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Messages - System32
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602
« on: December 15, 2011, 12:25:34 PM »
604
« on: December 14, 2011, 11:32:52 AM »
It's not a mod.
I know, it's just so much like it.
You are an idiot, you know that?
605
« on: December 13, 2011, 06:34:26 PM »
Hurricane Bawbag has a brother heading for round 2. Anyway, the current drama:
606
« on: December 09, 2011, 12:45:06 PM »
I had no idea where to put it, so shuddup.
Then don't post or make a new thread, idiot.
No point to make a thread because of one video, fool.
Then don't post it.
Already did.
Dominator was about as bad as Mortis was for failing. Sad really.
607
« on: December 07, 2011, 05:46:28 PM »
I had no idea where to put it, so shuddup.
Then don't post or make a new thread, idiot.
No point to make a thread because of one video, fool.
Then don't post it.
608
« on: December 06, 2011, 12:14:57 PM »
Fat scout is best scout.
609
« on: December 04, 2011, 08:05:15 PM »
I had no idea where to put it, so shuddup.
Then don't post or make a new thread, idiot.
610
« on: December 04, 2011, 10:37:57 AM »
Read the god damn title dumpass
611
« on: December 03, 2011, 02:37:11 PM »
A Human opponent? I'll have to think about that.
612
« on: December 03, 2011, 11:09:13 AM »
They are all bots.
The only skial server I encountered that's full of bots is the Medieval one. The Dustbowl one is full of actual players. Bot's can't level up their stranges, you know. :P
That's because the bots are always medics.
613
« on: December 03, 2011, 11:08:01 AM »
Bot exchange is a bad idea. Reveals your entry.
HARD MODE
614
« on: December 02, 2011, 12:49:36 PM »
They are all bots.
615
« on: December 01, 2011, 08:01:27 PM »
Title change.
616
« on: November 30, 2011, 02:03:57 PM »
It doesn't help that most of the top builders have stopped posting in showcases (123, Ounce, Pwn, etc).
Agreed. Even though I lean more toward the IRL style of building (mainly because I enjoy it), I do miss seeing those showcases active. I believe that a lot of trends in bot building are driven by inspiration... and the IRL style is ruling at the moment. DSL realistic ruled for a long time though, I don't think it is entirely forgotten, but I think that people got tired of it for now.
Realistic was meant to be like IRL, but thanks to 123, Ounce and Nary, it became (In the words of R0B0) "A glorified no-stacking rule." IRL is merely DSL builders realizing that they were approaching Starcore AI levels of unrealism fast, and rectifying it.
617
« on: November 29, 2011, 04:22:58 PM »
Adaptive AI ?
Yeah, that's gonna be difficult. As said before, it's mostly the gigantically large amounts of code that run at the same time and all the functions that need to be calculated every second. Also, .py size is gonna be multiplied by ten.
Ever seen how an only mildly complex AI (FBSPlus) lags the game ? This will make the game lag to death.
Too bad though because this is an awesome idea.
FBSplus constantly runs the large code though. Adaptive AI won't, as the desicions are mostly done at the start. It'll be as laggy as Snow.py at worst.
618
« on: November 29, 2011, 11:48:25 AM »
So you want the other guy to list their bot type in the binding? And for your bot's AI to be able to read the other bot's binding?
Aside from the whole "a person might be driving", the next issue is how do you standardize bot types.
#list.append( ("Generic Popup", "AdvancedOmni", { 'radius':1.2, 'nose': math.pi, 'bot':"Popup", 'Speed':"Fast", 'wep':"Top", 'topspeed': 12.0, 'turn': 20, 'weapons': (11, 12, 13, 14,) }) ) #list.append( ("Generic ThirtySix", "AdvancedOmni", { 'radius':1.2, 'nose': math.pi, 'bot':"HS", 'Speed':"Slow", 'wep':"All", 'topspeed': 12.0, 'turn': 20, 'weapons': (11, 12, 13, 14,) }) )
Since today is type stuff without reading day in the americas, I'll link to the bindings. Notice the addition of 'bot', 'speed' and 'wep' to the bindings? What, no? Well then read my posts. Here is a description of these three additions: 'bot': The bot type. Features the 5 main bot types ("Rammer", "HS", "VS", "Popup", "SNS") and a value for other unusual or less used bot types like FS/poker hybrids and such ("Other"). This is vague for overlap (In DSL, Sheck spinners and HS overlap). 'speed': A series of five speeds: "Vslow", "Slow", "Medium", "Fast" and "Vfast". Comparisons of speed to prevent 123stw's example of bots circling retardedly. 'wep': A Judging of how the bot attacks. "All": Damage caused everywhere, most HS and crawlers are examples. "Top": Popups, TS and jugglers attack from the top, necessitating avoiding being out-wedged. "Front": FS, most VS, Rammers and such attack frontally. "Bottom": The robot can cause damage if an opponent is below. Flying guillotines and Hammers are examples. "Side": Bot attacks from the side or attacks the sides. Side hammers and Trapping HS are examples. The AI compares the bindings of the opponent and the bindings of itself, and assigns a strategy regarding it. (Slow HS with no weapons o the rear vs a fast Popup? popup goes for the rear, HS backs against a wall and charges if the popup shows a flank.) Needless to say, there would be safeguards, like one to see if ANYTHING at all has happened recently. Robo: There would be little standarisation at all, as the marker bindings are vague enough to be decided on the spot without vigorous testing. Consider Popup.py's timer which allows the bot to attack if it cannot find a chassis while something is in the smartzone. The AI would be tailored to the best matchup, and gradually devolve into the basic "charge and prey" AI.
619
« on: November 28, 2011, 08:44:36 PM »
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.
Did so with the bindings. look.
620
« on: November 28, 2011, 05:56:34 PM »
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.
*Sigh* "If you think it's so easy, YOU run the country/build a rocket/cure cancer/bring would peace/something stupid." #list.append( ("Generic Popup", "AdvancedOmni", { 'radius':1.2, 'nose': math.pi, 'bot': "Popup", 'Speed': "Fast", 'wep': "Top" 'topspeed': 12.0, 'turn': 20, 'weapons': (11, 12, 13, 14,) }) ) #list.append( ("Generic ThirtySix", "AdvancedOmni", { 'radius':1.2, 'nose': math.pi, 'bot': "HS", 'Speed': "Slow", 'wep': "All" 'topspeed': 12.0, 'turn': 20, 'weapons': (11, 12, 13, 14,) }) ) Basic idea of how the bindings will look. There would be an edit to the Tactics.py or alternatively, new tactics hard coded into the AI itself. flipper.py looks into opposing files. I'm not a coder in python, and my main attepts involve butchering code and shoving it together like a goddamn ork while screaming "WAAGH!", But' I'm farly certian such an AI can be done. I'm not looking into a 100% human AI, just a little more complex than what we have.
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