive, it's quite possible that the speed bonus to the birds played a role, but that's not certain
I looked at both discrepancies. The first thing that comes to mind is that Deemer has a Meteorite, which neutrals usually take into account. As for Shiva, it's quite possible that the +speed for birds played a role, but that's not certain.
Thank you very much.
I managed to reach the point where there are 4 stacks of golems left.
https://www.twitch.tv/videos/626171301
After that, finishing the abuse is just a matter of technique, which is what I'll do when I have some free time again.
SMOrc
Via screenshot. The first video contains all the horrors of this implementation. When I finish implementing the workshop takeover, I'll upload it to GitHub. I'm interested in the viability of the idea, but so far, the idea is very viable. I probably misled you a bit with the title about darkness; right now, it's not AI, but a simple script-based clicker. There's no AI here; AI is programmed by a person based on the principle of "see the situation - do the next thing."
This is a bot playing the game; I just launch it. Kappa
Published as an IMHO, any coincidences with real people are fictional, one could even say, purely hypothetical. ___ There are people who are just people, there are thousands of them. They play various games and enjoy it. And then there are developers, who hardly play themselves, but they tinker, refine, and polish for years to add HD quality, or make it comfortable to play online, or draw a new city like Dumas' "20 years later," or just fix bugs. And then there are people who really want to show off; they're smart, no one argues, they're capable. But this is how "additional software that gives the player an advantage in the game" comes into games. Simply put, this is called CHEATS. The creator of this software is, of course, doing a good job; he's not forcing players to use his software; he's created it and is happy with himself. But after such wonderful inventions, thousands of players on thousands of servers lose the desire to play because dozens of them decide to use the software. But this gives administrators and organizers something to do: such software is usually caught in order to avoid conflicts among players. The moral of the story is that having a good brain, you can create something useful and assert yourself, and receive gratitude from the public (well, there are usually problems with gratitude, but that's another story). Or you can create something that spoils the gameplay in a community where, initially, people have been playing only on trust for a decade. __ Instead of an epilogue (sorry, Oleg, the text is not mine; I just posted the announcement).
Oleg takes on everything boldly Everything turns into crap And if he takes on crap Then he just spends less effort (c)
potentially, does someone actually need what I'm doing?
I bless you with fighting spirit. The main thing is to keep the motivation. This is a very interesting topic.
If we consider it ultimately for implementing AI in the game. But it's unlikely to be achievable through simple brute force.
Purely in terms of wishes: it would be cool if all this were applied in practice and the AI could play at the level of a weak online player (the kind who builds capitols and "wipes 7 computers in an alliance") )
From solid combat mechanics to setting priorities on the map. Crypts-cons-Dragon Utopia, etc.
By the way, think about distributed computing. On something like boinc, for example. Maybe some people will be willing to support you with hardware (video cards).
In case of success, this would revive interest in single-player at the very least. It would become interesting to play scenarios again! And in online, it would force people to treat a bot more respectfully, rather than just getting 1000 or +2 for free. I'll wait; I won't take a bot on the first turn, let him build me a muni (c)