Aevitas
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We've just released an update to TankLeader which contains a handful of dramatic changes to various parts of the bot's internals. This post will outline those changes, what we have in mind for the future, and what still may not be quite there yet. We're looking for feedback from you guys, for instance with the way stuck handling could be improved.
The bot will now use an algorithm to determine a friendly tank to stick with, or to push the objective, when it sort of makes sense to do so. This means that the bot won't just drive to the enemy objective in a straight line any more and die while making 40 XP and 250 credits. It will attempt to find a vehicle that's in the best position based on some criteria, and then sticks with them. This means that if they camp, we camp, if they push, we push, etc. If they die, we select a new guy or push the objective. This behaviour may sometimes select scouts in higher tier battles though, we recommend not using the bot too frequently in high tier games (i.e. tier 8+).
Stuck detection has been changed. Since we've been able to fix some of the stuff on the server's end, we're now able to generate paths around dead tanks that we'd run in to, or friendly tanks we're not supposed to bump into. Instead of doing the funny back up, wiggling a bit and then bumping into the guy repeatedly, we now back up a bit, wait for a few seconds, and request a new path (which will move around the obstacle if they're still there).
The bot's "engine" has been replaced by a significantly faster variant, which should be noticeable in various parts of the bot.
As for navigation, that's still a bit of a tricky part. The navigator (i.e. the path following in the bot itself) is still very much sub optimal. It has gotten slightly less terrible with the speed increase we've been able to get, but you'll still frequently notice that the bot turns around and goes back to "hit" a spot that it missed. This is something that we're working on, but has proven extremely difficult to get right for every individual tank, due to the different track traverse, speed, etc. On top of that, the bot will not venture into locations that it hasn't been in before. It may get stuck on buildings, flip the tank over while following friendlies, or doing dodgy turns because it suddenly made its mind up. Again, this is something we're aware of and we will work on fixing in the future.
Actually shooting stuff isn't where it should be either. The bot does shoot, and in lower tier games where it's pretty much mayhem you may get decent to good results from time to time. We're looking into ways to actively aim for weak spots, predict where the enemy's going to be when our shot lands, etc. We've tested the bot thoroughly with tier 2-5 premiums, and even without a premium account we're making quite a few credits.
The goal with this update was to make the bot significantly harder to detect for WarGaming. Unlike other bots, we've never actually been "detected". That is, WG detecting our software in their games and banning accounts that are running it. We have however been hit with their server side bot detection mechanisms. This update, with as its main feature the "team based" navigation, will make it increasingly harder to detect TankLeader. There are no two games where the bot will behave remotely the same, and as long as you stick to the lower tiers, your account should be much safer than before.
We realise the bot isn't perfect, and hasn't been for a long time. We hope that with the recent changes to the path generation and your input, we can make this bot great again.
You can obtain the bot from http://updates.buddyauth.com/ - the updater may not correctly detect this as a newer version, as the version numbering has changed. That'll smooth out with the next release.
Again, we're looking forward to your feedback.
Thanks.
The bot will now use an algorithm to determine a friendly tank to stick with, or to push the objective, when it sort of makes sense to do so. This means that the bot won't just drive to the enemy objective in a straight line any more and die while making 40 XP and 250 credits. It will attempt to find a vehicle that's in the best position based on some criteria, and then sticks with them. This means that if they camp, we camp, if they push, we push, etc. If they die, we select a new guy or push the objective. This behaviour may sometimes select scouts in higher tier battles though, we recommend not using the bot too frequently in high tier games (i.e. tier 8+).
Stuck detection has been changed. Since we've been able to fix some of the stuff on the server's end, we're now able to generate paths around dead tanks that we'd run in to, or friendly tanks we're not supposed to bump into. Instead of doing the funny back up, wiggling a bit and then bumping into the guy repeatedly, we now back up a bit, wait for a few seconds, and request a new path (which will move around the obstacle if they're still there).
The bot's "engine" has been replaced by a significantly faster variant, which should be noticeable in various parts of the bot.
As for navigation, that's still a bit of a tricky part. The navigator (i.e. the path following in the bot itself) is still very much sub optimal. It has gotten slightly less terrible with the speed increase we've been able to get, but you'll still frequently notice that the bot turns around and goes back to "hit" a spot that it missed. This is something that we're working on, but has proven extremely difficult to get right for every individual tank, due to the different track traverse, speed, etc. On top of that, the bot will not venture into locations that it hasn't been in before. It may get stuck on buildings, flip the tank over while following friendlies, or doing dodgy turns because it suddenly made its mind up. Again, this is something we're aware of and we will work on fixing in the future.
Actually shooting stuff isn't where it should be either. The bot does shoot, and in lower tier games where it's pretty much mayhem you may get decent to good results from time to time. We're looking into ways to actively aim for weak spots, predict where the enemy's going to be when our shot lands, etc. We've tested the bot thoroughly with tier 2-5 premiums, and even without a premium account we're making quite a few credits.
The goal with this update was to make the bot significantly harder to detect for WarGaming. Unlike other bots, we've never actually been "detected". That is, WG detecting our software in their games and banning accounts that are running it. We have however been hit with their server side bot detection mechanisms. This update, with as its main feature the "team based" navigation, will make it increasingly harder to detect TankLeader. There are no two games where the bot will behave remotely the same, and as long as you stick to the lower tiers, your account should be much safer than before.
We realise the bot isn't perfect, and hasn't been for a long time. We hope that with the recent changes to the path generation and your input, we can make this bot great again.
You can obtain the bot from http://updates.buddyauth.com/ - the updater may not correctly detect this as a newer version, as the version numbering has changed. That'll smooth out with the next release.
Again, we're looking forward to your feedback.
Thanks.
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