Timing issue with "moving to resource ally"

Wozza
Script
Script
Posts: 28

Timing issue with "moving to resource ally"

Post#1 » 09 Apr 2017, 00:51

Replay 530815 @4:44

Previous tick machine gun is moving to a resource.

Current tick machine gun correctly decides to stop moving to resource and attack an enemy.

Current tick shotgun evaluates "short/medium range moving to resource ally not exists" to true. I think it should probably evaluate to false because the machine gun was moving to the resource on the previous tick. This looks like another case of ai's current tick actions impacting how current action filters are evaluated. Similar to http://gfx47.com/games/Gladiabots/Forum/viewtopic.php?f=6&t=590#p6889 and could be the same root cause.

In this case the issue is made more obvious because the shotgun takes the action "catch closest not ally moving to resource" but does not move toward the resource the machine gun is stopping moving towards. So for this tick one node is saying that no ally is moving towards a resource but another node is saying that someone is moving towards that resource.

pier4r
Skynet
Skynet
Posts: 3390

Re: Timing issue with "moving to resource ally"

Post#2 » 09 Apr 2017, 16:24

Nice find. Mcompany has some clues like this in the linked thread.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

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GFX47
Dev
Dev
Posts: 2914

Re: Timing issue with "moving to resource ally"

Post#3 » 12 Apr 2017, 21:36

I'll investigate, thanks for the input.
https://trello.com/c/Y6Xd7NOj/469-fix-e ... n-symmetry

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LuBeNo
Autonomous Entity
Autonomous Entity
Posts: 532

Re: Timing issue with "moving to resource ally"

Post#4 » 17 Apr 2017, 12:51

Wozza wrote:Current tick shotgun evaluates "short/medium range moving to resource ally not exists" to true. I think it should probably evaluate to false because the machine gun was moving to the resource on the previous tick.

I could reproduce this behaviour in a simple AI here.
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