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Re: Work In progress (WIP) #8
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stefanhendriks
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Default Re: Work In progress (WIP) #8 - 06-02-2004

on both,yes they should.

I will take a look at RB again when i have some time for it. Currently i have a massive time load on study again, but i'll be working on RB from time to time.


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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Re: Work In progress (WIP) #8
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Onno Kreuzinger
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Default Re: Work In progress (WIP) #8 - 06-02-2004

Hi,

just a thought to tackle the one way only problem:

Nodes should have 4 states:

1: bidirectional
2: uncertain direction
3: t->ct direction (only used by t team)
4: ct->t direction (only used by ct team)


after a node worked first time -> state 1
after a node fails ->state 2 and it will only be tried 50% as often as before
after a node from state 2 works againe -> state 3/4 depending on team where it just worked

is that an option (i.e. are the needed infos avail.; not too much calc's?)

Cheers
  
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Re: Work In progress (WIP) #8
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Terran
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Default Re: Work In progress (WIP) #8 - 06-02-2004

I've watched my bots for quite a time now. There seams to be more randomness how they choose their paths than I thought at first. And you can force your teammate bots to follow you if you attack them
  
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Re: Work In progress (WIP) #8
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stefanhendriks
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Default Re: Work In progress (WIP) #8 - 06-02-2004

@Terran, yes they will get to the 'damage inflictor vector'

Anyway, for 'freezing bots' , i have been readding features and so far no trouble.

The learning i use is different, i assume the connection is okay (bidirectional). When A to B fails, i mark that as 'troubled', after 3 times of failer the connection gets removed from A to B.. B to A still exists!

Anyway, the definition of 'not reached, stuck, etc' is hard. I think something goes wrong there..

EDIT: I think i know why bots sometimes get stuck at spawn.. i saw a variable does not get initialized on round-start properly. So, this means the timer is set IN freezetime, then when freezetime is over the bot will mark 'connection as troubled' because it could not reach it within 2 secs (logically, it was 'stuck' due freezetime)..

in other words, i fixed that.


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me

Last edited by stefanhendriks; 06-02-2004 at 20:58..
  
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Re: Work In progress (WIP) #8
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Ava3ar
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Default Re: Work In progress (WIP) #8 - 06-02-2004

so if we all set freeze time to 1sec then they should be okay,n1 ill go test
  
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Re: Work In progress (WIP) #8
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A$$A$$IN
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Default Re: Work In progress (WIP) #8 - 07-02-2004

Quote:
Originally Posted by memed
1: bidirectional
2: uncertain direction
3: t->ct direction (only used by t team)
4: ct->t direction (only used by ct team)
This is really stupid. Team membership has nothing to do with whether or not a bot can go from node A to B or vice versa. And on many maps, there are routes where either team may go in either direction. Two simple boolean flags indicating A->B and A<-B are sufficient.
  
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Re: Work In progress (WIP) #8
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|3FX| Bliss
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Default Re: Work In progress (WIP) #8 - 07-02-2004

Hello again
This Is 3FX Bliss
I would just like to say that the WIP is a awsome idea and it gets better and better with each update, but im having a slite problem.
I run a:
Windows
HLDS
AMX 9.8
Metamod 1.17
on
P4
2.66 gig
3 gig of ram
750 upload line
my problem is when I use maps that I have walked through to get the nodes in order I add the bots and every thing works fine, but for only the first 3 or 4 rounds then the server shuts down.
When i use the maps that came with steam the bots work fine and the serevr doesent shut down at all.
Reg. Map changes work fine.
I dont know if its just a bug in the WIP or maby something to do with Metamod or AMX compatiblity problem.
So if any one could shead some light on this for me i would be very greatfull if you need any more deitals just post and ill fill you in.

Thanks for your time,
Bliss
  
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Re: Work In progress (WIP) #8
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Terran
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Default Re: Work In progress (WIP) #8 - 07-02-2004

I'm running my server with lots of additional stuff including AMX and MANY custom maps. Once the bots learned the map they are a good match and I hadn't any servercrashes so far. I'm using WIP#8 (but not fastfix).
  
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Re: Work In progress (WIP) #8
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Onno Kreuzinger
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Default Re: Work In progress (WIP) #8 - 07-02-2004

Quote:
Originally Posted by A$$A$$IN
This is really stupid. Team membership has nothing to do with whether or not a bot can go from node A to B or vice versa. And on many maps, there are routes where either team may go in either direction. Two simple boolean flags indicating A->B and A<-B are sufficient.
yes and no, for the start of a map no, this is one of the weaknesses of bots, they do not take different routes depending on team based tactics.
this also can be a handicap for the experience, since this is differnt for the teams. this way the bots, if left playing alone, will allways meet directly, even if one team allways losses this way. i guess the positive exp. from the other team is enough to keep them going the same way.

on the other hand, A->B B->A is the easiest and fastes solllution for the "stuck" problem, together with the auto kill on stuck ;-)

cheers
  
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Re: Work In progress (WIP) #8
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davek
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Default Re: Work In progress (WIP) #8 - 08-02-2004

something that bothers me:

bots pretty much always take the most direct route to each other.

for instance, on cs_militia, i got sick of the bots always meeting at ground level and fighting it out there, so i deleted my nodes and exp files, and renoded the map while only connecting them throught the tunnels. unfortunately, most of the bots wouldnt even take that route. the t bots basically just stuck around inside the house, i think only one or two (out of 10 bots per team) would leave the house. the ct bots were better, with about 5-7 bots getting into the tunnels, but they had a horrible time navigating it.

after a few rounds i gave up and made a path at ground level to connect the two spawn points. the next round, the bots all immediately ran out into the front yard and fought it out. the cts rarely get to the house, they just get slaughtered in the front yard. to make it more annoying, one ct bot will go into the tunnels, but wont find its way out, and none of the t bots go down to find him.

it would be nice if the bots took the more 'scenic' route on occasion, and it would also be really nice if the bots somehow knew to snipe on the roof of the house. maybe make one of the goals of path-finding to be a sniper point? not sure how to auto assign a point to be a sniper location tho.
  
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