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MERVBot In Game Movement and other MERVBot Topics

 
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ZoAnimus
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Joined: Apr 22 2005
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PostPosted: Fri Apr 22, 2005 4:28 pm    Post subject: MERVBot In Game Movement and other MERVBot Topics Reply to topic Reply with quote

Does anyone know if the current version of MERVBot is capable of sending movement events. For example, can the MERVBot send a forward thrust event. I imagine that if it can shoot bullets, it should also be able to perform all other "player" actions.

In examining the !follow procedure for the MERVBot, it appears as though the Bot's Position and orientation variables are synched to the followed player's variables. This would rule out the possible extension of the existing function to also implement thrusting movements as opposed to shadowing movements.

Why is it that the MERVBot does not take damage? I suspect that somewhere in the MERVBot code, damage is somehow disabled. If so, does anyone know the source file and line number where this takes place.

Are there any bots out there that can watch players and export their variables. What I would be interested in knowing are things like, players location, rotation (orientation), speed, energy, bullet level, bomb level, specials available, current weapons in play. I would want to compare this data with information from Players in a specified radius of the watched player. I would also need Map Data. If anyone knows of a Bot that does anything simliar to this, I would love to get some information on it.

Does anyone know of a good solid C++ implementation of a neural network class?


All of these questions lead up to my overall project that I would like to work on. I'm hoping to find a group of developers that are interested developing a Bot that can actually PLAY subspace. I have several ideas for implementation and I believe that this could cause for a revolutionary change in the game. If anyone is interested, please PM me on this board.

Thanks,
ZoA
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50% Packetloss
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PostPosted: Fri Apr 22, 2005 4:56 pm    Post subject: Reply to topic Reply with quote

Mervbot can move around and do everything a normal client can. Damage is not handled by the server, it is handled by the client; thus the client must do the specific calculations to determine if/when a weapon hit them and how much damage it does. So inorder for mervbot to simulate this behavior, someone has to write it, currently there are bots that do this on a very narrow scope: nothing like continuum or subspace does it. All of the player variables that are sent to the clients are found in the player linklist, playerlist, a pointer to this list is passed to every plugin and contains a list of Player* type variables found in player.h. Weapon packets are sent and mervbot sends thier data to the plugins, they contain weapon type, position and velocity variables plus some timing stuff, this is all you need to figure out where the weapon is going and such (plus the arena's settings). I suggest that you read through some plugin source code and figure everything out, it's fairly simple. Then read through mervbot's source code for anything that you need to know. You are far from being able to make a AI bot, personally I believe that you will need to disassemble Subspace and figure out how it does everything and then replicate its calculations.
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D1st0rt
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PostPosted: Sat Apr 23, 2005 12:45 pm    Post subject: Reply to topic Reply with quote

You also have to do all weapons calculations yourself. All you get is their initial information and you have to figure out yourself where they are at any given time taking into account other players, walls, bounce, repels, etc.
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