Bug: instantiation order is used when evaluating previous action

masterplayer
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Posts: 56

Re: Bug: instantiation order is used when evaluating previous action

Post#21 » 09 Aug 2018, 14:07

Does anyone care about the bug above? GFX47? Pier4r? Are you still alive?
:? I apologize for my childish name and my bad English.

pier4r
Skynet
Skynet
Posts: 3319

Re: Bug: instantiation order is used when evaluating previous action

Post#22 » 09 Aug 2018, 15:05

The only one that can do anything is gfx, what can I do?
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

ElvenMonk
Neural Network
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Posts: 219

Re: Bug: instantiation order is used when evaluating previous action

Post#23 » 09 Aug 2018, 15:30

I think, for team tags its fine to be discovered at the same tick. More over, team tags are mostly used to do instantiation order related tasks and as such, rely heavily on this feature.

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GFX47
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Posts: 2833

Re: Bug: instantiation order is used when evaluating previous action

Post#24 » 11 Aug 2018, 00:14

masterplayer wrote:Does anyone care about the bug above? GFX47? Pier4r? Are you still alive?


You want team tag conditions to rely on previous tick state?

ElvenMonk
Neural Network
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Posts: 219

Re: Bug: instantiation order is used when evaluating previous action

Post#25 » 11 Aug 2018, 17:52

GFX47 wrote:
masterplayer wrote:Does anyone care about the bug above? GFX47? Pier4r? Are you still alive?


You want team tag conditions to rely on previous tick state?


If we'll have special instantiation order filter for self target, then I would say probably if same will apply to ordinary tags as well.

It will of course kill usage of tags to workaround current limitations of joining node filters, but:
- it's not appropriate usage of tags anyway
- it will remove many other issues with instant tags, such as if/else problem.

ElvenMonk
Neural Network
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Posts: 219

Re: Bug: instantiation order is used when evaluating previous action

Post#26 » 11 Aug 2018, 18:20

And if we will have instantiation order filter for enemies and allies as well, I will allow uniquely identify all bots, making me even happier about the game, then I am now)

masterplayer
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Algorithm
Posts: 56

Re: Bug: instantiation order is used when evaluating previous action

Post#27 » 14 Aug 2018, 11:05

GFX47 wrote:You want team tag conditions to rely on previous tick state?

No. I explained why instantiation order still exists. This breaks the fairness of point-symmetrical maps.

I want my AI to act symmetrical against itself in sandbox mode to avoid butterfly effects giving real blue / real red team an advantage (same AI + same team setup = always draw game).

Currently this is only true for mirrored maps, but not for point-symmetrical maps. One possible solution would be to have point-symmetrical instantiation orders on point-symmetrical maps.
:? I apologize for my childish name and my bad English.

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GFX47
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Posts: 2833

Re: Bug: instantiation order is used when evaluating previous action

Post#28 » 21 Aug 2018, 09:29

I don't want to introduce instantiation order in filters, it's too far fetched.
I already regret the instant tagging exception too much...

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