Seems like Silverfish AI (at least for Mages) is broken for v0.2.561.102. It can`t do/play anything and gets stuck on "Target failure..." It also doesn`t play anything if it`s turn 1 and there is a 1 mana minion in hand...AI just doesn`t do anything anymore This goes on until the turn is over...rinse/repeat also on turn 2/3/... P.S. Triton.Bot works fine with the new version (0.2.561.102)
I'm guessing Silverfish doesn't work with the new beta (0.2.562.29)? A shame since Triton performs so badly.
silverfish_HB.cs from the file silverfish_HB.cs // play with these settings################################### int enfacehp = 15; // hp of enemy when your hero is allowed to attack the enemy face with his weapon int mxwde = 3000; // numer of boards which are taken to the next deep-lvl int twotsamount = 0; // number of boards where the next turn is simulated bool enemySecondTurnSim = false; // if he simulates the next players-turn, he also simulates the enemys respons bool playaround = false; //play around some enemys aoe-spells? //these two probs are >= 0 and <= 100 int playaroundprob = 50; //probability where the enemy plays the aoe-spell, but your minions will not die through it int playaroundprob2 = 80; // probability where the enemy plays the aoe-spell, and your minions can die! this.useExternalProcess = false; // use silver.exe for calculations a lot faster than turning it off (true = recomended) int amountBoardsInEnemyTurnSim = 40; int amountBoardsInEnemyTurnSimSecondStepp = 200; int amountBoardsInEnemySecondTurnSim = 20; int nextturnsimDeep = 6; int nextturnsimMaxWidth = 20; int nexttunsimMaxBoards = 200; bool secrets = false; // playing arround enemys secrets int alpha = 50; // weight of the second turn in calculation (0<= alpha <= 100) Settings.Instance.simulatePlacement = false; // set this true, and ai will simulate all placements, whether you have a alpha/flametongue/argus //use it only with useExternalProcess = true !!!! //########################################################### Q1 what I need to change to make it calculate ( Turn one ) only player 1 and player 2 (enemy response ) .( Type A ) .? Q2 what I need to change to make it calculate ( turn one and turn two ) only player1 and player2 (enemy response ) player 1and player 2 (enemy response ) .(Type B ) while I am at ( I am here ) . ?
thanks for the detail , but I need more details on ( for your second turn, i have more settings for you: int nextturnsimDeep = 6; the deepness of the simulation (how many generations are generated) (in your first turn simulation, this value is set to 12), or better: the maximum amount of actions that are played in this turn. )
a card ( Kel'Thuzad ) with ( This means that if your opponent has a Kel'Thuzad in play, and you kill enemy Minion X without killing Kel'Thuzad as well, Minion X will come back to life at the end of your turn. ) so make killing of ( Kel'Thuzad ) should be a priority .
@HBuddy0 afaik the api changed in beta a little bit, so i have to fix that, but the changes arent public/hankerspace didnt sended they to me yet. @jack to calculate only p1 and p2's turn just setv int twotsamount = 0; then only this variable int amountBoardsInEnemyTurnSim= 40; is interesting for you! (the others are ignored) Q1 what I need to changeto make it calculate (Turn one) only player 1 andplayer 2 (enemy response) .(Type A ).? Q2 what I need to changeto make it calculate (turn oneandturn two )only player1 andplayer2 (enemy response) player 1andplayer 2 (enemyresponse ).(Type B) whileI amat (I amhere ) . ? for simulating player 1's turn, p2's reaponse and p1's second turn + p2's response to that, you have to use these settings: int mxwde = 3000; //or more int twotsamount = 500; // or more bool enemySecondTurnSim = true; int amountBoardsInEnemyTurnSim= 40;//or more int amountBoardsInEnemyTurnSimSecondStepp= 200; int amountBoardsInEnemySecondTurnSim = 20; int nextturnsimDeep = 6; int nextturnsimMaxWidth= 20; int nexttunsimMaxBoards = 200; the nextturnsimDeep = 6; means that the ai will search the best result that requires a maximum of 6 actions in your second turn. so if you have some cards and 7 minions ready to attack, the ai will not attack with each minion (every attack, use of heropower or playing a card is one action). i didnt set it to high, because i think that 6 actions is enough for the second turn. can you post the log of kelthu? ai knows that the minion is reveived.
can you post the log of kelthu? ai knows that the minion is reveived. here all log I found . View attachment Bot 4812 2014-11-24 13.27.txt View attachment Bot 6108 2014-11-24 20.36.txt View attachment UILogg_2014-11-22_08-04-00.txt View attachment UILogg_2014-11-23_11-46-25.txt View attachment UILogg_2014-11-24_15-03-59.txt View attachment UILogg_2014-11-24_20-49-52.txt
Bot cast Aldor PEacekepper on Ragnaros to give him from 8/8 to 1/8 Attack. Doesnt make sense, Raggi cant attack and the Spell is the same 8 Damage.
Q1 file Program.cs which with silver.exe I put it in the same directory ? or no need ? Q2 what the term deep and len and dones in silver screen mean ?
why where 2x ( // play with these settings################################### ) on the silverfish_HB.cs ? as if there two settings ?
Hi, any idea why it also didn't work on .102 (not the beta, just the new release)? I attached the log on my previous post. Seems to be a Mage problem, I tried it with Hunter and it worked fine...
Q1 silver use (Double precision floating point format ) or ( Single precision floating point format ) . Q2 can I make my Video card do the calculation ?
@HBuddy0 dont know, but if you didnt change anything since your error-log-report, then you installed the ai wrong (see first post)(it doesnt find the carddb.txt file, all cards are recogniced as unknown). @jacks 2 settings, one for control, one for rush. only exe uninteresting for you . deep = deepness of actions (deep = 3 means it calculates combos of 3 actions), len = number of boards calculated in this deep-lvl dones = boards with a good value and turn ended (they are not calculated further) for board-evaluation i used float (double arent necessary) no