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Sepefeets Silverfish update (OG, Kara, MSG)
Elekid
#367 Posted : Tuesday, June 28, 2016 5:51:25 PM(UTC)
Elekid


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on version 121.2SE:

plays Raid Leader after attacking with Twilight Geomancer and on wrong side of Flametongue Totem on turn 3:

Pastebin

Switching to 121.3SE now.

vasquuez
#368 Posted : Tuesday, June 28, 2016 5:58:53 PM(UTC)

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http://pastebin.com/k2pXKC4L

Turn 6, bot used hero power, but didn't attack with it.
sadpwner
#370 Posted : Tuesday, June 28, 2016 5:59:38 PM(UTC)

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http://pastebin.com/pCtReYWj

Turn 2, should play creeper over direwolf

It's unnecessary to post the version you are using. It's automatically included in the logs.
vasquuez
#371 Posted : Tuesday, June 28, 2016 6:16:11 PM(UTC)

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http://pastebin.com/ncWW0J4r

Bot missed lethal with ancient of war + hero power, instead he killed with ancient of war a minion.
parakeet
#372 Posted : Tuesday, June 28, 2016 7:49:19 PM(UTC)

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@vasquuez

vasquuez;39148 wrote:
http://pastebin.com/ncWW0J4r

Bot missed lethal with ancient of war + hero power, instead he killed with ancient of war a minion.


I think this was due to a data sync error between Hearthranger and Silverfish. Silverfish calculated the fatal here:

useability (use hero power)
attack 5 enemy 99 (cthun attack leokk)
heroattack 78 (hero attack hero)
attack 21 enemy 78 (ancient attack hero)

However, after it used heropower, Hearthranger sent new data to silverfish too soon. Soon enough that it didn't update the Druids new attack. That can be seen in the following two calculations (if I am reading it correctly)

ownhero:
druid 19 30 1 False False 76 True 0 False 0 0

ownhero:
druid 19 30 1 False False 76 True 0 False 1 0


@sepefeet Is there a guide to reading the logs somewhere?
parakeet
#369 Posted : Tuesday, June 28, 2016 8:11:29 PM(UTC)

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vasquuez;39146 wrote:
http://pastebin.com/k2pXKC4L

Turn 6, bot used hero power, but didn't attack with it.



Looks like another data sync. Silverfish.exe planned to attack as shown here:

play id 37 target 78 pos 1
attack 39 enemy 78
useability
heroattack 78

However, after it used the heropower, Hearthranger sent a new board to silverfish.exe before the druids attack had updated. See the red 0 below:

ownhero:
druid 30 30 0 False False 76 True 0 False 0 0

(again, assuming I am reading this correctly)
parakeet
#215 Posted : Tuesday, June 28, 2016 8:26:18 PM(UTC)

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sepefeets;38866 wrote:

update: @parakeet With speed=false (currently forced) SF will only send 1 action at a time to HR so it does the recalc checks after every move but it also caches what moves it wants to make so that it doesn't need to recompute everything unless something random happened or it gets bad data, with speed=true (never fully implemented correctly) SF sends multiple actions at a time if the result is not random which would prevent data sync problems for non-random moves but it needs to know whether every move has a random result or not which is the broken part.


Data sync and roping seem to be holding us back. What do we need to do to implement speed? Do we need a dictionary of every card that has a random element? You want me to make that? Then scan the board for secrets and any of these random cards? Druid is almost unplayable due to datasync on the heropower.
Dre
#373 Posted : Wednesday, June 29, 2016 1:24:18 AM(UTC)

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OK tested 121.3SE and lowered settings to make it even less likely that iam roping. I ended with 45% winrate. However this is better then 121.1/2 its below 50% so it aint ranking. Also this is on rank 10.

121.0 still has ALLOT more WR (55-59% on rank 5 (as of day before yday)

Curious to the stats of scott

Iam away the whole day today, will check from on Phone, but cant check logs - if anyone wants to check stuff in my logs from 121.3SE you can find those here
darkayo
#378 Posted : Wednesday, June 29, 2016 3:14:22 AM(UTC)
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Ver.5.9.0.0 + 120.3SE, middle range chaman : rank 9 -> 5 this night.
Ended with 7 defeat in a row (bad luck?) , and 51% winrate.
sadpwner
#379 Posted : Wednesday, June 29, 2016 5:28:23 AM(UTC)

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http://pastebin.com/V9SVu2PX

turn 2, should play creeper over egg because there are 2 mirror images in the way and you won't necessary buff the egg with abusive because net turn you can draw into something else. This is a very specific situation where there are mirror images.


Turn 7, should use one of the 2 health minions to attack instead of the imp gang boss since the board is too full.

____

http://pastebin.com/BLEVd9ae

Turn 6, should have tapped before peddler.

__

http://pastebin.com/TUkdZ72Z

Turn 7, should have implosioned. After it didn't implosion, it also didn't kill the scavenging hyena. It should have.

___

http://pastebin.com/UYFi3Dwi

turn 6, should placed the dire wolf to the left of knife jungler in order to play the imp gang boss to the left of dire wolf later.

Turn 9, it played the power overwhelming on the imp gang boss after it already attacked instead of playing defender of argus.

____

http://pastebin.com/3KBAVsNf

Turn 3, should have played imp gang boss (preferably in the middle) instead of wolf.

__
http://pastebin.com/ifukKrB5

Turn 1, should play an abusive because there is already a power overwhelming in the hand.
__
http://pastebin.com/p52E2jA5

Turn 7 or 9 (don't remember)

Should have played the defender instead of the wolf preferably between the councilman and the wolf.
sepefeets
#346 Posted : Wednesday, June 29, 2016 8:22:59 AM(UTC)

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parakeet;39138 wrote:
Mysterious... It was using Dre's 50 point bonus to the Doomhammer + Rockbiter play.

Hmmm, there's probably some data that isn't printed out to the log that pushed it over then. I'm not really a fan of that combo to begin with because it can force bad plays like this where it has to attack taunts and has to waste the rockbiter because of the bonus. I'm pretty sure that I've gotten the default behavior sorted out pretty well enough to not have any bonus on the combo or at least make it extremely low. You guys figure it out.

vasquuez;39146 wrote:
http://pastebin.com/k2pXKC4L

Turn 6, bot used hero power, but didn't attack with it.

Yep, data sync, but I can make it prioritize using hero power first so that if there are other actions then it will have a chance to recover which will also fix it for doomhammer combo.

sadpwner;39147 wrote:
http://pastebin.com/pCtReYWj

Turn 2, should play creeper over direwolf

It's unnecessary to post the version you are using. It's automatically included in the logs.

Yeah I noticed direwolf gets played way too much on empty boards with my zoo lock.

parakeet;39154 wrote:
Data sync and roping seem to be holding us back. What do we need to do to implement speed? Do we need a dictionary of every card that has a random element? You want me to make that? Then scan the board for secrets and any of these random cards? Druid is almost unplayable due to datasync on the heropower.

IIRC botmaker's comments were about it not supporting discover properly, but the logs I've seen with it enable in Joy's SF had spam about the board being out of sync every update though that might just be because HR is sending bad data.

parakeet;39152 wrote:

@sepefeet Is there a guide to reading the logs somewhere?

Nope, the common stuff is semi obvious although I would like to make the actions blatantly clear by including the name instead of just the entityID. For all the cryptic stuff like secrets you need to look at Playfield.getCompleteBoardForSimulating() and trace back any methods up to their definitions.

sepefeets
#380 Posted : Wednesday, June 29, 2016 8:49:38 AM(UTC)

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sadpwner;39160 wrote:
http://pastebin.com/V9SVu2PX

turn 2, should play creeper over egg because there are 2 mirror images in the way and you won't necessary buff the egg with abusive because net turn you can draw into something else. This is a very specific situation where there are mirror images.


Turn 7, should use one of the 2 health minions to attack instead of the imp gang boss since the board is too full.

____

http://pastebin.com/BLEVd9ae

Turn 6, should have tapped before peddler.

__

http://pastebin.com/TUkdZ72Z

Turn 7, should have implosioned. After it didn't implosion, it also didn't kill the scavenging hyena. It should have.

___

http://pastebin.com/UYFi3Dwi

turn 6, should placed the dire wolf to the left of knife jungler in order to play the imp gang boss to the left of dire wolf later.

Turn 9, it played the power overwhelming on the imp gang boss after it already attacked instead of playing defender of argus.

____

http://pastebin.com/3KBAVsNf

Turn 3, should have played imp gang boss (preferably in the middle) instead of wolf.

__
http://pastebin.com/ifukKrB5

Turn 1, should play an abusive because there is already a power overwhelming in the hand.
__
http://pastebin.com/p52E2jA5

Turn 7 or 9 (don't remember)

Should have played the defender instead of the wolf preferably between the councilman and the wolf.

Okay, okay, I'm buried in logs so try to cut down some.

Egg vs creeper seems way too situational and minor to invest time in.

Hold off on any more positioning stuff too, the placement code only seems to care about direwolf/flametongue when they are first placed and I know it does lots of dumb stuff afterwards.

The PO on imp gang boss after it attacked was data sync, as far as SF knew the imp gang boss was still ready to attack.

Other stuff I'll comb through later.
scottbreak
#374 Posted : Wednesday, June 29, 2016 9:53:57 AM(UTC)
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Dre;39157 wrote:
OK tested 121.3SE and lowered settings to make it even less likely that iam roping. I ended with 45% winrate. However this is better then 121.1/2 its below 50% so it aint ranking. Also this is on rank 10.

121.0 still has ALLOT more WR (55-59% on rank 5 (as of day before yday)

Curious to the stats of scott

Iam away the whole day today, will check from on Phone, but cant check logs - if anyone wants to check stuff in my logs from 121.3SE you can find those here

Sorry, I had to work late last night, and HR auto scheduled didn't work for some reason. Running now, and will post more information later.

I put the combo/mulligan/settings I have so far in Rank 5 thread incase anyone else wants to test it as well.
sepefeets
#381 Posted : Wednesday, June 29, 2016 12:07:07 PM(UTC)

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V121.4SE released.

soultap added to random effects db
prioritize shapeshift before other moves to avoid wasting it
fix turn 1 nudging to keep evaluating other penalties
raised penalty for direwolf alpha without minions to buff
raised flamewaker kill priority
6 users thanked sepefeets for this useful post.
darkayo on 6/29/2016(UTC), happy on 6/29/2016(UTC), parakeet on 6/29/2016(UTC), N7x on 6/29/2016(UTC), OverLordus on 6/29/2016(UTC), glide93 on 6/29/2016(UTC)
parakeet
#382 Posted : Wednesday, June 29, 2016 3:17:56 PM(UTC)

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sepefeets;39174 wrote:
V121.4SE released.

soultap added to random effects db
prioritize shapeshift before other moves to avoid wasting it
fix turn 1 nudging to keep evaluating other penalties
raised penalty for direwolf alpha without minions to buff
raised flamewaker kill priority


The following also have random effects and appear missing from the database. Red card names need correcting. Blue highlighting means I am not sure if it needs to be included because of the nature of the randomness. For example, recalculation is not needed for ragnarosthefirelord. I may have missed some of these.

this.randomEffects.Add(CardDB.cardName.goldenmonkey, 1);
this.randomEffects.Add(CardDB.cardName.timepieceofhorror, 10);
this.randomEffects.Add(CardDB.cardName.succubus, 1);
this.randomEffects.Add(CardDB.cardName.darttrap, 5);
this.randomEffects.Add(CardDB.cardName.desertcamel, 1);
this.randomEffects.Add(CardDB.cardName.facelesssummoner, 1);
this.randomEffects.Add(CardDB.cardName.hugetoad, 1);
this.randomEffects.Add(CardDB.cardName.hungrydragon, 1);
this.randomEffects.Add(CardDB.cardName.mountedraptor, 1);
this.randomEffects.Add(CardDB.cardName.murlocknight, 1);
this.randomEffects.Add(CardDB.cardName.rumblingelemental, 2);
this.randomEffects.Add(CardDB.cardName.soulfire, 4);
this.randomEffects.Add(CardDB.cardName.thoughtsteal, 1);
this.randomEffects.Add(CardDB.cardName.zealousinitiate, 1);
this.randomEffects.Add(CardDB.cardName.alarm-o-bot, 1);
this.randomEffects.Add(CardDB.cardName.burgle, 1);
this.randomEffects.Add(CardDB.cardName.darkshirelibrarian, 1);
this.randomEffects.Add(CardDB.cardName.dementedfrostcaller, 1);
this.randomEffects.Add(CardDB.cardName.demolisher, 2);
this.randomEffects.Add(CardDB.cardName.doomguard, 1);
this.randomEffects.Add(CardDB.cardName.effigy, 1);
this.randomEffects.Add(CardDB.cardName.evolve, 1);
this.randomEffects.Add(CardDB.cardName.fistofjaraxxus, 4);
this.randomEffects.Add(CardDB.cardName.flamewaker, 2);
this.randomEffects.Add(CardDB.cardName.infest, 1);
this.randomEffects.Add(CardDB.cardName.knifejuggler, 1);
this.randomEffects.Add(CardDB.cardName.lightwell, 3);
this.randomEffects.Add(CardDB.cardName.masterswordsmith, 1);
this.randomEffects.Add(CardDB.cardName.masterofevolution, 1);
this.randomEffects.Add(CardDB.cardName.ramwrangler, 1);
this.randomEffects.Add(CardDB.cardName.selflesshero, 1);
this.randomEffects.Add(CardDB.cardName.servantofyogg-saron, 1);
this.randomEffects.Add(CardDB.cardName.shifterzerus, 1);
this.randomEffects.Add(CardDB.cardName.shiftingshade, 1);
this.randomEffects.Add(CardDB.cardName.stampedingkodo, 1);
this.randomEffects.Add(CardDB.cardName.summoningstone, 1);
this.randomEffects.Add(CardDB.cardName.undercityhuckster, 1);
this.randomEffects.Add(CardDB.cardName.voidcrusher, 1);
this.randomEffects.Add(CardDB.cardName.youngpriestess, 1);
this.randomEffects.Add(CardDB.cardName.ancientharbinger, 1);
this.randomEffects.Add(CardDB.cardName.cabalist'stome, 1);
this.randomEffects.Add(CardDB.cardName.enterthecoliseum, 1);
this.randomEffects.Add(CardDB.cardName.mulch, 1);
this.randomEffects.Add(CardDB.cardName.renouncedarkness, 1);
this.randomEffects.Add(CardDB.cardName.confessorpaletress, 1);
this.randomEffects.Add(CardDB.cardName.eydisdarkbane, 1);
this.randomEffects.Add(CardDB.cardName.malkorok, 1);
this.randomEffects.Add(CardDB.cardName.natpagle, 1);
this.randomEffects.Add(CardDB.cardName.nat,thedarkfisher, 1);
this.randomEffects.Add(CardDB.cardName.nexus-championsaraad, 1);
this.randomEffects.Add(CardDB.cardName.ragnarosthefirelord, 8);
this.randomEffects.Add(CardDB.cardName.ragnaros,lightlord, 8);
this.randomEffects.Add(CardDB.cardName.sylvanaswindrunner, 1);
this.randomEffects.Add(CardDB.cardName.xaril,poisonedmind, 1);
this.randomEffects.Add(CardDB.cardName.y'shaarj,rageunbound, 1);
this.randomEffects.Add(CardDB.cardName.yogg-saron,hope'send, 1);
this.randomEffects.Add(CardDB.cardName.ysera, 1);

These 3 appear to be missing "this." code:

randomEffects.Add(CardDB.cardName.cthun, 10);
randomEffects.Add(CardDB.cardName.fierybat, 1);
randomEffects.Add(CardDB.cardName.spreadingmadness, 9);
parakeet
#383 Posted : Wednesday, June 29, 2016 4:08:52 PM(UTC)

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Turn 8, Calculated attacking before casting Flametongue totem as the best move. Should have cast the totem first.: http://pastebin.com/ust4uEja

Turn 8, Calculated best move was to attack enemy hero with everything, but after totemic call, best move became kill Thaurissan, but after the first attack into Thaurissan, the best move switched back to sending everything at the enemy hero. Thaurissan survived: http://pastebin.com/x3q9nEC1

Turn 8, Preferred Execute over Elven Archer to kill a 1 health minon. Should use Archer: http://pastebin.com/pGXUTkif
sepefeets
#384 Posted : Wednesday, June 29, 2016 6:03:25 PM(UTC)

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The randomness only matters if it changes the state of the board/hand while you are in control which requires recalculation.

"this" is unnecessary and the various databases are littered with mixed usage of it which is annoying for styling but if I normalize it all then it's harder to diff with other versions so w/e...

Adding these:
Code:

this.randomEffects.Add(CardDB.cardName.servantofyoggsaron, 1);
this.randomEffects.Add(CardDB.cardName.cabaliststome, 1);
this.randomEffects.Add(CardDB.cardName.nexuschampionsaraad, 1);
this.randomEffects.Add(CardDB.cardName.xarilpoisonedmind, 1);
this.randomEffects.Add(CardDB.cardName.yoggsaronhopesend, 1);
this.randomEffects.Add(CardDB.cardName.infest, 1);
parakeet
#385 Posted : Wednesday, June 29, 2016 9:28:47 PM(UTC)

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These also have the ability to change the state of the playfield while in control.

this.randomEffects.Add(CardDB.cardName.goldenmonkey, 1);
this.randomEffects.Add(CardDB.cardName.timepieceofhorror, 10);
this.randomEffects.Add(CardDB.cardName.succubus, 1);
this.randomEffects.Add(CardDB.cardName.desertcamel, 1);
this.randomEffects.Add(CardDB.cardName.facelesssummoner, 1);
this.randomEffects.Add(CardDB.cardName.hugetoad, 1);
this.randomEffects.Add(CardDB.cardName.hungrydragon, 1);
this.randomEffects.Add(CardDB.cardName.mountedraptor, 1);
this.randomEffects.Add(CardDB.cardName.murlocknight, 1);
this.randomEffects.Add(CardDB.cardName.rumblingelemental, 2);
this.randomEffects.Add(CardDB.cardName.soulfire, 4);
this.randomEffects.Add(CardDB.cardName.thoughtsteal, 1);
this.randomEffects.Add(CardDB.cardName.zealousinitiate, 1);
this.randomEffects.Add(CardDB.cardName.burgle, 1);
this.randomEffects.Add(CardDB.cardName.darkshirelibrarian, 1);
this.randomEffects.Add(CardDB.cardName.dementedfrostcaller, 1);
this.randomEffects.Add(CardDB.cardName.doomguard, 1);
this.randomEffects.Add(CardDB.cardName.evolve, 1);
this.randomEffects.Add(CardDB.cardName.fistofjaraxxus, 4);
this.randomEffects.Add(CardDB.cardName.flamewaker, 2);
this.randomEffects.Add(CardDB.cardName.knifejuggler, 1);
this.randomEffects.Add(CardDB.cardName.masterofevolution, 1);
this.randomEffects.Add(CardDB.cardName.ramwrangler, 1);
this.randomEffects.Add(CardDB.cardName.selflesshero, 1);
this.randomEffects.Add(CardDB.cardName.shifterzerus, 1);
this.randomEffects.Add(CardDB.cardName.shiftingshade, 1);
this.randomEffects.Add(CardDB.cardName.stampedingkodo, 1);
this.randomEffects.Add(CardDB.cardName.summoningstone, 1);
this.randomEffects.Add(CardDB.cardName.undercityhuckster, 1);
this.randomEffects.Add(CardDB.cardName.voidcrusher, 1);
this.randomEffects.Add(CardDB.cardName.renouncedarkness, 1);
this.randomEffects.Add(CardDB.cardName.confessorpaletress, 1);
this.randomEffects.Add(CardDB.cardName.eydisdarkbane, 1);
this.randomEffects.Add(CardDB.cardName.malkorok, 1);
this.randomEffects.Add(CardDB.cardName.sylvanaswindrunner, 1);

scottbreak
#375 Posted : Wednesday, June 29, 2016 10:28:16 PM(UTC)
scottbreak


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scottbreak;39173 wrote:
Sorry, I had to work late last night, and HR auto scheduled didn't work for some reason. Running now, and will post more information later.

I put the combo/mulligan/settings I have so far in Rank 5 thread incase anyone else wants to test it as well.


43% WR with 121.3
I will try 121.4 tonight
Svenek
#386 Posted : Wednesday, June 29, 2016 10:51:59 PM(UTC)
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Could you add priority to holding shifter zerus the turn he hits your hand so his ability activates?
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