Bot plotting (free movement) concept, not in game

ElvenMonk
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Posts: 238

Re: Bot plotting (free movement) concept, not in game

Post#21 » 10 Aug 2018, 13:45

I don't how your proposal will simplify gameplay.

And why do you think you know better what would be better for everyone else?

ConsciouS-0nE
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Posts: 740

Re: Bot plotting (free movement) concept, not in game

Post#22 » 10 Aug 2018, 16:06

Thats not final, thats just the proof of concept.
Since i dont have the proper resources.
Everything is not instant, its a process.

Itll be also nicer if people would make some out of it





I ain't that selfish, and i didnt said so :|
I can explain better and even can burn you, but im quite a nice kid.
Im just gonna *sigh*

Count this, i watched all YouTube videos about gladiabots, its creator and its fans insights etc
(Ofc thats not everything and everyone obv)

And i somewhat study humans and its selfishness and more

You think everyone agrees with governance and its ways?
Its just like that, but lets focus on the subject here.
I never like fights


"Free movement"
"Generic object target, and generic object filter"
Its going there dont worry bruv
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

Pyerre
Hello World
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Posts: 2

Re: Bot plotting (free movement) concept, not in game

Post#23 » 13 Aug 2018, 21:24

Hey all

I came in this forum to ask for some way to tell your bots to move not relatively to another entity ( wich is a real pain in the ), but also absolutely, like just a "Move to the ally side", which can be completed, I think, by just adding portions of the wall as entities we can go to, for example.

I have to admit that as a prog, I'll 100x prefer what the main message ( it makes me think about http://robocode.sourceforge.net/, but, well, it's not the same public I guess ) describes.

The actual system is horrible to have real strategical placement, just allowing to tell our bot to move without being SO DEPENDANT of the groundfield would be amazing, and plus, byebye allInMiddleAllShootAtSight strategies polluting at least until mid-silver ranked games ( just boring games ).

English's not my native, so I'm sorry if I did horrible spelling mistakes or whatever. I hope the game continue to improve, it has so much potential.

Peace

ConsciouS-0nE
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Re: Bot plotting (free movement) concept, not in game

Post#24 » 14 Aug 2018, 08:25

This is self explanatory, but ask anytime.


Introducing "Bot/Team TAG X"


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Pyerre wrote:Hey all
Peace

ElvenMonk wrote:Tag

GFX47 wrote:TAG



cmon peace, kind sirs, im just 17 and unskilled, not even going to school
Last edited by ConsciouS-0nE on 14 Aug 2018, 12:14, edited 1 time in total.
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

masterplayer
Algorithm
Algorithm
Posts: 68

Re: Bot plotting (free movement) concept, not in game

Post#25 » 14 Aug 2018, 10:39

ConsciouS-0nE wrote:I, we can play this game as it is.
I wasnt worried about us, you or me.
Its to simplify a lot of things.
For everyone. I am for ALL

I am pretty sure this "free movement feature" would make Gladiabots even more complex. More options lead to more complexity.
"blah full explanation blah"

ConsciouS-0nE wrote:[...] You program without programming, or dont worry if youre not a programmer.
Because not everyone is,
And your everyday human doesnt have an above average iq(like you)
Who could do some work around the available game which could do what seems "impossible" possible.

Gladiabots is about creativity.
Not about stacking hundreds of condition nodes to figure out where to move to. :ugeek:

ConsciouS-0nE
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Autonomous Entity
Posts: 740

Re: Bot plotting (free movement) concept, not in game

Post#26 » 14 Aug 2018, 12:03

*popcorns here*

Nooot everyone is as creative as YOU I suppose.
Ive seen a lot of people struggle about the game's "simplest" things..


I am not so forcing this stuff to uhhhh,
Be implemented in game, just to be clear.

Its just uhm some stuff than maybeee.
Maybe can happen.


Your opinion is always welcome.

By increasing availability so is complexity.
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

Pyerre
Hello World
Hello World
Posts: 2

Re: Bot plotting (free movement) concept, not in game

Post#27 » 14 Aug 2018, 21:12

masterplayer wrote:I am pretty sure this "free movement feature" would make Gladiabots even more complex. More options lead to more complexity.


Complexity is not a sin, and is different from difficulty, it's just more possibilities for players that want more. Casual players may not even notice it's there if both systems are available to use.

The new tab systems fit perfectly for this, tho.


ConsciouS-0nE
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Posts: 740

Re: Bot plotting (free movement) concept, not in game

Post#29 » 18 Aug 2018, 14:53

GFX47 wrote:https://trello.com/c/CSUmYy4s/24-conditions-for-distance-from-static-points-of-the-map



Yeeh i told them that on thread #18


Since we have arena positions,

Can we do direct actions to that?
Like

Move > center > etc.

Or just ehh conditions?
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

ElvenMonk
Neural Network
Neural Network
Posts: 238

Re: Bot plotting (free movement) concept, not in game

Post#30 » 18 Aug 2018, 21:28

ConsciouS-0nE wrote:
GFX47 wrote:https://trello.com/c/CSUmYy4s/24-conditions-for-distance-from-static-points-of-the-map



Yeeh i told them that on thread #18


Since we have arena positions,

Can we do direct actions to that?
Like

Move > center > etc.

Or just ehh conditions?


Yep, could be usefull too.

MrZacharey
Hello World
Hello World
Posts: 9

Re: Bot plotting (free movement) concept, not in game

Post#31 » 24 Aug 2018, 15:53

Free Movement? No! If yes then a one program for one command ingame should be like this,bot has an area (arena) and they can navigate any area. If you are thinking it as mesh. And yes it could probably work out. If it is complicated well garlic now it is not going to be in game.

MrZacharey
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Posts: 9

Re: Bot plotting (free movement) concept, not in game

Post#32 » 24 Aug 2018, 15:55

Also if those ideas (not free movement) could be useful rather than a free movement,is okay.

Monger81
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Posts: 12

Re: Bot plotting (free movement) concept, not in game

Post#33 » 24 Aug 2018, 18:28

I guess the whole point of an AI is that it can adopt to different environments. Hardcoded positions would break the whole concept.
On the other hand, relative instructions (stay away from walls/open spaces) could be interesting.

masterplayer
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Re: Bot plotting (free movement) concept, not in game

Post#34 » 24 Aug 2018, 22:46

Monger81 wrote:I guess the whole point of an AI is that it can adopt to different environments. Hardcoded positions would break the whole concept.
On the other hand, relative instructions (stay away from walls/open spaces) could be interesting.

+1

ElvenMonk
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Posts: 238

Re: Bot plotting (free movement) concept, not in game

Post#35 » 26 Aug 2018, 15:34

Speaking about linked Trello ticket, we don't need to introduce 9 new reference points. Distances to each individual wall and each center line will already give us pretty granular grid of cells (each 2-5 meters long).

Refine distance measurement a bit by splitting middle range to 2 intervals and long range by 3 and grid will be of approx. 2,5 meter cells! +Bonus: better in-fight distance handling (thing we miss a lot btw)

I really prefer implementatios in good align with existing game design.

TL;DR Imagine what you could do with both below implemented:
https://trello.com/c/CSUmYy4s/24-conditions-for-distance-from-static-points-of-the-map
https://trello.com/c/CtXUUdzx/15-ability-to-set-more-distances-instead-of-short-medium-long

Norljus
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Re: Bot plotting (free movement) concept, not in game

Post#36 » 26 Aug 2018, 17:57

Instead of adding more preset ranges I'd rather prefer the ability to specifiy my own arbitrary uper and lower bounds.

ElvenMonk
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Re: Bot plotting (free movement) concept, not in game

Post#37 » 26 Aug 2018, 18:21

Norljus wrote:Instead of adding more preset ranges I'd rather prefer the ability to specifiy my own arbitrary uper and lower bounds.


Sure, but will it align with all other filters? How the game will change if you are allowed to specify arbitrary values for everything? How nodes with such arbitrary ranges (or sets of ranges) will look like? What changes editor UI and AI evaluation engine will require?

ElvenMonk
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Posts: 238

Re: Bot plotting (free movement) concept, not in game

Post#38 » 26 Aug 2018, 20:21

I want also to illustrate the idea with some pictures

Below are zones we have now thanks to new arena position filters:
Image

That is what we will have with distances to individual walls and middle lines:
Image

And finally available zones after possible ranges refinement (as of my proposal):
Image

pier4r
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Posts: 3390

Re: Bot plotting (free movement) concept, not in game

Post#39 » 02 Sep 2018, 14:57

Nice picture elvenmonky. I'd say the middle picture is already plenty. The last one is very granular.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

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GFX47
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Re: Bot plotting (free movement) concept, not in game

Post#40 » 02 Sep 2018, 16:17

I'm actually curious of what kind of strategy you guys are planning to implement if this kind of feature is implemented as maps are random now.

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