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Messages - Phoenyx

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61
Robots Showcase / Re: Da Mekboyz
« on: September 09, 2012, 11:02:38 PM »
You should probably make yourself up to date with modern competition....unless you plan on using a time machine and competing in 2003.

I'll try to get myself up to date on these things. It's hard to stay informed when you look up combat robot on Google and all you get is military support equipment.

62
Robots Showcase / Re: Da Mekboyz
« on: September 09, 2012, 10:39:40 PM »
Dude Nightmare is done. Electric Boogaloo is the new vertical to worry about...


do you have any concept of time. most of the robots you're afraid of haven't fought in 8 years.

It's not that I don't have a concept of time, it's just that I didn't really keep up with what happened to a lot of these machines. A lot of the sites I used for information have been down since 2006.

63
Real Robotics Discussion / Re: Robotics General Discussion Thread
« on: September 09, 2012, 09:07:58 PM »
Current state of the old Vlad
http://www.e46fanatics.com/forum/showthread.php?t=723078

When I watched Vlad the Impaler vs Mechavore, I kinda shed a tear. Seeing Vlad getting torn to shreds like that was heartbreaking in a way. I know that Mechavore is a destructive machine, but that's just a little overkill, especially since Vlad was in no state to fight after that match and was mothballed in favor of Vladiator and Vlad 2.

I'm glad someone is putting time into restoring such an iconic robot. Maybe we'll see an upgraded version of the original Vlad back in the arena and ready to fight again and continue its legacy.

64
Robots Showcase / Re: Da Mekboyz
« on: September 09, 2012, 08:36:42 PM »
If Smentowski breaks it with anything it would be with Breaker Box, but I know for a fact that Nightmare is still in existence.

Then why wouldn't he drag it out? I'm sure everyone would love to see that thing in action again.

Nightmare had trouble winning 10 years ago, nevermind now.

It still got the fastest KO in Battlebots, and I don't think anything has really beaten its record in RFL.

65
DSL TC Showcases / Re: Craaig ~ DSL VS Design
« on: September 09, 2012, 08:33:10 PM »
Steel Warzone 2 please. :gawe:

That, and depending on the weight it's welcome in Iron Apocalypse too.

66
Robots Showcase / Re: Da Mekboyz
« on: September 09, 2012, 06:43:35 PM »
im all for fun and all but eteks cost loadsamoney and if he breaks it hes essentially screwed out of $1000+ and im doubting if a wheelchair can even handle the force of an etek

If I break it? I know it will get trashed (at least eventually), but I'm not going to be the one who breaks it. If anything it's probably going to be one of the serious teams, like the Redrum or Tornado Mer guys, or maybe Jim Smentowski himself if he still competes with Nightmare.

Also, $1,000 isn't bad for what some people pay to build these things. Most Heavyweights cost around ten times that much, maybe more.

67
DSL TC Showcases / Re: Phoenyx's Showcase - Glass Cannons and random robots
« on: September 09, 2012, 05:05:37 PM »
Do the shrimechs even work? Just asking because I thought the Ronin flag's collision mesh was messed up. Oh, yes you do want to make your bot look cool while being effective, but right now, your extender work is all weird and there's just too much going on.

The flags work surprisingly well, actually. Their messed up collision meshes actually kinda help out here. It's not very good at self-righting (especially late in a match), but I could only fit one more battery into the chassis do to weight.

As for the extenders, there's a lot going, I know it needs to be fixed up but it will have to do for now. I can't really figure out what to do with it.

68
Robots Showcase / Re: Da Mekboyz
« on: September 09, 2012, 10:51:33 AM »
what hes saying is that youll get more out of your bot and your money if you tone down the motor and toughen the frame

Look... I can only work with what I have. I'm not Team Whyachi, and I end up having to scrounge around for things. The chances are pretty slim that I will find a decent weapon motor for a good price - I've already had to give up one because it didn't meet my requirements. If I had got the same Pride Mobility Products gearmotors new as the ones already mounted to the wheelchair chassis, they would have cost me more than I've already spent. The wheelchair the frame came out of was an older Quantum - Pride's top-end model at the time, and I was lucky to find that thing for around $100 at a used furniture store. I've spent another $600 or so getting it moving under radio control. It's been sitting in my garage for a while collecting dust, and I just want to get it finished so I can have something to throw into the arena and get some experience driving while I start to work on something more competitive.

Does everything absolutely have to be top-tier, world-championship winning material here?

69
DSL TC Showcases / Re: Phoenyx's Showcase - Glass Cannons and random robots
« on: September 09, 2012, 10:21:01 AM »
you know you could just have it invertible instead of wasting weight on these srimechs.......

Keep in mind that even though this robot is supposed to be a competitive design, Rule of Cool still applies. I didn't want to give up the flags even though they're wasted weight simply because they look cool. The reduced external armour hasn't been a problem yet.

Whis is the point of the small wedge, again?

Mainly to keep the front discs from touching the ground and to make it harder to get under without having a run-in with those discs.

70
DSL TC Showcases / Re: Phoenyx's Showcase - Glass Cannons and random robots
« on: September 09, 2012, 07:59:54 AM »


The Demon, Melzez, who lives inside my mind and drives me to madness, has become even more powerful. Now the flags act as Srimechs, although at the sacrifice of a bit of the armour plating. Should I downgrade to Pl5 and add some of the plating back, or is it good as it is?

71
Robots Showcase / Re: Da Mekboyz
« on: September 09, 2012, 05:03:34 AM »
Honestly, if you're going to spend all that money you should really reconsider your entire plan... You've got a wheelchair frame with some angle iron bolted on and you're planning on strapping an etek to it... You could take all that money, order a whole set of parts, build a decent frame, get good wheels, etc.

If that one etek you buy breaks you're screwed. Build something that will be easier to fix when it breaks. It's for combat, it WILL break.

I'll cross that bridge when it comes. Honestly, I don't really care too much if this first one gets trashed. It's a prototype, and I will be mothballing it after a few tournaments to build something better, even if it somehow gets a good win record. That's why I decided on going the cheap route with the frame.

Very nice motor, but why not get an original E-tek instead? Then you can just use a meaty solenoid and a battle switch, and you would be in business.

Because I prefer the lower maintenance of brushless motors and am more familiar with the tech behind them. Granted brushed motors are simple in comparison, but I guess I'm just addicted by the shear power of a brushless motor. It's also cheaper than the E-tek R, and the original E-tek was discontinued. After the initial startup cost, the MARS PMAC would actually be slightly cheaper to replace.

72
DSL TC Showcases / Re: Badnik's DSL Badniks
« on: September 09, 2012, 03:37:38 AM »
If you need to reduce the weight in order to upgrade something, then making the chassis somewhat smaller and maybe using a hollow disc instead of a solid one would be your best options. Also, for MW IRLs you don't particularly need a PERM 132. Keep it if you want, but it's a bit overkill. I've found that often times a PERM 80 works well enough with these kinds of robots.

73
Robots Showcase / Re: Da Mekboyz
« on: September 09, 2012, 12:15:45 AM »
Alright... I'm considering an E-Tek Mars PMAC Brushless Motor for my weapon motor. Would you say its a good choice?

74
Discussion / Re: How do you bring yourself to play RA2?
« on: September 08, 2012, 04:58:06 PM »
I tend to play RA2 for the same reasons I play Minecraft on single player or Garry's Mod - because I get an idea and need to put it somewhere other than my mind.

75
Challenge Board / Re: RA2 CHALLENGE THREAD - DISCUSSIONS
« on: September 08, 2012, 06:45:05 AM »
That's fine, just pm me when you want me to make the thread and I guess by ''THAT bot'' you mean alien warrior ?

Maybe... :trollface

76
Challenge Board / Re: RA2 CHALLENGE THREAD - DISCUSSIONS
« on: September 08, 2012, 06:26:30 AM »
Anyone want a DSL IRL HW fight ?

I would. It's been a while since I last brought THAT robot out, although I'll be making a few improvements on it first if you don't mind...

77
Tournament Archives / Re: Iron Apocalypse - Preseason torunament
« on: September 08, 2012, 05:10:57 AM »
Updated status of tournament

78
General Support / Re: How to Modify RA2 Music Files?
« on: September 08, 2012, 01:21:15 AM »
Once you do that, to get the files to play in a specific order just put a letter before the names. RA2 will play the files in alphabetic order.

79
I apologize for not realizing how divisive the subject of AI and its effects on the Metagame is.

Now for the original reason I began posting:

It has never been a question about which would be better. The current tactic is just easier to code and works decently well when close to the opponent. While this has been discussed numerous times in the past, it is always nice to get people's input on possible solutions and problems. There have also been quite a few advancements in terms of understanding the mechanics of RA2 and its built-in commands.

That said, it is important that other people know what they can work with. Here are all the commands from my big list that could be useful in an a flanking AI.
Code: [Select]
#----- Plus Codes: -----
#plus.describe(BotID) - gives all component IDs and their corresponding bases
#plus.getContacts(BotID) - returns a value for each wheel (in order of CompID) that is equal to 0 when the wheel isn't touching anything and 1 when it is touching something (returns 0 if broken off)
#plus.getDirection(BotID,NoseOffset) - returns vector pointing in the forward direction for this player's bot with botlab nose offset. All three values are within the range positive 1 to negative 1. Each value equals positive 1 when directed toward their coorisponding XYZ-Direction (for example, the first value equals 1 when the bot is pointing in the direction of positive X).
#plus.getFPS() - returns the current FPS (for some reason it causes errors when used in certain sections such as Tick)
#plus.getGameType() - returns the name of the arena type (ex: "TABLETOP")
#plus.getHeading(BotID) - returns up axis heading for this player
#plus.getHealth(BotID,ComponentID) - returns the amount of health remaining (ex: 1.0 is 100% health, .5 is 50% health, ect.)
#plus.getHitpoints(BotID,ComponentID) - returns the amount of remaining hitpoints for the component
#plus.getLocation(BotID) - returns a list containing the XYZ-Location of the designated bot
#plus.getPlayers() - returns a tuple of all the BotIDs of all players (will not change when bots are disabled, destroyed, or eliminated)
#plus.getSpeed(BotID) - returns the current speed of the designated bot
#plus.getTimeElapsed() - returns the amount of time that has passed since the start of the battle
#plus.getWeight(BotID) - returns the weight of the designated ID (changes when components fall off) (I'm not sure how accurate this is because I used it in the botlab on one of my bots then in the test garage while it was still in the air and there was a 4kg difference...)
#plus.rayTest(XYZ-StartingLocation,XYZ-EndingLocation) - if something is between the two points it will returns the BotID (-1 if it is not a bot), the ComponentID (lowest component value is 2) (0 if chassis), the XCoordinate of intersection, the YCoordinate of intersection, and the ZCoordinate of intersection; otherwise it will return -1 for all five values if it doesn't hit anything. If it hits something that isn't a bot, the first two values are -1 while the rest are the XYZ of the point of intersection

#----- AI Codes: -----
#self.GetDistanceTo(XYZ-EndingLocation) - returns the distance to the designated location
#self.GetDistanceToID(BotID) - returns the distance to the designated BotID
#self.GetEnemies() - returns the IDs of all opposing bots
#self.GetHeading(True/False) - returns up axis heading for this AI bot. The given parameter specifies if it is going in reverse or not.
#self.GetHeadingTo(XYZ-Coordinates,True/False) - returns the heading to the given location. The second parameter specifies if it is going in reverse or not.
#self.GetHeadingToID(BotID,True/False) - returns the heading to the given BotID. The second parameter specifies if it is going in reverse or not.
#self.GetID() - returns the ID number of the bot loading this
#self.GetLastDamageDone() - returns the CompID for this AI that delivered damage to another bot, the amount of damage, time of hit, opponent's BotID, and the opponent's damaged CompID.
#self.GetLastDamageReceived() - returns the CompID that recieved the damage, the amount of damage, time of hit, opponent's BotID, opponent's CompID that delivered the damage
#self.GetLocation() - returns the coordinates of the bot loading this
#self.GetSpeed() - returns the current speed of the bot loading this
#self.GetTurning() - returns the current turning of the bot loading this
#self.GetZoneContents(SmartZoneName) - returns a list of strings containing two values for all components inside of the designated smartzone. The first value repressent the BotID+1 and the second value represents if it is a chassis.
#self.IsEnemy(BotID) - returns 1 if the designated bot is an enemy otherwise returns 0 (this sometimes results in random errors so I like to compare the BotID to the ones listed in GetEnemies)

#----- Arena Codes: -----
#(I can't remember if these are accessible within the AI.py's 'self' but if not, use 'a' instead ("a=Arenas.currentArena"))
#self.FromGrid(XYZ-Coordinates) - returns the XYZ-coordinates according to the map file (there is no diffence in results when the Y-Coordinate is given)
#self.GetMapResolution() - returns the arena's resolution setting (this command is used to determine how accurate the map file is)
#self.GetMapSize() - returns the arena's size setting (this is usually set at the top of the Arena.py)
#self.SetSearchRadius(Value) - used to determine the size of your bot so that it avoids walls and hazards (this is usually set to the value that you gave for the radius)
#self.RayTest(XYZ-StartingLocation,XYZ-EndingLocation) - if there is an object between the two points it will return a one and a list of the XYZ Coordinates for the point where it hit something. It will return a zero for the first value and (None, None, None) if nothing is between the two points.

As far as identifying the opponent's type, we are limited to only knowing their components' base. We have no idea how the components are connected. For this reason, we are better off determining if it is a type of bot that we don't want to flank. For HS, you could use plus.rayTest to see if any weapons are moving in the front of the bot at the start of the match (you would also need to make sure that you aren't looking at a FS or VS). For FBS, you could determine if their heading keeps changing at the start of the match. There is no one-size-fits-all solution for figuring out bot types so even this solution would require quite a bit of coding.

As far as flanking goes, you can check the size of the arena, the speed of both players, their current headings, and use the turn and max turn speeds from the bindings of the AI bot. The map size is rarely correct in custom arenas but you can use a self.RayTest as a corrective measure. If the hazards were properly labeled, you can also tell it to avoid them (preferably before attempting the flanking maneuver).

Thanks. That's exactly the information that I needed. Now the fun part begins.

Finally, a few replies:

It wouldn't be if you and others like you didn't shoot down everything that would.

Wedge war is sooo last year man. Nobody really cares about outwedging people anymore now that the top builders are becoming equal to each other.

What i mean is... well wedge efficiency is still needed but nobody knows what is the ultimate wedge recipe (implying there is one to start with), and considering that most people have the same wedge recipes, wedge efficiency cannot be qualified by builder.

So wedge efficiency is now essentially random, therefore ruining the wedge arms race.

Then why not work towards a new goal? Isn't it GLORIOUS and MANLY to find new methods of competition in a sport or game?

You couldnt have two bots with the proposed AI fight each other. They would both flawlessly circle eachother trying to flank but failing every time because both are programed not to show their sides and to get to the sides of the other one.

That's assuming that both robots are exactly the same, eg. have the same weight, drive motors, weaponry, chassis layout, weight distribution, wheelbase, etc. That usually doesn't happen unless you put two of the same robot against each other, and even then there's the chance that they'll attempt to attack the other robot from intersecting angles.

80
DSL TC Showcases / Re: Phoenyx's Showcase - Glass Cannons and random robots
« on: September 07, 2012, 06:34:03 PM »
Unrealistic, weapon passes through perm belt :trollface

The PERM belt? It passes through the PERM entirely.  :trollface

Cause this is a Defense type bahwt, you can try to make it invertible by using grannies and removing all of the stuff on the top.

I really want to keep the flags though since even with non-IRL robots I like to have at least something cool looking on it... maybe I could make a Sirmech using them?

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