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AI can "see" cloaked units

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4 years ago
Title - pls fix!
+1 / -0
Good job!

Now that you have a title, the next step is to also link your replays with precise timings of when you spot AI seeing cloaked units.
+3 / -0


4 years ago
(it can't)
+0 / -1

4 years ago
i am convinced it can´t, but it definitely feels like it would. How did you achieve this? Because either intended or not, the AI decloaks my contructors etc. pretty often, i guess it´s the strange zig-zaggy movement of it´s units...
+0 / -0
4 years ago
i've also notice that ai is attracted to cloak units. it doesn't see them but like feeling where conjurer steps it can be attracted to it and finds it with ease. ai knows where cloakies are any unit that generates cloak. somehow make it harder for ai to know where they are pls.
+1 / -0

4 years ago
CAI sometimes bugs out and chases directly after cloaked units, but circuit doesn't. Shouldn't even be possible.
+1 / -0
4 years ago
I noticed that ai usually only jumps to attack and retreat. NOT while walking arround but also jumps onto cloaked units.

Next thing is AI Impalers always score "prefect hits" vs structures even when only fireing on radar.

When u bulid a Turret ai mysteriously avoids it range prefectly even when it has never seen the Turret (no radar/no vision). Examples: Artemis, Luci, Picklet, Stinger.

AI nukes the highest value and doesnt need nuke scouts, it knows where youve bulit the most/where it would hurt the most no matter how far behind the frontline it is.

AI knows the building process of ur stuff even it it has only radar vision of it. It also knows if it has 50 grid or not the uncertainity of "there could be a pylon behind that hill" doesnt exist 4 ai.

Just imagination?
+1 / -0
snoke
4 years ago
sad still no replay
+5 / -0

4 years ago
http://zero-k.info/Battles/Detail/762524

no timestamps because the whole game holds valuable information about the subject and 4 min is not too long to watch.
+0 / -0

4 years ago
Radar dots of scouted buildings don't wobble, and AI generally scouts very well.
+1 / -1

4 years ago
Maybe AI had overwhelming advantage?
+1 / -1
I'm glad the intelligent behaviours of the AI are giving the illusion it knows what it is doing and can see everything. But it definitely has to scout everything. Make some AI Vs AI games and spec them, you will see that it has to find turrets by running units into them, and that it never directs attack groups at cloaked units until they decloak. AI legitimately does not cheat.
+2 / -1

4 years ago
Yeah we AI devs pride ourselves on being on basically the only rts with non-cheating AIs. No maphack, no cloak hax, no resource cheats, nothing. If the AI beat you it's because it played well, no more or less than that, and we're constantly competing to see who can make the strongest AI.
+4 / -0


4 years ago
CAI has the technical ability to cheat because it's implemented as a gadget. I seem to recall that there are some corner cases where it uses information that wouldn't normally be available to a player, but only to fix some other behavior that would otherwise appear to be broken. I don't recall the details, though, and perhaps I'm recalling incorrectly.

It shouldn't be possible for any of the other AIs to cheat, i.e. to have information that a normal player wouldn't have.

Please provide a replay where the AI (any AI) seems to be doing otherwise so the devs can investigate.
+3 / -0

4 years ago
It's probably just the fact that circuit uses a grid for scouting, so its units pretty much scour every square inch of the map. Often it's hard to sneak cloaked units by that. CAI does occasionally glitch and chase directly after cloaked units, but not that often, and ZKGBAI only scouts metal spots so it isn't as prone to look like it's cheating.
+0 / -0
4 years ago
No examples were given about cloaked units... Hitting buildings and whatever perfectly doesn't count, as a human player has absolutely no way of keeping track what the AI has and hasn't scouted, or even notice everything it scouted in the first place. On the other hand, AI essentially has eidetic memory of everything it has seen.

AI can and will chase re-cloaked for what seems to be a set amount of time and/or distance. AI will also chase unrevealed Phantoms for what seems to be a slightly longer period of time than that of chasing re-cloaked units.
+0 / -0

4 years ago
quote:
Hitting buildings and whatever perfectly doesn't count, as a human player has absolutely no way of keeping track what the AI has and hasn't scouted, or even notice everything it scouted in the first place. On the other hand, AI essentially has eidetic memory of everything it has seen.

Actually that has nothing to do with the AI. Once you've seen a building it sticks on radar and arty can hit it. It's exactly the same way for players.
+1 / -0


4 years ago
If the issue is widespread, then replays with timestamps and locations are not all that hard to provide. Coming up with a repeatable demonstration is a little more difficult, but a replay would at least get us started. Until that happens we'd be searching around in the dark.

CAI barely pays attention to unit positions. I think damage from artillery (or any other out-of-LOS unit) causes it to get an approximate read on the position of the unit, to stop some feeding, but a human could get this information simply from projectile visuals. CAI could easily be bugged in a way that looks through LOS. If anyone demonstrates this I may fix it (however, it is 'Legacy' for a reason).
+0 / -0

4 years ago
quote:
CAI barely pays attention to unit positions. I think damage from artillery (or any other out-of-LOS unit) causes it to get an approximate read on the position of the unit, to stop some feeding, but a human could get this information simply from projectile visuals.

Yes, zkgbai does this at least. It just backtracks the projectile direction to guestimate where the unit is. It's pretty much the only way for the ai to find snipers. It doesn't work with badgers though, since their mines do the attacking independently. :\
+3 / -0
*closed*
+0 / -1