Nice observations, and very true. Makes me want to rethink the .py I use for my VS.Thanks for that :)
also where do you find trueomniram.py and arrowhead.py ?
No, it doesn't matter if you use an huge arena, even infinite arena. Advance AI fails because it cannot adopt base on which bot it's fighting against, it fails the moment it isn't in their ideal conditions.
You can't "retreat and flank" a bot faster than you, or a HS/SnS/FSS. Having that AI in those matchup almost ensures lose. Having 2 people using those AI and we see circling for the whole match. Real player will say to themselves, screw this, I can do X because enemy bot type is Y employing tactic Z. That is what's beyond the python AI.
That's why the "move toward bot and attack" tactic is the best, because it works best "on average" against all existing bot types. Until an AI exist that can tell the enemy bot type and analyze enemy bot tactics (aka philosophically impossible to hard code), this is not going to change. This is why even rams uses omni.py or pusher.py instead of anything fancy.
This isn't the only game when I play with AI, and the best tactic for all those games is still "rush to maximum range". Anything "smarter" will result in it not functioning outside it's comfort zone. A real person would spot those holes and just abuse the out of it.
Quote from: 123savethewhales on November 28, 2011, 04:52:51 AMThis isn't the only game when I play with AI, and the best tactic for all those games is still "rush to maximum range". Anything "smarter" will result in it not functioning outside it's comfort zone. A real person would spot those holes and just abuse the out of it. Well you play games with poor AI then. TF2's bots, for all their stupidity, actually hold back and wait for pushes and can retreat as well.
If you think it's so easy, then write the logical algorithm for it. You don't need to know any programming language to write out the logical commands that can identify a HS from a VS from a Gutripper.
Nobody is telling you to write codes. Just provide the logical framework to identify 1 type of bot from another.In short, if you can't see a picture of a bot, what kind of questions would you ask about the bot to identify it.
Quote from: 123savethewhales on November 28, 2011, 06:13:01 PMNobody is telling you to write codes. Just provide the logical framework to identify 1 type of bot from another.In short, if you can't see a picture of a bot, what kind of questions would you ask about the bot to identify it. Did so with the bindings. look.
Just as an aside, I'm growing increasingly more skeptical of how Seism 13 actually functioned in BBEANS 5, as in why did it have to wait until post-match for it to realize that it had to change the position of its wedges? Also, how was it able to differentiate between being outwedged and simply entering the air from some other event? Would a random havok explosion sending the robot airborn influence its wedge position in the next match? If it did, would the wedge AI have to be manually reset, and isn't manually tinkering with the AI mid-round as not to gain/lose an advantage cheating? SO. MANY. QUESTIONS.