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Author Topic: Alfa of new Bot AI  (Read 1825 times)
Swiss
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« on: January 02, 2010, 17:46:27 PM »

I finally circulated myself through many days of coding and hundreads of lines of pure conflict code, its way too messy to be implemented atm, but I finally think I'm on it.

Im releasing a bot test server in sever: narkundin in less than a week from now.

What to expect:

Wizard using nether gate:
There is a If phrase, long one, in my code that checks if there is someone in more than 50 yards away or if there is OP / relic near by (25 yards). If so, when the wizard spawns home it will use the gate, or when it spawns to OP. Although it will not enter it himself.. It crashed when I tried to make a bot AI click on the gate, dunno why..

Templar revive:
Remodelled whole friendly target AI system kinda. It is not checking HP regarding the lvl of his heal. Templar with lvl 12 heal will only heal target with > 80 % HP left.
The reason to remodel and what I did: I created a function to a dead fella, it is still crashing the server and looping it afterwards. Working on it. When there is a dead fellow player near by it will attempts to resurrect it ones, if he is being interupted Revive spell will not be used again in the next 30 seconds.

Advanced relic check:
I took a little look how the AI was done to check for relics
It pretty brainless, if here on ground go get it. If enemy carrying relic; enemy relic > relic on ground etc.
I tried to improve it a bit to check for the current amount of relics helt by your own team and opposing one.
A factor that I took a closer look was, where does the bot place the relic. It was set to place the relic on holder which avoids extra time spent going towards the holder. I remade it to place them in the holders people usually want relics to be placed first.
Attacking while carrying relic. This function was false. I first just basically turned "true", and I saw something weird. When they picked up the relic the templar who took it did drop it, pick it up, drop it, pick it up and so on, and soon enough all enemy and friendly bots were doing this in the relic spawn area ... I managed to fix this problem and now reavers willuse metabolism, whirlwind etc attack like these if they are being attacked while carrying a relic. Templars will be using stuns, our fatmeatbolls will use charge etc etc.

Amount of spells.
The number of spells a bot basically had was 4-6. I increased it up to 10. This is a hard mode bot fighting m8 :p I mean I lost to my templar bot in 1v1 5 times outof 15.

"game masters"
I noticed that the recording system allows spectators to fights, so I started looking furter. And yes if I get the will to work with this, it would bepossible to assign "game masters" that could follow games and approve on swapping between teams etc. Tho this just seems to be possible with easy coding, dunno yet.

How can you do this ?

If you got knownledge of .hack and c languages you are able to import your own code directly to settings making improvements possible.
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Smiskfisk
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« Reply #1 on: January 02, 2010, 17:59:08 PM »

Very impressive man, can't wait to test this with the rest of you. Smiley
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PimpFather
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« Reply #2 on: January 02, 2010, 18:05:51 PM »

Swiss - if you can make this work... Fantastic! Looking forward to implement it on my server. Smiley / Pimp
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Swiss
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« Reply #3 on: January 02, 2010, 18:08:35 PM »

I will release the exact date and time of the alfa test when the code is more stable :p
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Persus
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« Reply #4 on: January 02, 2010, 19:43:20 PM »

Really looking forward to seeing your results in action.  Grin
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ReverendLostLamb
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« Reply #5 on: January 02, 2010, 20:08:58 PM »

Thanks Swiss.
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« Reply #6 on: January 02, 2010, 21:55:57 PM »

Thanks for the effort even if it doesnt work, which I think it will. A lot of people struggle when playing with bots due to their AI, which isnt the best. If your new AI works better... I think you deserve an award  Cheesy
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Bernhardt
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« Reply #7 on: January 03, 2010, 11:39:18 AM »

Jolly good show, Swiss!
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« Reply #8 on: January 03, 2010, 14:26:17 PM »

All you ppl, are so hot
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Swiss
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« Reply #9 on: January 03, 2010, 23:58:54 PM »

Updates:
 
Lawl lawl lawl : D

Everytime a bot takes a relic the server crashes.
Everytime a player enters the field, server crashes.
Everytime bot kills another bot it starts flying

Srs, I got no idea what is going on with these, but Im working on it, haha : D
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Persus
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« Reply #10 on: January 04, 2010, 15:47:01 PM »

The task you have set yourself to do all of these changes at once seem almost Herculean and I applaud your dedication and effort. I for one would be more than happy if you could get any of the improvmets implemented even one change at a time. Of all that you mention Advanced relic check would seem the strongest contender.

I wish you all the best with this how ever you proceed.  Grin
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Faro
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« Reply #11 on: January 05, 2010, 15:43:45 PM »

This thread makes me feel so.......dumb.
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Swiss
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« Reply #12 on: January 10, 2010, 18:27:54 PM »

I cannot make a standart to connect to DS servers anymore with the custom patch I impemented. Fixing it.
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« Reply #13 on: March 13, 2010, 10:21:45 AM »

umm... what stage is this project atm?
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Persus
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« Reply #14 on: March 14, 2010, 14:41:01 PM »

no up date from Swss since 10th January so we really don't know if it's still alive or not.
« Last Edit: March 14, 2010, 17:09:09 PM by Persus » Logged
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