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Author Topic: Tempest Bot [v5_3]  (Read 35654 times)
MTK5012
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« Reply #585 on: November 30, 2011, 04:09:24 am »

got some times and changed the Medic
saw your GenerateNodes script but havent had time to look in
i am thinking about the GUI that allow you to spawn bots with settings likes:
but that mean shit ton of changes and hours of work
and lag(probably)
« Last Edit: November 30, 2011, 04:09:57 am by Gangsterman » Logged
notajf
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« Reply #586 on: November 30, 2011, 04:17:00 am »

GUI - pronounced like "gooey" - Graphical User Interface. You know, a user interface that is visual (not text like a command line) and you use a mouse to interact with.
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MTK5012
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« Reply #587 on: November 30, 2011, 05:11:58 am »

yes i know what is it
i just dunno what it stand for
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notajf
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« Reply #588 on: November 30, 2011, 05:12:33 am »

yes i know what is it
i just dunno what it stand for
I just told you. Graphical User Interface
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Adrenaline Rush
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« Reply #589 on: November 30, 2011, 07:44:03 am »

do we already have automatic noding like tf 2? cause if not it will take a serious time to node custom maps =/.
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Derpduck [LORD]
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« Reply #590 on: November 30, 2011, 08:03:59 am »

No there is not automatic noding system.
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Orpheon
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« Reply #591 on: November 30, 2011, 08:25:46 am »

do we already have automatic noding like tf 2? cause if not it will take a serious time to node custom maps =/.
I've started on a system, but it's hard as shit to make something actually work. Contributions are welcome.

got some times and changed the Medic
saw your GenerateNodes script but havent had time to look in
i am thinking about the GUI that allow you to spawn bots with settings likes:
but that mean shit ton of changes and hours of work
and lag(probably)
Actually, that could be done. How about some kind of drag'n'drop menu, where you see all the bots of a team with there class and stuff with right-click? Would be a real fuck-ton of work, but would look pretty nice.
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Green Wolf
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« Reply #592 on: November 30, 2011, 05:33:10 pm »

My idea for automatic navigation does not use nodes. It involves a sort of bot sonar. The bot scans the wallmask around to check for solid surfaces and obstacles. If there is an obstacle in the way of the bot (between it and its objective) it wil check if it is possible to jump over the obstacle, or onto the obstacle. Then it will check whether doing so would be safe ( there are no kill boxes on or behind the obstacle). If it is possible to jump over/onto the obstacle, if doing so will bring it closer to its objective, and whether it is safe, then the bot will do so. If any one of these requirements is not met, the bot will try to find another path. A similar method can be used to check the possibilities for gaps in the walkmask (holes, gaps between platforms), but without the possibility of jumping ontto the gap. I realize that this probably has flaws, but I believe they can be fixed rather easily. The bots could also save tthe paths that they take into a .txt file so that they don't have  to recalculate each path everytime the map is played, or save the paths into the RAM So that they don't have to recalculate every time they have to choose a path. They would still have to recalculate the next time the map is played. A combination of the two could be used to emulate a player's ability to make decisions about path finding. I don't know what this would do to lag though.
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this guy
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Yes, real nice Wareya. I just love how your arguements are fucking retarded and prove absolutely nothing. What's next, do you flick your favourite "Shut up, I am the developer, I MADE THE GAME" card? Or rather the "Oh, you are just a bad player then" card?
notajf
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« Reply #593 on: November 30, 2011, 05:39:22 pm »

My idea for automatic navigation does not use nodes. It involves a sort of bot sonar. The bot scans the wallmask around to check for solid surfaces and obstacles. If there is an obstacle in the way of the bot (between it and its objective) it wil check if it is possible to jump over the obstacle, or onto the obstacle. Then it will check whether doing so would be safe ( there are no kill boxes on or behind the obstacle). If it is possible to jump over/onto the obstacle, if doing so will bring it closer to its objective, and whether it is safe, then the bot will do so. If any one of these requirements is not met, the bot will try to find another path. A similar method can be used to check the possibilities for gaps in the walkmask (holes, gaps between platforms), but without the possibility of jumping ontto the gap. I realize that this probably has flaws, but I believe they can be fixed rather easily. The bots could also save tthe paths that they take into a .txt file so that they don't have  to recalculate each path everytime the map is played, or save the paths into the RAM So that they don't have to recalculate every time they have to choose a path. They would still have to recalculate the next time the map is played. A combination of the two could be used to emulate a player's ability to make decisions about path finding. I don't know what this would do to lag though.
People have tried this before. It's difficult to do right and noding works better.
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MTK5012
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« Reply #594 on: December 01, 2011, 12:01:43 am »

i remember i had read about an auto path finding that work like a charm
no,a lot more than a charm
i will give auto noding a shot i guess
but how to use it right now orpheon? (use it in exe)
EDIT:how to do the Left+Jump nodes?
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Machidro
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« Reply #595 on: December 01, 2011, 12:14:25 am »

i remember i had read about an auto path finding that work like a charm
no,a lot more than a charm
i will give auto noding a shot i guess
but how to use it right now orpheon? (use it in exe)
EDIT:how to do the Left+Jump nodes?

Go to place you want to jump from, place normal node, go to place you want to jump to, Hold space bar (pretty sure), face your character left, and left click, the node will be set. Dont forget to connect the node back to the right node as well.
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Orpheon
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« Reply #596 on: December 01, 2011, 04:23:14 am »

i remember i had read about an auto path finding that work like a charm
no,a lot more than a charm
i will give auto noding a shot i guess
but how to use it right now orpheon? (use it in exe)
EDIT:how to do the Left+Jump nodes?
That''s the big problem, and the only one right now: When to jump.


My idea for automatic navigation does not use nodes. It involves a sort of bot sonar. The bot scans the wallmask around to check for solid surfaces and obstacles. If there is an obstacle in the way of the bot (between it and its objective) it wil check if it is possible to jump over the obstacle, or onto the obstacle. Then it will check whether doing so would be safe ( there are no kill boxes on or behind the obstacle). If it is possible to jump over/onto the obstacle, if doing so will bring it closer to its objective, and whether it is safe, then the bot will do so. If any one of these requirements is not met, the bot will try to find another path. A similar method can be used to check the possibilities for gaps in the walkmask (holes, gaps between platforms), but without the possibility of jumping ontto the gap. I realize that this probably has flaws, but I believe they can be fixed rather easily. The bots could also save tthe paths that they take into a .txt file so that they don't have  to recalculate each path everytime the map is played, or save the paths into the RAM So that they don't have to recalculate every time they have to choose a path. They would still have to recalculate the next time the map is played. A combination of the two could be used to emulate a player's ability to make decisions about path finding. I don't know what this would do to lag though.
Is more or less already done. The whole "Jump if obstacle, if it's too high than go in the other direction" logic. Buuuuut...

1. How do you know whether a path brings you closer to your objective?
2. How do you know whether you can jump to a certain place without checking ~200 pixels?
3.
Quote
the bot will try to find another path.
How?
4. The best way to save a path is to save all the points where you have to make a choice,  which are called...nodes. This is more or less what I'm trying.

The hard part is mostly 3. How do you automatically discover what is a path, how to use it and where it leads?
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MTK5012
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« Reply #597 on: December 01, 2011, 09:30:29 am »

it doesnt appear in google?
and how to check your new node generation?
(i didnt have time to check the gmk)
EDIT:
found this,didnt have time to check so i post here
http://www.doc.ic.ac.uk/~rb1006/projects:marioai
« Last Edit: December 01, 2011, 09:39:10 am by Gangsterman » Logged
Orpheon
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« Reply #598 on: December 01, 2011, 11:38:49 am »

and how to check your new node generation?
(i didnt have time to check the gmk)
I think there's some code for it in the Character Create that is commented out, and you also have to disable normal Node loading in room_goto_fix (or use a map for which you don't have a node-map).

Search for
Code:
if !instance_exists(Node) GenerateNodes
in character create, or paste this.
« Last Edit: December 01, 2011, 11:39:25 am by Orpheon » Logged

Your mind is software. Program it.
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Death is a disease. Cure it.
Extinction is approaching. Fight it.
MTK5012
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I was Gangsterman


« Reply #599 on: December 02, 2011, 02:50:35 am »

now node doesnt connect with other
« Last Edit: December 02, 2011, 03:05:17 am by Gangsterman » Logged
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