Author Topic: New Flipper AI  (Read 6871 times)

Offline Avalanche

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Re: New Flipper AI
« Reply #20 on: March 14, 2012, 01:06:11 PM »
Click, Id just liek t say THANK YOU as you may have just saved Anti Gravity's life.
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Offline Resetti's Replicas

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Re: New Flipper AI
« Reply #21 on: May 14, 2012, 07:12:25 PM »
I don't know if I'm using this wrong, but I'm having a couple of problems with this PY.


First, in a four-way flipper melee, all the bots freeze up if one bot is flipped.  True it's technically what they're supposed to do, but it doesn't look good in my videos, and sometimes gives a bot a chance to escape from being wedged.


Second, if a bot tries to self-right and doesn't hit the ground immediately, it fires the flipper again, and ends up un-righting.


Any help is appreciated.

Offline Clickbeetle

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Re: New Flipper AI
« Reply #22 on: June 20, 2012, 11:44:14 PM »
Sorry for late reply, but:
 
I don't know how to fix the first problem.  It seems this is an unforeseen and unavoidable side effect of the code I used.  The only solution I can think of is to make another .py especially for 4-way flipper rumbles.
 
The second problem is easier to handle, I just need to add a customizable srimech time delay.  I'll get on that.

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Offline Mr. AS

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Re: New Flipper AI
« Reply #23 on: June 20, 2012, 11:47:03 PM »
First, in a four-way flipper melee, all the bots freeze up if one bot is flipped.  True it's technically what they're supposed to do, but it doesn't look good in my videos, and sometimes gives a bot a chance to escape from being wedged.
did you tried ai'ing one bot with the regular flipper and the others with the new one ? it might give one bot a slight disadvantage, but it's worth a shot, just make sure to change the name of each one in its py to flipper and flipper1
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Offline System32

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Re: New Flipper AI
« Reply #24 on: June 21, 2012, 07:02:03 AM »
Sorry for late reply, but:
 
I don't know how to fix the first problem.  It seems this is an unforeseen and unavoidable side effect of the code I used.  The only solution I can think of is to make another .py especially for 4-way flipper rumbles.
 
The second problem is easier to handle, I just need to add a customizable srimech time delay.  I'll get on that.

Maybe adding a small bit that looks for the next attackable opponent? Or abuse the teams system and make Opponents flipped teammates as long as they are flipped?
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Offline Clickbeetle

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Re: New Flipper AI
« Reply #25 on: June 09, 2014, 05:13:39 PM »
MEGABUMP

I noticed some people grumbling about the new Flipper AI in the Battlebots 9 thread, and they had very valid complaints, so I did something about it.

In a nutshell, I greatly reduced the occurrence of "flipper staredowns" when you have more than one flipper in the arena.

The AI now keeps track of whether or not the opponent has entered its smart zone.  If it hasn't, then the AI decides the opponent can't possibly be flipped, and therefore doesn't stop moving.

Furthermore, if the opponent HAS entered the smart zone, and then stopped moving (so the AI stops too), and then started moving again, the AI decides that the opponent is not flipped, and will wait until smart zone contact is made again before stopping again.

I also reduced the default sensitivity of the immobility detector (from 1 meter to 0.5 meters) so the AI won't stop as often.  You can always change this in Bindings if needed.

Obvious improvements: Flippers will immediately start driving at the start of the match in flipper vs. flipper battles.  Four-flipper rumbles never result in a four-way freeze.

I've updated the first page with the new download link, but here it is again for the lazy.  (Don't mind all those other .py's, they're just there for convenience.)

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Offline Naryar

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Re: New Flipper AI
« Reply #26 on: June 11, 2014, 08:23:43 AM »
That is good, thank you Click !

Offline RedAce

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Re: New Flipper AI
« Reply #27 on: June 11, 2014, 11:55:56 AM »
Thanks for that update Click!