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> RCBot 1.4 BETA, For NS 3.0 + other stuff (GET IT :P)
LordSkitch
post Jun 5 2005, 07:08 PM
Post #101


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For Sandy and everyone else..

Review time! Here's the low-down of the botses skills, and examples of what they do.

aim_skill= their erraticness while aiming (% they'll hit)
It's % / 100, so 100% = 1.0 50% = 0.5, 25% = 0.25

aim_time= seconds between reaquisition
0.0 = every frame, 0.1 = 10 times a sec, 1 = 1 time a sec

aim_speed= max degrees to turn / 10
18 = 180? 10 = 100? 4 = 40?


So, my best bot..
CODE
aim_skill=1.0
aim_time=0.0
aim_speed=18.0


it's always on target, it re-aims every frame, and it can turn 180? every frame to keep that target aligned, or find a new target.

A mid-range bot:
CODE
aim_skill=.75
aim_time=0.25
aim_speed=6


75% accuracy, it re-aims 4 times a sec, and it can turn a max of 60?

And, a low-end bot:
CODE
aim_skill=0.5
aim_time=0.5
aim_speed=4


50% accuracy, reaims twice a sec, and can turn a max of 40%



Now, thanks to Cheeseh's new structure for the stuff they see, config max_update_vision_revs is working better. Uses less CPU but more memory. It's the max stuff they can "see" so if you increase it, they'll see more and they're more likely to find targets. 200 is a base setting, bumping it up to 400 or 800 would improve their performance a lot, change it and watch your servers statistics, if it's too drastic of a change, bump it down till it's at a level you're comfortable with.


Thats the main part of their combat stuff you can fiddle with.. See if you can change up stuff and make em harder! biggrin.gif
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Cheeseh
post Jun 5 2005, 07:26 PM
Post #102


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again its not how much they can see, they can see everything visible, the revs thing is just how many things it checks (in the list of everything) that may be visible every bot think time. Basically this is to spread the computation over a few frames instead of all at once in a whole frame degrading performance by increasing computation every frame.
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LordSkitch
post Jun 5 2005, 09:09 PM
Post #103


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Well.. um.. unsure.gif its uh.. they can see it all.. sure, but, its what... of all the visibles it.. umm blink.gif

tongue.gif

It's the same effect, even if they can see it all, its extraneous data until they check it, so its effectively what they see!

::tries as hard as he can not to look like an idiot::
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Cheeseh
post Jun 6 2005, 10:40 AM
Post #104


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effectively its how much they see instantaneuosly per frame, so its kinda like a reaction time as well.
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MarD
post Jun 6 2005, 03:23 PM
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Heyyo,

Cheesh, I've been meaning to ask this but I keep forgetting. tongue.gif

Is there any extra cvar's we can put into the bot_weapons.ini to make them realise the weapon's lobbed? cause bots don't seem to know how to use the rpg's attached to the mp5's on svencoop, I'm gonna guess it's coded in eh? np if not cause it is funny to watch the bots attempt to pwn with rpg's and just nuke eachother, lol.. dude, I draw too much pleasure from svencoop now, hahahaha! smile.gif
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Cheeseh
post Jun 6 2005, 04:10 PM
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not yet, mard.

maybe sometime in the future. Or ill get bots to learn it! biggrin.gif

news to skitchy:

I've came up with a way to save all the stuff learned between maps & server restarts. Saves all the stuff to many files though in the bot profiles folder. Each of them won't be more than 1KB though so not much space needed!

I've also noticed that there are some more memory leaks to discover they happen throughout the duration of the game, I don't know what will cause it yet, I'll have a look, if I can't find anything its going to be a "comment everything less and less until there is a memory leak" and see what I commented back in the code to check whether something there could be leaking some memory space.

in other NS related news tongue.gif

I've noticed the gorges were pretty crap, that because I just recently noticed that the code for determining whether hives were already built or not and func_resources have resource towers on them didn't work anymore. So I'll be fixing that soon too, hopefully the gorges will be back to their ol selves again.

update

i've improved the saving/loading of learned data and think i removed a big memory leak smile.gif
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Cheeseh
post Jun 7 2005, 03:28 PM
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Note: About the so called braindead bug. This happens because for some reason max_path_revs somehow becomes 0 after a few hours of play. To solve it, if it happens again just set it to something usefull like 150. I might introduce a monitoring code to set it to something like that if it becomes 0.
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LordSkitch
post Jun 7 2005, 08:20 PM
Post #108


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It was worth stayin up till 7am to figure that one out biggrin.gif
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Cheeseh
post Jun 10 2005, 05:11 PM
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Just another note i've uploaded another dll (the latest) onto the filebase
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LordSkitch
post Jun 10 2005, 08:43 PM
Post #110


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What was changed in this one?
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Cheeseh
post Jun 11 2005, 12:08 PM
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the stuff thats in the version i gave to you except:

- fixed marines looking at ground to drop mines
- hopefully better blinking
- hopefully webbing more often
- bug fix where gorges didn't know if they could/couldnt build new structures for new trait upgrades (why they didn't build movements/sensories/defs when they could)
- few more tweaks maybe (i think thats all)

actually inspection of your server skithy I think you should put this version on! I noticed gorges got 3 hives up but only ever dropped movement chambers
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Hybridclaw
post Jun 26 2005, 11:40 PM
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QUOTE (Cheeseh @ Jun 6 2005, 04:10 PM)
update

i've improved the saving/loading of learned data and think i removed a big memory leak smile.gif

what do the bots learn?
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Cheeseh
post Jun 26 2005, 11:44 PM
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ive mentioned it on the thread somewheer and told skitchy, maybe he'll answer in some non-geek sense. ... biggrin.gif
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LordSkitch
post Jun 27 2005, 04:23 AM
Post #114


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Hey I'm a geek too tongue.gif

They think in terms of this big grid, they're in the center, and each cell has a value in it, and during certain situations, they run/walk/crouch/whatever to one of these locations, and based on the outcome, they learn if it did good or bad. If it did good they'll tweak it till its great, or if it was bad they'll learn from their mistakes and try to not do whatever they did in the situation again.

They also learn how to fly as lerk, and they're learning how to blink as fade, and they're sposda web, but I've yet to see them do it, or atleast do it successfully.
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DarthSailor
post Jun 27 2005, 07:47 AM
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I'm having a problem where the bots don't build the IP at the begining of a game. The IP is there, but they just don't get it.

This is a problem when nobody's on the server when the game starts. When somebody does join, they can't join the marines and spawn in.

Team balance has marines getting the extra man, so if the bot's get stuck, the map can stay up for hours until I see the problem.

Can anything be done about this?
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tomes
post Jul 6 2005, 04:39 PM
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Hello,
I like playing with RCbots, but sometimes their behaviour annoy me! For example when i give bots waypoint to place where aliens have RT they are becoming crazy. They go and try to destroy RT with knife. Until they destroy RT they dont listen my orders. Mainly they are dying because they are ignoring aliens. Plz do something with this.

Sorx for my english, but im from Poland unsure.gif
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Cheeseh
post Jul 9 2005, 10:11 PM
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make sure you are using the latest (just check the latest dll available again) Usually the prefer the closest enemy if the resource tower is closer than the alien they migth attack the resource tower more often... unfortunately.
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LordSkitch
post Jul 14 2005, 08:33 PM
Post #118


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Alright, there seems to be a problem with the mines as we had thought, but theres a quasi-fix...

If the bot drops a mine in combat, they won't pull out a weapon, UNLESS they see something that needs welding. In which case, they'll whip out their welder, and weld it, then they'll go back to using a weapon. Soooo... there's somethin wonko, hopefully that helps you track down their wonkification.
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Gruuunt
post Jul 25 2005, 06:16 AM
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Wonkification - Only Skitchy could create such a descriptive word like that - nice one mate! tongue.gif

Well I'm gonna go back to Windows now I've got a bit more time on my hands (the dreaded financial adjustment at work occurred) Gonna be self employed for a while me-thinks.

I've Missed you guys!
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KCE
post Jul 26 2005, 10:10 PM
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Any linux build yet? Please rolleyes.gif
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