Search found 24 matches

by Bockwurst
04 Dec 2018, 21:07
Forum: General Discussions
Topic: How to Improve Artificial Intelligence
Replies: 2
Views: 189

Re: How to Improve Artificial Intelligence

You could have different algorithms in seperate sub-ais. Then a "higher level algorithm" selects what sub-ai to execute.

I would advise against this though. Building a general algorithm that works well in all situations is a better approach in my opinion.
by Bockwurst
02 Dec 2018, 16:08
Forum: Feature Requests
Topic: Keep Sub-AI open after rewind in debug view
Replies: 5
Views: 375

Re: Keep Sub-AI open after rewind in debug view

Still hoping we could get this
by Bockwurst
29 Nov 2018, 20:27
Forum: Feature Requests
Topic: In-game tutorial for counters
Replies: 4
Views: 290

Re: In-game tutorial for counters

Maybe this:

Use counters to indentify if number of enemies is lower than number of allies (+self).
If true, send one bot resource collecting
by Bockwurst
29 Nov 2018, 20:23
Forum: Feature Requests
Topic: Sort ghost matches by ghost deployment date
Replies: 2
Views: 195

Re: Sort ghost matches by ghost deployment date

Awesome! Thanks a lot!
by Bockwurst
27 Nov 2018, 10:12
Forum: Feature Requests
Topic: Sort ghost matches by ghost deployment date
Replies: 2
Views: 195

Sort ghost matches by ghost deployment date

It would be great if the stats page allowed for sorting of ghost matches, so players could see how their latest ghosts are performing.

As it is right now it is hard to extract useful information from the ghost matches page.

Thanks :)
by Bockwurst
20 Nov 2018, 10:25
Forum: Strategies
Topic: have i played RitterRunkel, and did kinda good?
Replies: 6
Views: 342

Re: have i played RitterRunkel, and did kinda good?

Your aim and retreat seem fine for the most part actually. If you look at the game state at 3:55 you'll see that you have a 2vs4 situation at medium range. At this point there's nothing you can do. I would say your main weakness comes from pushing to much with the assaults. You can push to 2/3 long ...
by Bockwurst
20 Nov 2018, 09:17
Forum: Strategies
Topic: Counter timings for assault and machine gun
Replies: 4
Views: 286

Re: Counter timings for assault and machine gun

Interesting. Might be useful for speedrunning campaign.
by Bockwurst
19 Nov 2018, 09:09
Forum: Strategies
Topic: Counter timings for assault and machine gun
Replies: 4
Views: 286

Re: Counter timings for assault and machine gun

Could you explain the machine gun timer? Why do you need 4 counters?
by Bockwurst
17 Nov 2018, 11:48
Forum: Strategies
Topic: have i played RitterRunkel, and did kinda good?
Replies: 6
Views: 342

Re: have i played RitterRunkel, and did kinda good?

Hey M4L4, congrats on making it this far already. I'd be glad to watch a game of yours and give you advice. You'll need to play a game on the current version though, otherwise I won't be able to see the replay. Hitting these walls is normal. My usual approach to moving past them is: Look at the firs...
by Bockwurst
02 Nov 2018, 20:55
Forum: Feature Requests
Topic: matchmaking small improvement for psychology.
Replies: 28
Views: 1524

Re: matchmaking small improvement for psychology.

Getting rid of resets is a valid idea. I wouldn't miss them. IF we decide to keep resets then there's two options to sanitize ghosts: 1. Remove ghosts that have reached some criteria 2. Only allow the creation of ghosts if some criteria are met Personally I prefer contraceptives over abortion ;) Pos...
by Bockwurst
21 Oct 2018, 10:17
Forum: Feature Requests
Topic: Jump to active module
Replies: 6
Views: 392

Re: Jump to active module

+1
Maybe trigger when you right-click/ hold one of your bots
by Bockwurst
15 Oct 2018, 14:13
Forum: Feature Requests
Topic: matchmaking small improvement for psychology.
Replies: 28
Views: 1524

Re: matchmaking small improvement for psychology.

GFX47 wrote:Reset ghosts: I could test to disable ghosts that go too far from their initial deploy score, not only when going too low but also when going too high.


That's not really my suggestion, a ghost that is rising is perfectly fine.
What do you think of the 90% limit?
by Bockwurst
14 Oct 2018, 22:35
Forum: Feature Requests
Topic: matchmaking small improvement for psychology.
Replies: 28
Views: 1524

Re: matchmaking small improvement for psychology.

That's a tricky one, but maybe this(quote) would be enough?

Bockwurst wrote:One could argue that at the beginning of the season your winrate is 0% so your initial deployment does leave a ghost.
by Bockwurst
14 Oct 2018, 21:38
Forum: Feature Requests
Topic: matchmaking small improvement for psychology.
Replies: 28
Views: 1524

Re: matchmaking small improvement for psychology.

Ghost system is wonderful and I'm not suggesting to limit it in any major way. If you look at my games from this season you will see that it took 34 games for me to lose my 90% winrate. I was in the mid 2300s at that point. So with my suggestion the 33 ghosts before this would not have been created....
by Bockwurst
14 Oct 2018, 21:02
Forum: Feature Requests
Topic: Target Static Point
Replies: 3
Views: 220

Re: Target Static Point

Evaluation of every pixel on the map according to some filters would be too CPU intensive, I believe
by Bockwurst
14 Oct 2018, 20:59
Forum: Feature Requests
Topic: matchmaking small improvement for psychology.
Replies: 28
Views: 1524

Re: matchmaking small improvement for psychology.

Isn't the underlying problem, that ghosts get generated, which are very far from the pre-reset rank of the player.

My suggestion would be: Players with a winrate above 90% don't leave behind ghosts.
by Bockwurst
10 Oct 2018, 11:28
Forum: Feature Requests
Topic: Training explanation of numerical conditions
Replies: 6
Views: 408

Re: Training explanation of numerical conditions

A level where if you wait until you killed all the enemies, the time runs out. So you say if enemy <= 2 catch closest resource

Edit:
Combine that with sparrs idea. You'll have to change the condition from if enemy exists to <=2
by Bockwurst
06 Oct 2018, 16:48
Forum: Feature Requests
Topic: Keep Sub-AI open after rewind in debug view
Replies: 5
Views: 375

Keep Sub-AI open after rewind in debug view

When I analyze what my bot is doing during a game, by looking at the debug view, it resets every time I rewind. It would be nice if the game remembered what Sub-AI I was looking at, the same way it remembers which bot was highlighted. Just a minor fix, that would improve "workflow" No need...
by Bockwurst
06 Oct 2018, 16:39
Forum: Feature Requests
Topic: Training explanation of numerical conditions
Replies: 6
Views: 408

Re: Training explanation of numerical conditions

I've seen a lot of people struggle with this on discord
+1

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