What's new
  • Visit Rebornbuddy
  • Visit Resources
  • Visit API Documentation
  • Visit Downloads
  • Visit Portal
  • Visit Panda Profiles
  • Visit LLamamMagic

LF custom combat routine

NoJazz

New Member
Joined
Sep 10, 2014
Messages
64
Reaction score
0
It must have all the functionalities of Trinity, plus the following features:
- expandable: it must be possible/easy to add functionalities to the core.
- all features can be toggled on or off from a user menu
- source code must be commented in such a way that even someone with only a basic knowledge of C# can understand what is happening.

Copyrights remain with the author. I get free use of the material but am not allowed to sell it, trade it, or give it free of charge to others. This includes any form of publication on the internet or elsewhere.

My interest is not commercial, I am currently researching botting and AI, and miss a practical tool.
Do not expect to get rich from this, if you are thinking of billing me hours of work, avoid disappointment. See it as a form of donation for work that you would like to do anyway, and which you can use for your own (commercial) purposes.

Keyword are therefore:
- Functionality
- flexibility/versatility
- and NOT speed. I am not looking for a routine that yields extraordinary xp or gold p/h. But an application that I can use to change and study bot behavior.
 
Last edited:
My interest is not commercial, I am currently researching botting and AI, and miss a practical tool.
Do not expect to get rich from this, if you are thinking of billing me hours of work, avoid disappointment. See it as a form of donation for work that you would like to do anyway, and which you can use for your own (commercial) purposes.

Hahaha this is a new angle.
I suggest you read Yildirim and Stene, Russell and Norvig and Franklin and Graesser's publications on AI and games (to name just a few peer reviewed authors in this field).
And if you are really serious about studying bot behavior, which is indeed a fascinating field of study, and I commend you on this, you really should have the capability to design and develop your own "bot".
 
Hahaha this is a new angle.
I suggest you read Yildirim and Stene, Russell and Norvig and Franklin and Graesser's publications on AI and games (to name just a few peer reviewed authors in this field).
And if you are really serious about studying bot behavior, which is indeed a fascinating field of study, and I commend you on this, you really should have the capability to design and develop your own "bot".
You are confusing technical knowhow and practical implementation on one hand, with theoretical studies on the other. I do not need to be able to write programs to study botting and its signification for AI. Your answer, if you will allow me, is typical of a technicist mindset.
Artificial Intelligence is a broad field where not only technicians can show their skills, but also theoreticians who try to analyze the meaning of artificial intelligence and its, everchanging, limits. I need practical tools for my research, tools that I have not the time nor the skill to write myself. I hope your negative reaction will remain an exception and will wait for better ones.
 
why not be more honest and just post the following?

Trinity works OK, but I want a routine that will smash through everything with no back tracking, following optimal pathing, optimal skill usage for each and every class so I can get maximum gains from the time the bot is running (with the ability to tweak using "sliders for dummies" so I don't have to waste any of my own time looking at the coded elements and tweak those settings myself).


at least that is more believable than your OP
 
why not be more honest and just post the following?

Trinity works OK, but I want a routine that will smash through everything with no back tracking, following optimal pathing, optimal skill usage for each and every class so I can get maximum gains from the time the bot is running (with the ability to tweak using "sliders for dummies" so I don't have to waste any of my own time looking at the coded elements and tweak those settings myself).
at least that is more believable than your OP
It is apparently hard to believe that I am really not interested in fast xp or gold. My ultimate goal is to find out whether it is possible to create a bot that is indistinguishable from a human player. Such a bot would be by definition much less efficient than bots used with Trinity as is. The flexibility of the custom routine I am looking for would allow me to tweak the toon's behavior to make it as human-like as possible. Because such a requirement would demand the fulfillment of many conditions, such a bot would be much slower than it could be otherwise. Right now bots are dumb programs that can achieve much faster results than humans. Once you abandon the idea of fast results, you really start thinking in terms of intelligent behavior. And that is my goal. I hope I can find somebody that would be interested in working with me. I am not interested in the technical aspects of the whole process. In fact, I suck at programming. I would gladly give up the idea of getting the source code and have somebody collaborate with me instead.
 
How to make a bot behave human-like?
The first thing we must realize is that the bot does not have the same information that we get from our vision (and some from our hearing). Image recognition is still in its infancy, and it is anyway much too computer intensive for botting.
Our bot must therefore base its decisions on the info it gets from the game system. That would seem to indicate that it can never achieve the same degree of flexibility as a human, since its source of information is relatively quite limited. The difficulty DB finds in recognizing situation with fire chains, charging beasts and more of these goodies, are a testimony to how limited the system information can be. I honestly would not know how to resolve this issue, my knowledge of the inner workings of D3 being somewhat limited. So I will put this on the back burner for now and assume that we have enough information to build a human-like bot. Once we have reached the limits of what we can achieve with Demonbuddy and Diablo3 (in a couple of years maybe?), it will be time enough to look at what we are missing.
The first question we can ask ourselves is, how can we, NOT make DB or Trinity better, but adapt in such a way that bots would behave much more human like?
 
you can make it as human like as you want, but when you bot 24/7/365 (as a lot of botters do including myself) then it doesn't mean shit that it is human like.

to maximise human like behaviour you would bot for no more than 4-10 hours daily with random breaks for random amounts of time, 5 mins, 1 hour etc... which kind of negates the use of botting the crap out of a game where grind needs to be maximised (hence 24/7/365)

The only games worth botting "human style" are games like heartstone, the usual MMO's etc... but tbh the want to bot in those games is diminishing because the life span of MMOs at present is dire because we are in a treadmill of the same crap with a different wrapper being shoved out of the MMO-mill, the idea of gaming indutry at present is "throw enough shit and something might stick", nothing has really stuck for a large player base in a while now.

anyways, get used to the idea, for D3, 24/7/365 is the only way to go, bot hard or go home :D
 
you can make it as human like as you want, but when you bot 24/7/365 (as a lot of botters do including myself) then it doesn't mean shit that it is human like.

to maximise human like behaviour you would bot for no more than 4-10 hours daily with random breaks for random amounts of time, 5 mins, 1 hour etc... which kind of negates the use of botting the crap out of a game where grind needs to be maximised (hence 24/7/365)

The only games worth botting "human style" are games like heartstone, the usual MMO's etc... but tbh the want to bot in those games is diminishing because the life span of MMOs at present is dire because we are in a treadmill of the same crap with a different wrapper being shoved out of the MMO-mill, the idea of gaming indutry at present is "throw enough shit and something might stick", nothing has really stuck for a large player base in a while now.

anyways, get used to the idea, for D3, 24/7/365 is the only way to go, bot hard or go home :D
I completely agree with you as a gamer. I would certainly not use the custom routine routine I am trying to get people interested in, for botting. Trinity is much better.
But you miss the point here. I am not looking for another botting routine, I want to research the possibilities in this special branch of AI. Robots wil become increasingly important in our lives, and one aspect of their behavior that people will notice, and probably dislike, right away, is their "robotish" behavior. With botting we have a unique opportunity to find out which conditions must be fulfilled for a (ro)bot to appear human-like. After all, we are talking about a well-defined world in which people can interact with computer programs. The fact that it is not the real world is totally irrelevant. What we can learn about bots, we can adapt to real world situations.
I can imagine that this thread would not interest most of the botters, that is why I started it here, and not in the general section. Hopefully there are people in this community who, besides enjoying "traditional" botting, would not mind thinking deeper about the issues of botting and AI.
 
Back
Top