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HearthbuddyBeta GvG Release Thread

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What i noticed is that it often tries to attack twice in a row with the same minion and the game tells you "you already attacked with this minion" quite often.
 
trying to attack non attackable enemies (like faierie dragon) it's so annoying. And that is so obvious for using HSB. Fix it please ASAP
 
Do you you have a log of the error you got? I was unable to reproduce it by testing the Concede function after the update.

i'm sorry, I don't have a log file and can't reproduce it because I already deleted the .72 release before it got updated
 
Bot don't concede after win. Still getting:
[GameplayScene_MAIN_ACTION] TritonHs.Concede failed. Now setting AutoConcedeNextRankedConstructedGame to false to avoid not being able to do anything.

Even with a fresh installation of the bot
 
This is the error in log file:
2014-12-22 12:14:57,487 [16] INFO Logger (null) - [Concede] An exception occurred. System.NullReferenceException: Object reference not set to an instance of an object.
at Triton.Game.TritonHs.Concede(Boolean logReason)
2014-12-22 12:14:57,488 [16] ERROR Logger (null) - [GameplayScene_MAIN_ACTION] TritonHs.Concede failed. Now setting AutoConcedeNextRankedConstructedGame to false to avoid not being able to do anything.
2014-12-22 12:14:57,488 [16] INFO Logger (null) - [DefaultBotSettings] AutoConcedeNextRankedConstructedGame = False.
 
When playing Dire doggy first, It will only play minnions to the right of it not to the left. Plus when having Nerubian Egg it will never play it, the only way it will play it is when there is nothing left to play. I know this is just beta just wanted to let ya know. Bot look awesome though! A lot better then before!
 
Please guys, if you're having any issues, we need full logs (as well as SF logs, as they are very helpful too). There's no way to simply reproduce the game state on demand in this game, and as a result, we have to go with any info logged from SF and our bot.

* We're still trying to track down what is going wrong with Faerie Dragon and cards of the like. We need bot logs / sf from people who are having the issue.
* The placement issues for mobs is a two part issue of the setting most likely being disabled by default in our SF config, as well as GvG changes to the functions used to calculate the zone positions for the current battlefield. We need to make some adjustments to this based on what was expected before and what the client does now.
* The Nerubian Egg issue is known, but a low priority investigation, as the bot needs to use the correct gameplay mechanics first (1st issue mentioned here).
* A possible issue where the AI runs "too soon" has been found, and a fix is being worked on, but I'm not sure which issues it'll fix.
 
#74 has just been built to hopefully fix the issue with targeting, and some more debug logging has been added to help identify other issues.
 
So other Player see if you play with the Stuff in the Corners on the Table? If so, its possible to implement this do to while playing the card game from time to time?
 
works better than previous but has to be quicker with 4 or more minions times out too much
 
I swear this beta seems a lot better than the previous version for vanilla. Great job!

As for bugs and AI improvement, Sunfury Protector needs to adjust for board placement. AI will just always place it on the right perimeter of the board giving only one minion benefit. Then again, I shouldn't even be playing SFP.
 
I swear this beta seems a lot better than the previous version for vanilla. Great job!

As for bugs and AI improvement, Sunfury Protector needs to adjust for board placement. AI will just always place it on the right perimeter of the board giving only one minion benefit. Then again, I shouldn't even be playing SFP.

Thanks for the feedback. The new SF has a lot of things that need to be tweaked, so we'll try to organize a list of all the improvements that can be made soon and start working on addressing them. For now, we just need to make sure all game mechanics are handled correctly, and the bot doesn't crash (it's 'ok' if it stops due to an exception, but it needs to be stable).

works better than previous but has to be quicker with 4 or more minions times out too much

Thanks for the feedback! There's some odd issues with the client in this regards. Sometimes, the delay from the server for an action or animation takes longer than expected, os if the AI were to run during this time, it would be incorrect. This can be seen on some streams where a secret is triggered, and there's like a 5s delay before it actually triggers. We're still looking into ways to handle this better, so actions can be performed faster, but it would require making sure we don't execute "too soon", and do the wrong thing since the game hasn't updated yet.
So other Player see if you play with the Stuff in the Corners on the Table? If so, its possible to implement this do to while playing the card game from time to time?

That's something we'd love to add, but it's a low priority thing right now, and something we have to figure out how to do correctly first. I do think we have all the tools necessary, it's just a matter of tracking down and handling each board.
 
The decision-making with some of the new GvG cards isn't optimal.
For example, I was watching the bot play as mage (using a mech deck).

The opponent had a bunch of 1/1 creatures on the board. I had a snow chugger and a goblin blastmage in my hand.
It ended up playing the blastmage,THEN the snow chugger (losing me the game).
 
73 and 75 (i skiped 74) crash very often. i use 72, and that play 25-30 games and then crash.
75 now was crashed on second turn of first game. 73 was about the same.
73 has new function - skip ranked after win. But i uncheck this option, and play unranked constructed. but problem is. So may this option in HSB code have a bug?
 
the same exception happened 3 times

Code:
[Tick] Exception during execution:Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at HREngine.Bots.PenalityManager.getHPBuffPenality(Card card, Minion target, Playfield p, Int32 choice) in ***********\Routines\DefaultRoutine\Silverfish\ai\PenalityManager.cs:line 282
   at HREngine.Bots.PenalityManager.getPlayCardPenality(Card card, Minion target, Playfield p, Int32 choice, Boolean lethal) in ***********\Routines\DefaultRoutine\Silverfish\ai\PenalityManager.cs:line 166
   at HREngine.Bots.Movegenerator.getMoveList(Playfield p, Boolean isLethalCheck, Boolean usePenalityManager, Boolean useCutingTargets) in ***********\Routines\DefaultRoutine\Silverfish\ai\Movegenerator.cs:line 292
   at HREngine.Bots.MiniSimulator.doallmoves(Playfield playf, Boolean isLethalCheck) in ***********\Routines\DefaultRoutine\Silverfish\ai\MiniSimulator.cs:line 140
   at HREngine.Bots.Ai.doallmoves(Boolean test, Boolean isLethalCheck) in ***********\Routines\DefaultRoutine\Silverfish\ai\Ai.cs:line 123
   at HREngine.Bots.Ai.dosomethingclever(Behavior bbase) in ***********\Routines\DefaultRoutine\Silverfish\ai\Ai.cs:line 299
   at HREngine.Bots.Silverfish.updateEverything(Behavior botbase, Boolean runExtern, Boolean passiveWait) in ***********\Routines\DefaultRoutine\silverfish_HB.cs:line 210
   at HREngine.Bots.DefaultRoutine.<OurTurnLogic>d__1c.MoveNext() in ***********\Routines\DefaultRoutine\DefaultRoutine.cs:line 751
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.GetResult()
   at HREngine.Bots.DefaultRoutine.<Logic>d__3.MoveNext() in ***********\Routines\DefaultRoutine\DefaultRoutine.cs:line 488
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
   at Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.†„.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.„.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.€„.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
   at Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.™.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Buddy.Coroutines.Coroutine.’”.Ž›.MoveNext()
   --- End of inner exception stack trace ---
   at Buddy.Coroutines.Coroutine.›(Boolean ›)
   at Buddy.Coroutines.Coroutine.Resume(Boolean ›)
   at Buddy.Coroutines.Coroutine.Resume()
   at Triton.Bot.Logic.Bots.DefaultBot.DefaultBot.Tick()
   at Triton.Bot.BotManager.Tick(IBot )

also the bot takes too long to play if you have many minions
it will calculate for 3-6 seconds, play and then repeat all over again resulting in losing your turn eventually
 
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