Page 3 of 3

Re: Alpha 9

Posted: 19 Jul 2017, 22:36
by sollniss
GFX47 wrote:Well... It's actually not moving toward YOU in particular!


I think this is a problem. Either suddenly all bots get a notification that something is moving to it, or none.

Re: Alpha 9

Posted: 20 Jul 2017, 07:33
by Arcueid_57
On Master League, I have several match in the queue but have not been paired for the last 15 hours.
Is there something wrong or just no one playing Alpha9?

Re: Alpha 9

Posted: 20 Jul 2017, 08:26
by GFX47
We're like 15 testing alpha 9.
I intend to release a 9.1 this week.

Re: Alpha 9

Posted: 20 Jul 2017, 22:07
by 0x1de
I have played mrchris about seventy-billion times, it feels. :D

Re: Alpha 9

Posted: 20 Jul 2017, 22:49
by LuBeNo
0x1de wrote:I have played mrchris about seventy-billion times, it feels. :D

Same.

Feedback:
1) Game camera automatic movement
Needs some kind of smoothing. If a bot at the border dies, a shotgun runs far away and comes back or if you fast forward, the camera should not use the optimal position, but instead move there like a real camera man would do. It should accelerate at the beginning, move with constant speed and decelerate at the end. When a camera moves to the new position and another bot dies, it should keep the momentum fading to the new velocity vector. (when I talk about position, i mean x, y and z)

2) Unranked games
Nicely done. Perhaps let choose a map.
Elo rules (if existing) should be weakened. 400 or 600 points difference possible. Top goal for pairing algorithm should be opponent shuffling

3) Private matches
Nicely done. Let choose a map.
Opponent selection should use a GUI. A list of leagues and all players in it. Perhaps a player-link in the leaderboard of the stats page. (The replays could get a link there too.)

4) Tournaments
The players should commit their AIs before the first game starts and before any pairing is known. Or one could study the other player and build some anti strategies. Will speed up the process too.

Otherwise a player should have 24 to 48 hours to play the next game. (work, real life and stuff like this)

5) Several Targets for move.
Unexpected. Feels great and right. Makes running easier.

Re: Alpha 9

Posted: 20 Jul 2017, 23:15
by mcompany
LuBeNo wrote:
0x1de wrote:I have played mrchris about seventy-billion times, it feels. :D

Same.

Probably because the cooldown is turned off for now. I'm probably going to only play unranked for now, while I wait for it to come back

LuBeNo wrote:4) Tournaments
The players should commit their AIs before the first game starts and before any pairing is known. Or one could study the other player and build some anti strategies. Will speed up the process too.

Unless it was a tournament specifically designed for generic AIs, I disagree that this is an issue. If you focused on anti strategies, you would probably get beaten by anti-anti strategies, or you might be wasting too much brain power in too many places which may mean you forget something important and lose

Re: Alpha 9

Posted: 20 Jul 2017, 23:33
by ai drone
Suggestion, maybe in unranked allow all players of all levels, this could be a good way to learn, some of the new players have come up with really strong ai's as well. Also this might generate more interest instead of despair when trying to learn and always going backwards on scoring.

Re: Alpha 9

Posted: 20 Jul 2017, 23:35
by GFX47
Unranked matchmaking is currently based on the XP level.

Re: Alpha 9

Posted: 20 Jul 2017, 23:58
by harthag
mcompany wrote:
LuBeNo wrote:4) Tournaments
The players should commit their AIs before the first game starts and before any pairing is known. Or one could study the other player and build some anti strategies. Will speed up the process too.

Unless it was a tournament specifically designed for generic AIs, I disagree that this is an issue. If you focused on anti strategies, you would probably get beaten by anti-anti strategies, or you might be wasting too much brain power in too many places which may mean you forget something important and lose

First, I understand that what I mean by "generic" is probably not exactly what you (or others) might mean. However, I've always been under the impression that the game, as a whole, is "specifically designed for generic AIs". So, unless a tournament was "specifically designed for NON-generic AIs", I have to agree with LuBeNo on this one.

Re: Alpha 9

Posted: 21 Jul 2017, 05:40
by mcompany
GFX47 wrote:Can you send me the logs if it happens again?

Happened again, this time only partially with enough still showing to not drastically effect things. It should have sent the logs

Re: Alpha 9

Posted: 21 Jul 2017, 09:00
by GFX47
mcompany wrote:
GFX47 wrote:Can you send me the logs if it happens again?

Happened again, this time only partially with enough still showing to not drastically effect things. It should have sent the logs


Didn't receive anything :(

Re: Alpha 9

Posted: 21 Jul 2017, 09:02
by GFX47
harthag wrote:
mcompany wrote:
LuBeNo wrote:4) Tournaments
The players should commit their AIs before the first game starts and before any pairing is known. Or one could study the other player and build some anti strategies. Will speed up the process too.

Unless it was a tournament specifically designed for generic AIs, I disagree that this is an issue. If you focused on anti strategies, you would probably get beaten by anti-anti strategies, or you might be wasting too much brain power in too many places which may mean you forget something important and lose

First, I understand that what I mean by "generic" is probably not exactly what you (or others) might mean. However, I've always been under the impression that the game, as a whole, is "specifically designed for generic AIs". So, unless a tournament was "specifically designed for NON-generic AIs", I have to agree with LuBeNo on this one.


I see tournaments as an opportunity to play the game differently.
We can now experiment with new rules: only one map, certains classes, first to X wins, etc.

Re: Alpha 9

Posted: 21 Jul 2017, 14:21
by Kanishka
GFX47 wrote:only one map, one certains classes


Papa I want that! :lol:
What's one certains classes, though? :lol:

Re: Alpha 9

Posted: 21 Jul 2017, 14:24
by GFX47
*certain maps ^^

You want it?
Image

Re: Alpha 9

Posted: 21 Jul 2017, 14:25
by Kanishka
GFX47 wrote:*certain maps ^^

You want it?
Image

?

P.S. I want Map Tournaments

Re: Alpha 9

Posted: 21 Jul 2017, 14:50
by mcompany
GFX47 wrote:Didn't receive anything :(

Ok, then I don't know how the log sending works, because pressing the button for it in the console just had the console disappear for a second and then reappear and I wasn't given anything on how to actually send it

Re: Alpha 9

Posted: 21 Jul 2017, 14:54
by Kanishka
mcompany wrote:
GFX47 wrote:Didn't receive anything :(

Ok, then I don't know how the log sending works, because pressing the button for it in the console just had the console disappear for a second and then reappear and I wasn't given anything on how to actually send it


It should redirect you to the default email app. You gotta send logs as email attachment.

Re: Alpha 9

Posted: 21 Jul 2017, 14:57
by mcompany
Well, it didn't. I did some looking around and found where they were stored though, can gfx pm me his email address?

Re: Alpha 9

Posted: 21 Jul 2017, 14:57
by GFX47

Re: Alpha 9

Posted: 22 Jul 2017, 07:52
by mcompany
harthag wrote:Unless it was a tournament specifically designed for generic AIs, I disagree that this is an issue. If you focused on anti strategies, you would probably get beaten by anti-anti strategies, or you might be wasting too much brain power in too many places which may mean you forget something important and lose

First, I understand that what I mean by "generic" is probably not exactly what you (or others) might mean. However, I've always been under the impression that the game, as a whole, is "specifically designed for generic AIs". So, unless a tournament was "specifically designed for NON-generic AIs", I have to agree with LuBeNo on this one.[/quote]
Imo, while the game is based around having the best AI, I don't limiting ourselves to generic AIs should be forced by only playing with this goal. I think if there is a tournament for the person with the strongest AI being the one that should win, then knowing the opposition is just as important as knowing the terrain. That's why I think it should be classified as "special rules" if there is a fixing of the AIs to only know of the terrain with measures sure as making it where you don't know your opponent beforehand