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Messages - Trovaner

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1201
Site News and Feedback / Sections you don't look at?
« on: July 22, 2009, 11:33:05 AM »
I used to read everything but gave up when we got several new members that liked to start flame wars. I now read some of the stock showcases, tournaments that I'm participating in, some threads with interesting titles, or threads that consistantly supply good info.

1202
Contests / A new tournament idea.
« on: July 20, 2009, 02:04:32 PM »
Quote from: Madiaba;52992
There would have to be some set paratmeters of commands.  After all, you know how some code in 'lethal' stuff and all... Cheaters
I completely agree. So we would need a rule similar to this:
Quote
You may not add/remove/alter/manipulate GMF objects or the arena's programming, manipulate/disable/interfer with any of the opponents in any way, purposely alter visibility of components or bots (which includes darkening the screen or moving the camera), or use any of the codes listed below...

plus.damage(BotID, ComponentID, Damage, XYZ-Location)
plus.disable(BotID, True/False)
plus.force(BotID, X, Y, Z)
plus.gravity(X, Y, Z)
plus.practice(True/False)
plus.push(BotID, X, Y, Z)
plus.setArena(ArenaObject)
plus.setBackColor(Red, Green, Blue)
plus.setSubsteps(Number)
plus.setTimestep(Number)
plus.eliminatePlayer(BotID)
plus.magicMobility(True/False)
plus.refreshAI(BotID, AIBotID)
plus.usePower(BotID, True/False)
self.ResetComponents()
I left out a couple things that were debatable depending on how they were used (such as fire and smoke) because as long as they don't purposely interfer with the visibility of components or bots, I have no problems with them.

Quote from: philetbabe;53099
if we want very accurate AI they must take the arena into account, so -> not only the bot should be known but also the arena.

I don't think this is necessary because you can program your AI to figure this out yourself by using Arenas.currentArena to access arena information.

Quote from: philetbabe;53099
Not to make this tourney a "private guru challenge", there should be a system of handicap that give 'new Aier' and beginners some  'points advantage" that give them hope to win.

What if we have teams (one "guru" and one "new AIer"). Then people would have a chance to learn how to do it themselves while still having a chance of winning. Being a "guru" can be defined as participating in at least two programming tournaments or someone confident in their programming ability (whichever comes first). The only problem I have with this is some "gurus" might not have enough time to do both (work on the AI and teach the "new AIer") but I'm willing to help any "new AIer" no matter how much prior knowledge they have.

EDIT:
Quote from: Somebody;53172
I think that a good first challenge would be making a generic bot navigate an obstacle course, but the AI writers don't know what the course is when they write the AI.

I wouldn't mind doing that (RayTest would work well with that) but then we would need to make a custom arena for it and whoever is hosting the tournment wouldn't be able to enter. Maybe having the bots perform an action currently not 'AI'able such as making an AI that can play soccer would be better (this would also make determining the winner easier).

1203
Contests / A new tournament idea.
« on: July 19, 2009, 06:39:30 PM »
I'm totally up for this. I've been meaning to make some new AI routines but there wasn't much purpose behind it before...

How would we determine the winner, though? (I'm just throwing out ideas because I really want this to work)
-If we have the bots fight eachother, I don't think that would suffice enough and we would need a certain number of AI routines to make a bracket.
-If we have everything for download so that community can vote after testing, I don't see this working out very well (I can't think of any major problems now but I know there are some).
-If we have the features listed for each routine for the community to vote on the best, we wouldn't know how well they would work.
-If we have the bots fight other bots (~2-3) then have a community vote, there would be IMO the least amount of problems/hassle.

1204
Modifications / Re-Stocked AI: BETA and Release
« on: July 16, 2009, 12:28:03 AM »
Yes but IMO most designs with external/unguarded extenders benefit from this even if something is being extended out slightly more because it is still making a smaller target, you have more HP overall, you have two more attachment points, and it costs the same amount of weight.

1205
Modifications / Re-Stocked AI: BETA and Release
« on: July 15, 2009, 08:50:44 PM »
Quote from: infiniteinertia;51755
I do not quite understand the whole separate segmented extender work, why is it better?
ALL stock extenders have 100HP no matter what size (DSL is different). So having one 40cm extender would have the same HP as one 20cm extender. With this in mind, having two 20cm extenders would be twice as efficient (40cm; 200HP) as having one 40cm extender (40cm; 100HP). Unfortunately, the 200HP isn't completely accurate because all the opponent has to do is deliver 100 damage to either one before it breaks off but at least this way your opponent has to hit something 20cm long instead of something 40cm long. (the same basic principle applies for extenders larger than 40cm but I thought it would be easier to understand if I used a 40cm extender as the example)

1206
Modifications / Re-Stocked AI: BETA and Release
« on: July 15, 2009, 12:05:27 PM »
After spending a majority of my day yesterday looking at the internals, bindings, and competitiveness of every bot in the pack, I can now safely conclude that I probably missed some things :P  I've already removed the things that were previously mentioned by other beta testers, some of my extra comments, and ways of reducing weight when I wasn't sure of what to use the weight for. I also removed the bots that I didn't have any problems/comments for. I don't expect you to fix all the problems that I listed (that would take forever and would have little impact on the overall experience) but hopefully some of the info will be helpful for you.

A majority of the bots could have their extenders (40cm+) divided into multiple segments (depending on the 7 component limit, usually 20cm) because they have more HP for the same amount of weight. So instead of making things overly complicated, I marked bots that would benefit from this with an astrix (*) (I left out bots with internal extenders or bots that I believed protected the extenders enough).

Code: [Select]
0 - Red Zone
ALARM:
1.I'm not too fond of the weapons hitting at different times (looking at the collision mesh)
Sentinel: *
1.Have the sharp side of the blades point out because they aren't double-sided
3.The Srimech isn't very good right now because the wedges don't have enough extenders attached to them

1 - PREHISTORIC
Roly Poly: Might Be Worth The Rebuild
1.I'm not too fond of the weapons hitting at different times (looking at the collision mesh)
2.If you stack another baseplate anchor in the front, you can have two extenders (with the side attachment points pointing in opposite directions) with everything on the left currently on one and everything on the right currently on the other (with two weapons stacked in the center) (more HP)
3.The nose is in the wrong direction
Sabertooth: *
1.I like the use of the mace's large collision mesh to coverup the extenders
Grog The Warrior: *
1.The Spin command makes one of the snappers move.

2 - The Good ol' Boys
Catfish:
1.The irons (more specifically the top ones) could be rotated so that they hit at once (if hit by a slightly off center frontal attack)
Mud Runner: *
1.The extender Srimech should be a little longer.
BEAR:
1.Scary...

3 - Team Dragon
Ninja:
1.The bindings say that it is invertible but the plow gets in the way (you may have done this on purpose because the plow might be broken off but I figured I'd bring it to your attention)
Ronin:
1.Coolest bot in the pack PERIOD

4 - BLACK STORM
Bot-204:
1.Personally, I think the castors would do better if they were rotated inward a little
Devil:
1.Is the ballast really doing anything?
2.I'm not too fond of the messy chassis.
3.Use Popup instead of Omni because it is activating too soon
Coal Miner: *
1.I like the component arrangement inside and outside of the chassis

5 - Team SPARK
JACKBOT!: *
1.In terms of LWs, it has a ton of castors (a good thing)
Boxer:
1.The forward heading is backward (for when it is controlled by players; not the Heading used for the bindings). This doesn't cause any problems because it is an AI bot but it irritated me while testing.
2.A very well designed bot (reminds me of a bot that I think Click made...)
EMERGENCY: Questionably Easy Rebuild
1.Replace the ice picks and four extenders (one on each side of the weapon brackets (moving the 4 irons w/2 extenders down onto the bottom bracket) and add a razor onto each side of the brackets (I'm pretty sure you would need to remove .1kg off of the chassis for this to work though)
2.Divide the extenders into more than one segment (more HP for the same weight)

6 - SpikeHeads
M.A.D.:
1.The irons aren't lined up very well because of the angled chassis
2.The radius is set slightly too high in the bindings for it
Demetia:
1.I would consider adding another castor to the center
Little Metal Friend: *
1.I think the wedges could be angled down a little more

7 - North Polers
Mini Berg:
1.The front isn't wide enough to trap bots and it doesn't have a working Srimech
2.I think this bot should be replaced...
Snow Job:
1.Using the extra weight, add two irons to the extenders coming off of the pistons

8 - HIGH VOLTAGE
Backslash:
1.Rotate the blades so that the sharp side is out
WIDE LOAD:
1.I'm not too fond of the extender work
2.While inverted, the weapon drags and the front tires don't touch the ground at all (and the middle motors touch the ground occasionally)
3.The radius is set too high *thinks about how ironic that statment is*
3.I think this bot should be replaced...

9 - Team HEX
LugNut:
1.The wheels are a little too far out IMO but the only ideas I have to fix this will make it more generic
2.The radius is set too low
Hanky Panky:
1.Replace the forklift arms with either a spike strip, iron spike, spiked club, iron fist, or samurai sword (because they are big, have more HP, and do damage)
2.Switch directions of the blades on the wedges so that they can do damage to the opponent

10 - Team Z
Razor:
1.I've never seen a controlboard stacked with the top of the chassis before (I knew it worked with the sides but I've never even thought to try it with the top...)
2.Move the castors farther apart because not much will hit between them but horizontal spinners are likely to hit the extenders that are sticking out currently (after destroying the two razors first)
Eye Poker:
1.Move the wedge out more with the extra weight (right now, by the time it hits the opponent's front, you're already on your opponent's wedges)

11 - SteelYard Dog
Lil Dog:
1.The 'turn' setting in the bindings is set too high
Big Dog:
1.I like how this one looks...

12 - RIOT
Civil Disobedience:
1.For the skin, I would move the skull to the front
Raptor: *
1.Maybe try this against a version with the DDTs attached directly to the extenders that are next the other attachment point
2.The Srimech doesn't work very well.

13 - MEGATON
DEADBEAT: *
1.I think if you replace the angle connector with a black extender, the plows would protect the front of the chassis better.

14 - The Scrappers
Arc Pounder:
1.I would upgrade the razor to a mace (short enough that it won't get hit and break off as fast as an iron spike)
2.Continues to spin even while being counted out
Ripblade:
1.The wedge should be a little farther out
Backyard Ripper: *
1.Since it isn't invertible anyways, I would do either one of these:
-Replace the bracket wedges with another pair of snowplows (possible angled inward)
-Remove the bracket wedges, flip the plows, and add another pair of wedges or upgrade the razors
2.The chassis is almost the exact same as my first version of Shadow Tyrant...
4.Switch directions of the blades so that they get do damage to low horizontal spinners.


I, personally, am not very fond of the changes to the Infogrames logo but the music rocks.

1207
Modifications / Re-Stocked AI: BETA and Release
« on: July 12, 2009, 05:13:33 PM »
I'd be willing to beta test...

1208
Modifications / Infinite's Summer Magic
« on: July 11, 2009, 03:57:10 PM »
Having extra information in the bindings doesn't cause errors.

The only possible problem that I can see in the bindings would be the weapon IDs (you may have too many or not enough). Otherwise, there is no difference between a working line and a not working line as far as I can tell.

If it still doesn't work, I would make sure that the Omni.py hasn't been editted... (I doubt it was because other bots using it appear to be working)

1209
Modifications / Information on Modding and Custom Components
« on: July 11, 2009, 02:15:07 PM »
To my knowledge, the second link that Sage gave you works on all versions of 3DS Max (before that tutorial was written, it was believed that only 3DS Max 4 and 5 worked). Please make sure that you are following all the instructions and explain what error message you are getting from the script.

1210
Discussion / If Possible: Autosave!
« on: July 11, 2009, 12:30:27 PM »
Saving is coded within the EXE so to my knowledge this isn't possible without the source code.

I used to have the same problem while using Full Screen but as long as I switched to the test garage or out of the Robot Workshop, it saved. But if the bot wasn't there when I looked at the team's screen, I quit and immediately went into the Teams folder to copy the .bot file into the Robot Designs folder.

1211
Tutorials and Tips / AI-ing (.py files, coding, R+D, and help)
« on: July 09, 2009, 04:23:29 PM »
So in other words, range is the maximum distance (defaults to 50) before the weapon motors start spinning while range2 is the maximum distance (defaults to 3) before the bot itself starts spinning. While the bot itself is spinning, it won't stop even if it is being counted out so you don't want to set it too high...

1212
Stock Showcases / Sage's Showcase
« on: July 07, 2009, 09:35:49 AM »
I would upgrade the wheels to Slipperbottoms (because shinies on baseplate mounted Z-TEKs don't touch the ground when the opponent gets under your wedge) and upgrade all the weapons to irons. Then, if possible, I would rotate the Snappers being used for the wedges so that they are horizontal (you would need to use the axle loading glitch to get the wheels out of the way first) and stack a baseplate anchor in the current ones so that you can add some side protection with the remaining weight (it might be wide enough that you don't really need side protection, though).

1213
Discussion / Full body spinners and drums.... how to AI them.
« on: July 03, 2009, 07:19:44 AM »
I think I know a way of programming this without using any smartzones...

Edit: Feel free to make a SZ version because I won't have time to work on this until next week.

1214
Discussion / Mythbusters: RA2 Edition
« on: July 01, 2009, 06:17:01 PM »
Personally, I don't like that your using plows for testing because they are extending past the pivot of the snappers and they are positioned farther out on the wedges compared to the chassis version (this causes the pivots to vibrate more because the weight is making them go out of alignment more often).

In my experience, the more static weight (motors cause to much jumping) attached to the wedge setup, the better the wedges to a point. Shadow Tyrant's wedges got better until I started going really overboard on things (in fact, my wedges are worse than a version with less ramplates but they were still good enough to get under most designs).

1215
Discussion / Note to the 'Glitch'
« on: June 23, 2009, 12:27:45 AM »
What Pysclone is saying happens because by pressing the pause button, moving components (such as burst motors) can't adjust while the arena is loaded. So if you unpause it, the motors will abruptly adjust themselves to where the game thinks they are at.

1216
Discussion / The Ranks: VOTES ARE IN!
« on: June 20, 2009, 06:07:14 PM »
As others have already said, voting should be limited to five votes per catagory with them listed on the main page because IMO it would make the main page, too big if we did top ten. I also think there should be just two catagories (stock and DSL) because IMO it would be too hard to judge the others.

If we do best builder of the month, ACAMS could set up another uploader where members can upload a splash (optionally showing more than one bot) to represent themselves for that month. Then similar to BOTM people can vote on their favorite five for each catagory. Then the winners' names are added to the main page (hopefully people wouldn't vote based on the splash...). If we did it this way, people with showcases could reuse a splash if they didn't have time to make another while people without showcases could still participate. But then again, I'm just throwing out ideas.

1217
Discussion / Obstacle Race?
« on: June 19, 2009, 04:23:41 PM »
Actually, I think it is possible to make the AI ignore opponents but some of those arenas would still be laggy.

1218
Modifications / Kinda noobish question
« on: June 19, 2009, 03:49:48 PM »
They are used by the AI to know when an opponent enters an area where something is suppose to happen (usually so that they know when to activate a weapon)

Edit: Oops... took to long... Anyways, they are generally not used by human players unless they plan on 'AI'ing their bot.

1219
General Support / help with 3d studio max
« on: June 18, 2009, 05:23:19 PM »
Yeah, he means that you need to click the export button under Geometry not Light because you never made a light source that could be exported.

1220
Discussion / What Do You Mod?
« on: June 15, 2009, 12:24:04 PM »
Opps, you have a good point... Anyways, I know how to mod them thanks to Apanx and Mad.

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