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6.59D AI中文版下载:Dota6.60 AI Dota-Allstars 6.60ai地图下载英文版制作进度,中文版汉化进度发布帖 DOTA 6.59D中文AI地图下载 DOTA 6.59D英文AI地图下载 ---------------------------- ==== 6-11更新 Changlogs(感谢TaoTao_Q): 6.60AI可能要等很長很長很長一段時間 6.59d AI CN http://hi.baidu.com/sentanyone/blog/item/65c8cc36466ed2d5a2cc2be8.html 6.59 Rev.02 ==== 6-10更新:[本文来源于:http://hi.baidu.com/52017] http://rapidshare.com/files/242956767/DotA_Allstars_6.59_AIplus_1.52_Revision_02.zip DotA Allstars 6.59 AI+ 1.52 Revision 02 新版AI地图会有难度选择功能。 ==== 5 -27更新:[本文来源于:http://hi.baidu.com/52017] 再次完善了命令队列系统,并为命令队列系统添加命令队列计时器,可以控制命令的延时(即下达一个命令的同时设置倒计时,时间一到立刻停止当前动作),用于实现HIT&RUN、补刀假动作、取消施法后摇,等等
基于命令队列的命令响应系统基本完成。AI玩家会选择英雄,而且向英雄发出命令后,命令响应系统可以立刻响应并执行了(就是说AI玩家已经有了英雄的控制权)。AI玩家会使用-random命令选择英雄了。 游 戏开始后,近卫军团的每个AI玩家会对自己的英雄连续下达8个移动命令,顺序是:生命泉水>基地下路出口(由于设置了倒计时,这个动作只会执行一 半)基地上路出口>河道上路入口>河道上路神符点>河道中路>河道下路神符点>基地中路入口>生命之泉。 由于这是测试命令队列系统的版本,所以屏幕上会显示用于分析的临时数据。 已经开始录入所有英雄、单位、技能等的详细数据(总数超过500,总计录入时间大概会超过40小时)。 全部录入完毕后,才能开始设计神经网络系统,和对其进行训练。 声明: 这个地图还没有其他任何AI功能,不用于正常的对战,而是是用来测试AI玩家命令队列系统,并向广大期待新版AI地图的玩家汇报更新的! 想要喷请先看清楚这则声明!http://www.dotacn.com.cn/read.php?tid=6839 新版AI进度(5月8日) ==== 5 - 8更新:[本文来源于:http://hi.baidu.com/52017] 下一步就是所有单位、所有技能、所有物品的所有数据的录入了。第三部的工作就是重头戏神经网络模块。但是,神经网络模块要做判断,必须先拥有判断的条件和参数(各种录入的数据),所以数据不录完,第三部的工作就完全不能展开。 不过看着6.60的文本,我傻眼了。 没想到IF更新了这么多东西,相当多的英雄技能都改了,那么多物品也改了。我现在开始录入数据,6.60一出来岂不是得重写?! 看来,我必须要等6.60出来以后,才能进行数据录入工作了。 By harreke Working on deobfuscating the script is taking up most of the time I put into working on the AI these days. This is because the sooner I get this done, the sooner I can start a "clean" port, which translates roughly into inserting a script into a new map (instead of what I've been doing, which is porting new features onto the old map). ---------------------------- 更新6.59的愚人节版本AI地图。 Ah well, by now you should have all figured out it's April Fool's Day, so go out and fool someone. Anyway, here's the link to the latest "Rev. AWESOME" I posted on the forums, it's basically the incremental map, though it does include a fully completed Ramza character (with 20 classes, woohoo!). Progress has slowed considerably, as I'm taking quite a bit more time to do other things in my life. Realistically though, it's tough for me to give up on this, haha. I'm working on deobfuscating the AI script, as working on my own script is making me realise just how much work went into the original script (thanks to both cloud_str and RGB) and it would be somewhat foolish to disregard everything they've done to date in making a script of my own. So...perhaps finally sitting down and understand what the hell is going on and making changes to that script may be a more pertinent course of action. And one that will take a long, long time. =P Anyway, map can be downloaded at the following links, have fun! http://www.mediafire.com/?ounvzwlcnnm http://rapidshare.com/files/216051291/DotA_Allstars_6.59_AIplus_1.52_Revision_AWESOME.zip http://www.megaupload.com/?d=OUJFRTVY ==== 3 - 18更新:[本文来源于:http://hi.baidu.com/52017] ---------------------------- 一直没有更新。 最新情况。dota 6.59d 将发布。而不是DOTA 6.60. 而关于AI版本地图。一直以来的作者BMP也失去了兴趣。他开始写一套新系统。已经完成了50% 同时他也准备退出了。他,很久不玩DOTA了。。。他需要休息。 More lack of update The only thing I've done recently is finish up Ramza. Broken as all hell, but the system in place for this hero is almost enough to run an entirely different map. Maybe I should make a map from scratch, that could be a fun project for a while. ---------------------------- So, in the Fun Taverns (with the legacy heroes), we currently have: Remade-Old Invoker (6.12b)-Old Lifestealer (6.48b)-Old Silencer (6.12b)-Old Morphling (5.84b) -Old Stealth Assassin (5.84b)-Old Pudge (5.51)-Old Chen (5.64)-Old Medusa (5.84b) Extinct-Gambler (6.06)-Void Demon (3.0d)-Rider (5.72)-God of Wind (6.01)-Flame Lord (5.51) -Avatar of Vengeance (6.32b)-Astral Trekker (3.0d)-Bat Rider (6.00)-Conjurer (5.51) I want to add Old Storm Spirit (6.57b), Old Undying (6.57b), and the version of Morphling that can change attributes to the Remade tavern. This means that there is one spot left for a remade hero, and three spots left for extinct heroes. I have half a mind to get rid of Void Demon and Astral Trekker because, let's face it, they're stupid heroes. That would make five spots for extinct heroes. I may combine the attribute-change Morphling with the spell-change Morphling using a similar selection algorithm as the one that's been proposed for Formless, in which case there would be two spots left for remade heroes (and possibly multiple iterations of other previously remade/extinct heroes?) ==== 2 - 31更新:[本文来源于:http://hi.baidu.com/52017] ---------------------------- 更新6.59c ai中文版。部分汉化。 还有新版AI脚本完成了15%了。一切按计划进行。 ==== 2 - 27更新:[本文来源于:http://hi.baidu.com/52017] ---------------------------- DotA Allstars 6.59 AI+ (20090227) http://www.mediafire.com/?ntonnlyk1oc Mini-changelog: -Fixed a serious bug that would cause the game to crash on group creation -Changed Lord of Avernus's model to the one introduced in 6.59 -Gave Bat Rider an air-to-air attack while flying, which should remove the bug where he would permanently gain damage upon flying down -Removed warning message for incomplete AIs when playing Deathmatch (or new Formless Mode) *Formless Fixes -Formless can now learn Quill Spray, Bristleback, Warpath -Fixed a bug with Formless not being able to reset Clockwerk's abilities And... -Added new single-player mode: Formless mode (-formless, -fm), which will allow the player to play as Formless and cause the AI to cycle through heroes as they die. No limitations on duplicate heroes picked by AI (except Meepo, who has been disabled). Abilities are not lost when Formless dies, this may change in future versions. -fm can be combined with non-gamemode switches (like -fr, -st, -ne, etc.). Enjoy! ==== 2 - 23更新:[本文来源于:http://hi.baidu.com/52017] ---------------------------- BMP认为Harreke做了一件很伟大的事情.这需要花很多的时间来做新版的AI系统.但同时他也认为,在新的AI系统代码未适应现行的AI系统框架之前.地图是不会使用新AI系统.
QUOTE(BuffMePlz @ Feb 19 2009, 01:48 PM)
I think Harreke has done a fantastic job with this endeavour, and props to him for taking the time to do so. However, until it can be integrated with the existing AI framework (i.e. the heating coil is engineered to fit in the toaster), it cannot and will not be implemented in the map.==== 2 - 22更新:[本文来源于:http://hi.baidu.com/52017] ---------------------------- 新版AI系统制作计划正式启动,制作进度10% 是否已经厌倦了RGB的AI?是否越玩越觉得RGB的AI不是一般地愚蠢?那千篇一律的行动模式、万古不变的出装顺序,是否已经让你越来越无奈?
新版AI系统制作计划已经启动,预计发布时间:2009年年底。 RGB的AI死板与愚蠢的情形将一去不复返。新版AI使用神经网络与遗传算法学编程,AI会拥有与人类玩家一样的思维能力, 会使用初级能力实时判断当前的局势,会GANK、会控符、会团P,会根据自己打钱的速度以及对方阵容调整自己的出装顺序,而且,以后还将会有高级能力聊天!通过聊天或发小地图信息,AI玩家之间、AI玩家与人类玩家甚至能够进行沟通、配合! 目前编写进度为10%,正在初始化单位响应控制系统。 现在向广大DOTA高手征集所有英雄的能力数据,集思广益,能影响AI玩家的出装顺序,并且使AI玩家更好地熟悉其所使用英雄的能力。 新版AI系统中,一个英雄有如下10个能力值: 英雄首要技能类别(技能类别) 英雄次要技能类别(技能类别) 是否为GANKER(真假) 是否为团控(真假) 大招是否抢先手(真假) 单挑危险水平(水平) 线上打钱能力(水平) 打野能力(水平) 生存能力(水平) 团对贡献能力(水平) 其中,技能类别取值(注:不计算CD超过60秒的技能)为 DPSER(后期往DPS方向发展) NUKER(拥有强力单体NUKE技能) STUNNER(拥有强力单体或范围STUN技能) PUSHER(拥有很强的推塔能力) DISABLER(拥有强力的限制或减速技能) TANKER(后期往肉方向发展) AOER(拥有强力AOE技能) ASSISTANT(拥有强力辅助技能,比如加血、沉默、变羊等) 水平取值为很低、低、中等、高、极高 真假取值为真、假 果你对DOTA里的英雄能力有深刻的认识,请不要吝惜,速速发表你的意见,请按上述例子的格式发帖,并阐述自己的看法。只要认真发帖了,就立刻加至少5分。 发单个英雄的可以,多个英雄的更欢迎,如果能以酒馆为单位,按酒馆中英雄的排列顺序认真发帖,并详细阐述看法,则发帖至少加100积分和50DCN币,被采用的话还会追加声望,而且名字也会进入新版AI系统的致谢名单! ==== 2 - 18 更新:
---------------------------- Posted on: Feb 16 2009, 08:02 PM
Besides, you're taking things out of context. The sentence is as follows: "Some marginal progress with the new AI, bots are currently EXTREMELY basic...(blah blah blah)" The key word in the sentence is "currently". The dictionary defines "currently" as "at the presenttime; now". Be patient. Please. That goes for everyone. On the upside, I think I know what causes the increased amount of fatal errors. I've addressed the problem and in a few test runs with some friends, it seems to have been fixed. 为什么地图出得慢,不是说做出来很麻烦,而是不断得调试,改进,修复BUG很麻烦。所以希望能够耐心得等待。 ==== 2 - 17 更新: ---------------------------- ×× 来自BMP的个人BLOG。 Minor update Still on break, not worrying about the map is treating me good. =P Some marginal progress with the new AI, bots are currently EXTREMELY basic, having similar attack patterns to creeps, with the exception of being able to retreat to the nearest allied tower if no allied creeps are nearby (i.e. the wave is killed off), and the ability to retreat back if damaged. This will take a lot of working on before it's anywhere near presentable. =P As for the AI+ map, made some of those graphical fixes that Overflow pointed out, but I don't anticipate releasing anything until 6.60 at the earliest. I kind of want to put Old Storm Spirit and Old Undying (6.57b) and maybe -er into the map, but we'll see how busy/lazy I am. And Happy Valentine's Day, for those of you who celebrate it. My girl doesn't read this blog but she should know that she's been one of the biggest blessings of my life. =) × 来自sentanyone |
