BlizzHeroes 板


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https://reurl.cc/EK3VxR 以下不负责任乱翻: Hello, and good day to you all! My name is Kevin Gu, and I am a Senior Designer on the Heroes team. I have been working alongside Jeff Beaudoin, our Lead Gameplay Engineer, on our game ’s A.I. We wanted to take a moment to update you all on where we are and how our three major A.I. initiatives are progressing. 我是 Kevin Gu, 简介一下目前 AI 的三个进度 Reconciliation of the Goal and Tactical Systems 目标与战术系统的协调 There are two systems under the hood of Heroes that work together to drive agent behavior: the Goal system and the Tactical system. The Goal system is responsible for determining where A.I. agents should move, while the Tactical system provides agents with awareness of their surroundings so that they use and target their abilities intelligently. Last year, in an effort to improve agent in-combat positioning, we made it possible for the Tactical system to override the Goal system. Although we believe the changes were ultimately a good iteration, they did expose several underlying issues that we are addressing. 英霸有两套并行的AI, 目标 与 战术系统, 目标系统负责的是ai 要去哪,战术系统观察周遭,好让ai 可以有效放招。 去年後改善了打团战的走位,让战术系统盖过目标系统,虽然这样改不错,但 也曝露出几个问题.... Moving forward we will be reverting some of changes made in the last major overhaul and restructuring the Tactical A.I. behavior tree. We are reinforcing the intended separation of the Goal and Tactical systems, and will be paying closer attention to make sure that any future changes do not disturb this delicate balance of power. This will reduce the frequency of agents being pulled in two directions at once, most commonly observed as agents rapidly bouncing back and forth in place. This work will also allow us to more quickly diagnose the root cause of misbehaving agents. 接下来我们会还原几个上次的大改,重建战术ai的行为准则 (behavior tree ), 强化并小心平衡这两套ai 系统的权责区分,这应该会减少ai在那边举棋不定的情况, 最明显常见的就是ai 在前後前後抖,就是两套系统在拔河。 Laning and Defense 对线与防守 Our second priority is to improve A.I. agents’ understanding of “laning” and how they approach pushing and defending those lanes. In the most recent patch, we added logic that allows the Goal system to understand that lanes pushed closer to a core are usually more valuable to defend. Our next step is to include units within each lane to further modify how valuable lanes are to defending agents. Both pieces will ensure that the A.I. will better understand how to defend their lanes. 第二重要的是改善对线、推进或防守兵线。最近的更新,我们加了一条让目标系统 了解到,让线推到已方塔下,通常比较有利。接下来我们想统整每个兵线, 让ai 能考虑哪条线要守。接下来ai 会了解如何防求兵线。 Goal Staging 目标执行顺序 (是这个意思,还是程式设计的用语?) Our third priority is to improve the ability for agents to prepare or “stage ” for their assigned Goals. Our internal Tactical A.I. tree can now better determine if all assigned agents to a goal have arrived. This allows agents to intuit if they should wait in shrubs because their team members are not yet near their collective objective, and subsequently helps agents work together. 接下来是希望ai 能预先、筹画执行他们的目标。我们的内部战术ai 准则 的执行时机更准确,也就是说他们能知道时机未到、队友还没到位,先蹲草丛等。 Thank You We want to extend a big thank you to those who have shared feedback on A.I. We hear you! We are hard at work improving the A.I., and plan to bring the items mentioned above and more into the next major Heroes patch. Again, thank you for your continued patience, and we’ll see you in the Nexus! 感恩,谢谢大家在社群对ai 的回馈. We'll see you in the Nexus! --



※ 发信站: 批踢踢实业坊(ptt.cc), 来自: 36.235.53.137 (台湾)
※ 文章网址: https://webptt.com/cn.aspx?n=bbs/BlizzHeroes/M.1581133457.A.1B6.html 也就是说,以前 Ai 超神,丢招神准,是因为战术系统比较大 後来改成有大局观,但是各走各的线,一般散沙。 这要ai 党来评论会比较准了 ※ 编辑: Wangdy (36.235.53.137 台湾), 02/08/2020 11:47:17
1F:推 Darktemplar: 大局观?AI整天在那边抖,战场目标死不拿(但是敌方 02/08 12:57
2F:→ Darktemplar: AI会「积极有效狂拿」,按跟随也死不攻击佣兵,闪光 02/08 12:58
3F:→ Darktemplar: 跟随也不攻击,不跟随还是不攻击。AI现在的大局观大 02/08 12:58
4F:推 Darktemplar: 概要「玩家输死」吧!每日任务不re个10场还解不掉! 02/08 13:00
5F:推 zombsu: AI最烂的就是死都不救自己的核心啦.. 02/08 13:50
6F:→ zombsu: 每次要拆核心一个都不来防守是怎样 02/08 13:50
7F:→ uluvu0: 这里的ai跟我们以为的ai根本就不同。不然玩家都被打爆了 02/08 19:23
8F:推 REDF: 我只知道带AI打真的很汗颜... 02/08 19:49
9F:推 biglafu: AI是当自己队友时候行为会更糟糕 02/08 20:00
10F:→ biglafu: AI在对面好一点 02/08 20:00
11F:→ olkl1234: 整队都AI的时候他们会跟连了卡拉的神族一样 有玩家的时 02/08 21:45
12F:→ olkl1234: 候跟少了主宰的虫族一样 02/08 21:45
13F:推 fransice7: AI如果太强强到比八成玩家还强 那玩家大概又会抗议XD 02/08 21:56
14F:推 sumarai: 暴雪把英霸拿来玩A开发XDD 02/08 23:15
15F:→ sumarai: 榨乾剩余价值 02/08 23:15
16F:推 DS196457: AI再聪明也只是AI 顶多就比真新手好一点而已 02/09 01:25
17F:→ olkl1234: 想到之前Dota的超级电脑 可以痛宰职业选手 02/09 03:23
18F:推 Severine: 看来有人没看过神鬼源式 02/09 18:40
19F:→ DS196457: 看来有人拿特例当通例 02/09 20:19
20F:推 hitsukix: 以前AI再怎麽废 至少丢招都很准 02/09 22:38
21F:→ olkl1234: 再怎样也怎样 不就是要举特例了吗? 02/10 00:11
22F:推 seventeenlig: 应该是想让AI行为尽量贴近玩家,所以才会让人觉得AI 02/10 14:54
23F:→ seventeenlig: "变弱了"。实际上AI一直让人觉得很强的点一直都是0 02/10 14:54
24F:→ seventeenlig: 接招、指向神预判之类的非人操作 02/10 14:55
25F:→ seventeenlig: 把这些拿掉自然就觉得AI变烂了 02/10 14:56
26F:→ seventeenlig: 自己比较有感的是躲指向技啦。最早凯尔萨斯Q随便丢 02/10 14:57
27F:→ seventeenlig: 随便中,後来变成不控场绝对丢不中,现在则是往一群 02/10 14:57
28F:→ seventeenlig: AI Q下去,会马上散开但有一两个刻意让你Q到 02/10 14:58
29F:推 harvey0487: ai就跟玩维京人一样阿...你点一点他们自己就会跟上来 02/11 04:08
30F:→ harvey0487: 了... 02/11 04:08
31F:推 LayerZ: Goal Staging这样翻ok,AI本身是状态机 02/11 16:15
32F:推 paiopapa: AI最诡异的是放个地雷之类的技能 会在地雷後面前前後後 02/12 10:15
33F:→ paiopapa: 不停移动 这时候远距打他很开心 02/12 10:16
34F:推 vking223: ai跟随,站旁边却不帮打佣兵,超白痴 02/14 14:16
35F:→ EvilCerberus: 至少我们知道写出这种低能脚本的家伙叫什麽名字了 02/16 17:54







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