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bugs.html
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---
title: TAEB - Bugs and Limitations
layout: default
---
<h1>TAEB - Bugs and Limitations</h1>
<p>
It's too big. Expect about 100-200 MB of RAM usage for a
fully-instantiated main dungeon, double that if it manages to
instantiate Gehennom. Sometimes it uses much more for poorly
understood reasons.
</p>
<p>
It's too slow. Depending on number of changed tiles, amount
of monsters, etc, it can be as much as about 1 second to
process input and 4 more for the default AI to decide on a
move (on sorear's 2GHz P4). Admittedly, it's hard to critique
bot performance much faster than that, but it does make
debugging late game issues harder, and is a blocker for
<a href="future.html#ih3">Interhack 3</a>.
</p>
<p>
The mechanisms used to
<a href="http://taeb-nethack.blogspot.com/2009/06/synchronizing-with-nethack.html">synchronize with NetHack</a>
are all a bit fragile and occasionally (1 in 10<sup>5</sup>
level) report end of output prematurely. Not enough to
motivate serious improvement efforts, but enough to produce the
occasional unreproducible glitch.
</p>
<p>
Teleportitis causes item data to be incorrectly updated if it
triggers during item actions (eating, pickup). Auto-recovers
on sight, but still warning spam.
</p>
<p>
Group combat code is still pretty lousy in Behavioral, it has
to rely on Elbereth far too often, and it doesn't even abuse
it properly. Tends to die to captains and the like a lot for
obvious reasons. Priorities are a little tricky near trolls,
it prefers resting over dealing with the corpse, but there's
no obvious safe way to fix this.
</p>
<p>
Behavioral tends to oscillate in situations where a desired
action is impossible, or becomes harder to see as it gets
closer; the standard example of this is a monster in a
corridor, Behavioral approaches at an angle for safety, loses
sight to the monster, forgets that it is there, goes back to
do something else, and repeats indefinitely.
</p>