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AzzyAI 1.50 alpha - 7/7 - Dev 8 posted, fRO support


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#51 DrAzzy

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Posted 17 June 2012 - 11:51 AM

Is it wise for a person who is quite Useless at computers and AI things (namely me....) to get 1.50 because i noticed there was no config when i tried so i was like :o NO. So im wondering if it would be any easier for all this in the future? :P

Yeah you probably want to wait for the GUI. The guy who was going to make a really awesome one bailed, so I'm left hacking the not so awesome one we had before. I've been writing scripts to generate the code needed (looks like 4-5k lines for config options, plus god-knows-how-much for tactics. It may or may not support PVP tactics (because I don't know if I will be able to copy the PVP tactics form, as I'm writing code in a language I do not know and most of which is pure black magic)

The next step is mass code renaming to fix a number of confusing options (UseAutoQuicken, for example, confuses people greatly on homun), and I want to be a bit more systematic than I have been in the past. I've already fixed the spelling of Berserk, for example.

Also investigations have shown options listed that do nothing, and options that do things that do not exist outside of defaults.lua

The GUI is what I'm waiting on to launch a renewed push for testing, because I'm certain that a few features that I _really_ need tested haven't been tested, and I'm not sure the whole system has gotten enough of a workout.
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#52 Sully

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Posted 17 June 2012 - 11:03 PM

Yeah you probably want to wait for the GUI. The guy who was going to make a really awesome one bailed, so I'm left hacking the not so awesome one we had before. I've been writing scripts to generate the code needed (looks like 4-5k lines for config options, plus god-knows-how-much for tactics. It may or may not support PVP tactics (because I don't know if I will be able to copy the PVP tactics form, as I'm writing code in a language I do not know and most of which is pure black magic)

The next step is mass code renaming to fix a number of confusing options (UseAutoQuicken, for example, confuses people greatly on homun), and I want to be a bit more systematic than I have been in the past. I've already fixed the spelling of Berserk, for example.

Also investigations have shown options listed that do nothing, and options that do things that do not exist outside of defaults.lua

The GUI is what I'm waiting on to launch a renewed push for testing, because I'm certain that a few features that I _really_ need tested haven't been tested, and I'm not sure the whole system has gotten enough of a workout.

:l U make me feel stupid when u talk like this :( lol. ! But 1.41 is Fine ! take ur time xD
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#53 DrAzzy

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Posted 19 June 2012 - 12:24 PM

GUI is writing homun config files for 1.50 now. Tonight I expect to have it writing merc config files (should be simple, since there's much less to add, and I've found all the bugs in my code generation scripts).

Several options have been renamed - config files from pre-1.50 dev 5 will not work with 1.50 dev 5 and later. This is mainly to reduce confusion (UseAutoQuicken has been renamed to UseOffensiveBuff for example, since it covers much more than quicken). Renaming options is actually stunningly easy thanks to global search/replace - if anyone has any nominations for badly named options that need to be renamed, now is the time to let me know.

The tactics is gonna be real hard though. I need to add new GUI elements, and I don't know how to do that!

Update: Merc config files now being written correctly!

Edited by DrAzzy, 20 June 2012 - 07:15 AM.

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#54 Realus

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Posted 21 June 2012 - 11:51 AM

Hm I wanted to try out AzzyAI 1.5 since you were asking for opinions on naming things...
But the first thing I encounter is an error about not finding the "./AI/USER_AI/H_PVP_Tact.lua" file.

I don't see it in the Dev4 Zip file in your original post... did you forget to include the Homunc PVP tactics file in that package?
So yeah, currently I just commented out that line in the AI.LUA, so I don't get any errors on load ins. It shouldn't effect anything else I test out (Save for PVP functions) right?
(The other option I saw was making the H_PVP_Tact.lua file... but it being blank since I don't know anything of the Lua language.. So I figured this was the greater evil compared to commenting out the required filesearch)

Edit:
>_>; First function I tried out was the Clever SP...
I can't seem to get it to work? or rather, it doesn't work very often.
(Clever Chase = 1, MinSP = -90 or 330 [My Vani's Max SP was like 350], Timer = 3000 [Default value you have it as])

I've used both integer, and percents. And I wanted to see how it functioned.
But out of the many opportunities it had to use it...
(From neutral -> attacking) (From attacking -> coming back to me to rescue me) (From killing -> Attacking the next monster) (From Killing the last monster on the screen -> returning to my side)
I have only seen it twice return to my side after killing monsters. It doesn't do it always after killing, just twice that I've seen so far (was only around for it to return like... 8 times. so yeah, small sample)
All other variables it didn't quite wait for an SP tick...

Those two times it worked, I can see the function as being very good.
But what are the parameters for it working correctly? Or am I supposed to change more to get this to work?

-----

Also just tried Auto Poison Mist / Auto Painkiller.

Loving the mist. 'Nuff said.

Painkiller works well with me when I set it to Mobbed=0.
But when I have it over 0, it seemed to prioritize Caprice and/or Paralyze Needle above it. It took awhile until it finally Auto-Painkillered me from a mob of 4. (Was set at Mobbed=2 at the time)

Edited by Realus, 21 June 2012 - 12:17 PM.

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#55 DrAzzy

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Posted 21 June 2012 - 12:06 PM

YIKES!! Seriously, does this mean NOBODY ELSE has downloaded dev 4? I think it does... That's really depressing.

Yeah, PVP will be broken with that commented out (it will spew errors if you enable PVP mode). I started with the dev 3 kit, and replaced all the files i'd been working on, but I forgot the *_PVP_Tact files (which I made months ago when I decided I was going to switch from a single PVP_Tact file for both merc and homun to one for each - a decision which I may now have to revisit, due to me not having help on the GUI. I don't speak C#, and am kinda feeling my way through adding new tactics to it)

This is sufficient for basic PVP functionality (in H_PVP_Tact.lua and M_PVP_Tact.lua)

MyPVPTact={}
MyPVPTact[0]={TACT_ATTACK_M,SKILL_ALWAYS,KITE_NEVER,CAST_REACT,PUSH_SELF,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL}

Edited by DrAzzy, 21 June 2012 - 12:09 PM.

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#56 Realus

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Posted 21 June 2012 - 12:20 PM

YIKES!! Seriously, does this mean NOBODY ELSE has downloaded dev 4? I think it does... That's really depressing.

To be fair, I think at least one did try to download it.

Why do I get error message when I tried to update my AI?

Would have helped if he was a little more specific on the error message though.

And I updated my above post to include some of my thoughts on things I've messed with on v1.5 so far. (I haven't changed from 1.4 till today)

======

Btw, I'll try to get my friend to finally update his PW and test the Bayeri stuff...

What does the Autocasting entail for that homunc? How should I go about testing it?

Edited by Realus, 21 June 2012 - 12:21 PM.

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#57 DrAzzy

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Posted 21 June 2012 - 12:32 PM

Clever chase should have worked like that, I'll investigate. That whole feature was a hell of a job to implement, along with the SP-watching and skill fail detection, and it's clear that 1.50 hasn't been well exercised yet.

And... hmm, yeah I think that's how I'd expect it to behave, since it's never ending up in idle state while not being in cast/delay. Either that, or you were tanking monsters with TACT_WEIGHT set to 0.5 . Maybe we need a 6th option for when to use buff skills (3: Urgent) to make it stop what it was doing to to a buff
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#58 Realus

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Posted 21 June 2012 - 01:15 PM

And... hmm, yeah I think that's how I'd expect it to behave, since it's never ending up in idle state while not being in cast/delay. Either that, or you were tanking monsters with TACT_WEIGHT set to 0.5 . Maybe we need a 6th option for when to use buff skills (3: Urgent) to make it stop what it was doing to to a buff


Ack... I think it would be good to set it to drop all actions to use a buff skill.
I also remember there were times with 1.4 where I had my Eira set to auto-Overed Boost. But sometimes when fighting with Auto-Eraser Cutter on, she would go for the attacking skill instead of Overed Boost.

With Overed Boost, in high level zones the Eira can't flee things normally. So it needs to recast ASAP while the buff is still on. So if its wasting its time with Eraser Cutter, it'll soon die when the buff wears out.
And for Painkiller, it could mean life or death for the Genetic depending on how much monsters you have on you, and how hard they normally hit by the time you need to re-painkiller. And if it wastes its time with any offensive skills, that's all the longer you will be getting pounded on.

BTW, what's TACT_WEIGHT though.
I searched all normal locations, and only found it under some Amistr-Autocast section. Nothing related to Vani-Sera.

All I did was Install the AI, Comment out the PVP part, tried (And failed) to get Clever to work (well), then tried out AutoMist and auto painkiller.
No other options were touched from that fresh install.

(Edit:) Oh right, Bayeri has a defensive skill too... Idk if it will be as useful as overed boost/painkiller on saving the homunc/player... but I'm sure it would be helpful it if dropped things to use auto-SW as well. >_>;

Edited by Realus, 21 June 2012 - 01:17 PM.

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#59 DrAzzy

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Posted 21 June 2012 - 05:07 PM

It will be added as a 6th option for all buff skills (see page 12 of docs), it will be used at the same sort of priority as rescuing and healing when UseAutoHeal=1

Weight tactics, from documentation:


Weight Tactics
Set this to a positive number (decimals encouraged). The default is 1. In all cases
where monsters are counted for some purpose (ex, determining whether to enter berserk
mode or use mob skills), this monster will be counted as this many monsters. For
example, if I have 2 monsters with a weight of 0.4 attacking me, 1 monster with a weight
of 0.5 attacking me, and another with a weight of 1.2 attacking me, that will be counted
as (2*0.4 + 0.5 + 1.2=) 2.5 monsters.

Edited by DrAzzy, 21 June 2012 - 05:08 PM.

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#60 DrAzzy

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Posted 21 June 2012 - 09:52 PM

Woah. Was it known that the GUI trashed the debuff tactic?!

I just figured out why it does that:

					if (values[6] == "DEBUFF_NEVER")
					{
						t.TACT_DEBUFF = TACT_DEBUFF.DEBUFF_NEVER;
					}
					else
					{
						t.TACT_DEBUFF = TACT_DEBUFF.DEBUFF_NEVER;
					}

Looks like a placeholder instead of real parsing code (yes, the other tactics are handled with long if/else if setups....)


Making progress. I think it will now output compatible tactics files (haven't tested it, though it does build with no errors). GUI elements for tactics are of course unrelated to reality still.

Edited by DrAzzy, 22 June 2012 - 10:09 AM.

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#61 DrAzzy

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Posted 25 June 2012 - 09:14 AM

Dev 5 will be out soon - with GUI support (PVP tactics editing may not be in).

I have it reading and writing tactics and config files for mercs and homuns.
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#62 DrAzzy

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Posted 25 June 2012 - 03:30 PM

Bada-bing! Found the bug with saving extras file!

Files were only being saved if you'd switched to the other option (from homun to merc, or vise versa). A little
		    if (comboBox1.SelectedIndex == 0)
		    {
			    _hextra = textBox1.Text;
		    }
		    else
		    {
			    _mextra = textBox1.Text;
		    }
And that should be licked. Also, homun PVP tactics are nearly working....
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#63 DrAzzy

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Posted 25 June 2012 - 11:33 PM

1.50 Dev 5 posted.

This includes the new GUI Configuration Utility! Try it out, let me know how it works. I fully expect there to be GUI issues (in addition to other issues).

I added the ASAP option for using skills that Realus requested - set the option for that buff to 3 (or use the GUI to select ASAP) to have it use the specified buff skill as soon as it can after it runs out.

Let me know how things work. Also renamed some options to be hopefully more clear.
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#64 Sully

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Posted 26 June 2012 - 01:48 AM

Odd, .. The link redirects me to "The page cannot be found" kind of thing, Is it just my computer? (1.5, Dev5)
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#65 Laurynthia

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Posted 26 June 2012 - 03:39 AM

Odd, .. The link redirects me to "The page cannot be found" kind of thing, Is it just my computer? (1.5, Dev5)


Correct link should be to:
http://www.drazzy.co...1.50 Dev 05.zip
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#66 Sully

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Posted 26 June 2012 - 03:51 AM

thanks ^^
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#67 DrAzzy

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Posted 26 June 2012 - 08:02 AM

Link fixed
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#68 meoryou2

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Posted 28 June 2012 - 06:52 AM

I might try out dev5 for the PvP stuff if it's working. My cat is 150 now thanks to the 3x EXP event and like 10 hours in amatsu2 walking in circles :p_sleep:
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#69 Laurynthia

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Posted 28 June 2012 - 02:10 PM

I'm getting the odd crash with this version:
./AI/USER_AI/AzzyUtil.lua:1102 attempt to concatenate local 'level' (a nil value)

It may be occuring when Sera tries to cast painkiller (But not all of the time).

An entry was added to AAI_ERROR.log:
06/29/12 00:07:24 AttackRange called with nil level, skill = 0

Edited by Laurynthia, 28 June 2012 - 02:29 PM.

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#70 DrAzzy

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Posted 28 June 2012 - 05:57 PM

I'm getting the odd crash with this version:
./AI/USER_AI/AzzyUtil.lua:1102 attempt to concatenate local 'level' (a nil value)

It may be occuring when Sera tries to cast painkiller (But not all of the time).

An entry was added to AAI_ERROR.log:
06/29/12 00:07:24 AttackRange called with nil level, skill = 0


Yikes, that's no good! Thanks for the report.

Can you post your config so I can try to reproduce it? It hasn't happened to my painkiller-using sera yet, so it may be indirectly (or not at all) related to pain killer. The error is being thrown in a sub routine, so I can't track it down just from the error message.

Also, I will improve the error logging to record the state the homun is in when an error condition is reported, and I will improve that error reporting specifically so that we will log the error, but not throw a lua error;

Presently we do:
if level == nil then
  logappend("AAI_ERROR","AttackRange called with nil level, skill = "..skill)
end
TraceAI("Attack Sight - skill:"..skill.."level: "..level.." Range:"..a)
Of course, if level is nil, we get an error from attempting to concatenate a nil value, despite the fact that we test for that error condition just above. The traceai should likely be in an else clause, with a modified version in the first part of the if statement.
=

Edited by DrAzzy, 29 June 2012 - 10:35 AM.

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#71 TheSquishy

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Posted 29 June 2012 - 03:05 PM

Got an error when using the GUI to add mobs to to Homun tactics.

Spoiler


Also unable to add new tactics manually as well and Homunculous/Basic Options aren't saving for me.

Edited by TheSquishy, 29 June 2012 - 03:39 PM.

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#72 DrAzzy

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Posted 29 June 2012 - 07:34 PM

Thanks for the trace, I'll try to figure out where that's coming from. I didn't think I had debugging enabled on the version I sent out, but damn, I'm glad I did!

I will try to reproduce issue with saving basic options.

Thanks - The GUI hasn't had hardly any exercise, so i'm glad to get some feedback on it.
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#73 Fuura

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Posted 30 June 2012 - 11:15 AM

Got an error when using the GUI to add mobs to to Homun tactics.

Spoiler


Also unable to add new tactics manually as well and Homunculous/Basic Options aren't saving for me.

Same issue for me (Win7, UAC disabled and RO in a distant custom folder that's supposedly not protected).

Also, my Eleanor (former Lif) doesn't actually decide to do anything, except cast Escape whenever it's up. Selected old hom type and activated idle walk; via GUI, so that seems to work; to make it easier to see if it was using custom AI and not being passive, other then that, no changes from out of the box settings. Idle walk works, but i can't get it to actually do anything regarding recognizing and attacking monsters at all.
Seems to be a recurring issue though, as it was the same on 1.41 - which i tried first, assuming it's a stabler-ish version with less problems then the "in-making" 1.50.
Fixed. Something was zonking up with my comp, works well on the laptop.

I'm far from a genius, so i really hope i didn't oversee something really obvious.

Edited by Fuura, 30 June 2012 - 08:35 PM.

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#74 DrAzzy

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Posted 01 July 2012 - 09:08 AM

Figured out the issue with the GUI - leftover initialization code from previous version. Still investigating crash report.
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#75 zjedz

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Posted 01 July 2012 - 11:08 AM

Posted Image


I can't use AzzyAIConfig. I had no problems with 1.41.
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