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  Click here to go to the first staff post in this thread.   Thread: Q&A: Wall Breaker AI and how it works

  1.   Click here to go to the next staff post in this thread.   #91
    Quote Originally Posted by Zombiebender View Post
    Does it consider how many layers of walls are in the way it the shortest path calculation?
    Nope, it'll just keep on going through walls until there's nothing left

  2. #92
    Senior Member SolSource's Avatar
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    Quote Originally Posted by Cknife187 View Post
    As much as you guys are complaining you fail to notice that nothing has really changed, they still perform the SAME function. They blow up walls, and they do nothing else, that is working as intended. If in the process we can now avoid hitting objects in the way it is a huge improvement. They seem to have improved much since the update and are now a much better addition to the troop deployment. This game was never designed with the intent to control your units after they have been deployed they will act on their own accord and thus do as they want, all you are there for is to give them the nudge they need and point em in the right direction.
    Agreed! And I am bored of reading. The majority of posts are poorly formed grade school arguments. (maybe a lot of grade schoolers ?) Anyway, thank you for the update, thank you for the game and I will gladly keep dishing out a reasonable amount of money (only $40 on the new update) to enjoy all of your hard work and efforts!! Great job!

  3.   Click here to go to the next staff post in this thread.   #93
    Quote Originally Posted by TimTheEnchanter View Post
    sorry for the double post, we've noticed they now take out both layers of a double wall now, is this because they detonate closer but use the same range as before?

    one more question with regards to making best use of what they have, does this mean the will in any way prioritize a target where they can blow up more walls (but still complete their quest of liberating a building)?
    When they choose their target, they only consider distance So they don't prioritize a target where they can blow up more walls.

  4. #94
    Forum Veteran UnitySharp's Avatar
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    Yes, the new WB is buggy. It doesn't work 100% according to the logic SC presented. I have seen it doing weird things many times - and yes, I have considered about all the other encircled buildings if any.

    Quote Originally Posted by RagEho View Post
    Hi Marika - I have a specific example I came across which I think needs some explaining.


    I had six WBs to use on the base below. I deployed all six from location WB at different times throughout the battle.

    The first 4 were successful - penetrating through all layers WWWWWWWWW
    My army was happily destroying this village but became bunched up at location 'pppppppppp'

    So I sent in my final two WB's to take out section 'pppppppppp' figuring the WB's would want to liberate 'Cannon2' (being the only building/turret trapped by walls...) and head for either 'pppppppppp' or 'ccccccccc' (as the shortest distance to 'ccccccccc' would be going through 'pppppppppp').


    ***However. both WB's headed straight for section Z!!!!!


    I'm a bit confused as '
    Cannon2' was the only building/turret trapped. What happened here? This is a very straight forward example where the AI did not act as expected.
    I am a fan of the new AI - But the former AI would have gone straight through...


    Sorry for the picture. I constructed it in comment but would not fit...


    Attachment 4367
    Old Unity member returning to check out Clash Royale

  5. #95
    Forum Superstar Junliang's Avatar
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    Quote Originally Posted by Marika[Supercell] View Post
    Nope, it'll just keep on going through walls until there's nothing left
    Is that to your understanding or "official response from supercell" ?

    Because that is false..

    The wall breakers take into account the number of walls that stand inbetween its deployed spot and targeted compartment with building, and take the path with the least amount of walls to break through to reach that building with compartment, even if it means tunneling in a curve motion.

  6.   Click here to go to the next staff post in this thread.   #96
    Quote Originally Posted by COBOK View Post
    What happens if there are no buildings surrounded by walls at all? For example if walls form spiral.
    In this case they will act as if the buildings were trapped and still act smart

  7. #97
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    Quote Originally Posted by Marika[Supercell] View Post
    When they choose their target, they only consider distance So they don't prioritize a target where they can blow up more walls.
    I had a square 3 layered base yesterday. I send a bunch of wallbreaker centered on one flat side, however they decided to go for a corner which was clearly further away than the direct route.

    Is there something else to be considered?

  8. #98
    Forum Superstar Junliang's Avatar
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    I've posted this before.

    A video that backs up my theory of

    "The wall breakers take into account the number of walls that stand inbetween its deployed spot and targeted compartment with building, and take the path with the least amount of walls to break through to reach that building with compartment, even if it means tunneling in a curve motion."

    As you can see in the vid, the wall breaker didn't blast straight against that single layer of wall, it made a curve to reach that specific location with only 2 walls.


  9.   Click here to go to the next staff post in this thread.   #99
    Quote Originally Posted by Haloboyvash View Post
    Ok Marika, will the new ai target 3 wall pieces that are connected in front of a building or choose to go around and target the wall behind it?

    Here is a picture for example...would they take the red path or black path?
    They will take the red path

  10.   Click here to go to the next staff post in this thread.   #100
    Quote Originally Posted by Hannibal View Post
    If I'm understanding this correctly, I'm not sure it's right. I've seen wallbreakers path around long wall projections between them and a walled building provided the projection doesn't enclose buildings.

    e: Also, it's nice that you took the effort to explain it better to the community.
    That's a very good point! I updated the Q&A post (They won't be fooled by decoys.)

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