Moral support thread for our overlord...ehm dev!

pier4r
Skynet
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Re: Moral support thread for our overlord...ehm dev!

Post#141 » 19 Dec 2018, 01:13

The node counter is amazing! Thanks to it I realized I was quite off in my "count" feeling and therefore refactoring what I have is a huge work. I will put it aside (once again the directories are great!) and I'll start from scratch (testing first in unranked/campaign, sandbox. Other great features).

Also it is great that a sub AI is counted only once. So actually the (real) executable nodes are way more than the counter shows.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

pier4r
Skynet
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Re: Moral support thread for our overlord...ehm dev!

Post#142 » 12 Feb 2019, 20:51

Checking every now and then other games (even old releases through youtube videos) I have to say that the vast majority of competitive multiplayer games (like 95% or more) offers really poor stats insights.

Instead gladiabots is just awesome.

I mean two big problems of most games:
- the stats are mostly cumulative, therefore recent improvements or regression are not immediately visible if one doesn't take notes (while gladiabots has last 7 and last 30 days plus latest matches). Plus the stats being cumulative, like games played and total victories so after a while the winning percentage is not going to much much. (in gladiabots one, once again, has the stats of the recent days)
- in the leaderboard inactive players that played a lot are not hidden or grayed out. Therefore, if the game has already some years on its shoulders, the game has practically a static leaderboard that is not really motivating. Instead in gladiabots inactive players can be shown but are not there by default.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

pier4r
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Re: Moral support thread for our overlord...ehm dev!

Post#143 » 21 Mar 2019, 11:08

Once again I want to stress that the ghost idea is just awesome.

If ghosts are compatible with the current resolution engine, there may be few active players but thanks to all the players that played over time the ghosts provide an healthy variety of opponents.

Just great.

To note that I recently discovered something similar /ghosts) for the rock/paper/scissor online competition that had this idea back in 2011 (and likely there was someone having the same idea before). http://www.rpscontest.com/leaderboard
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

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Revenge
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Re: Moral support thread for our overlord...ehm dev!

Post#144 » 22 Mar 2019, 15:56

The ghost idea was one of the most brilliant solutions to a problem of que times I have ever seen in a videogame.

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GFX47
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Re: Moral support thread for our overlord...ehm dev!

Post#145 » 22 Mar 2019, 16:18

Image

pier4r
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Re: Moral support thread for our overlord...ehm dev!

Post#146 » 30 Mar 2019, 23:04

Revenge wrote:The ghost idea was one of the most brilliant solutions to a problem of que times I have ever seen in a videogame.


yes! And the current solution, that is a ghost is disabled if it oes lower than 50 points its deployments score and played at least 5 times is great. (if the kfactor bug gets fixed)

Additionally the fact that only one ghost is kept if the AI is untouched, with his initial deployment score (that is, nothing at all is changed, not even the position of the nodes) helps a lot to quickly prune weak ghosts for a given score range.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

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