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Possible options in new release..

Jscarce

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My last post on this forum was impolite to say the least so I'll start by apologizing because I was getting angry at TL when the game was actually causing the majority of the problems.. With that said obviously the new waypoints are needed, but I wanted to throw a couple of other things at the team in hopes of consideration.

-Automatic relog for those whose games do crash: I already have a script for this, you can implement your own or use mine, I don't care.
-Log movement monitor: If the bot does get stuck in an area roughly 30x30 feet for over three minutes it should leave the game immediately. (Case in point, a lot of dead tanks along the path and TL constantly moving backwards and to the right creating an endless cycle of essentially being 'stuck'.) This is the easiest way to get an account banned.
-Target acquisition on moving targets instead of highlighting and right clicking the mouse the bot needs to lead the target so that it can actually score hits.
-A function for the bot to defend itself if it is attacked while stuck.
-Adaptive pathing: Meaning that if a bot is on a returning trip where there was an obstacle in it's path it will remember it's coordinates and (if possibe) avoid it by going around the general area's coordinates by establishing an 'acceptable deviation' to the route where the bot follows a function similar to the 'stuck' function.
-The abiltiy to move to the left as well as to the right when dodging obstacles on the path by judging the deviation with the most room from the waypoint, and being able to reistablish itself on the previous waypoint a few meters ahead to avoid crashing into the same obstacle.

Question:
Also, I'm having difficulty using artillery. I have around 38-50fps on my gaming rig while the bot is running with normal tanks/tds and whatnot, but if I try to switch to artillery the game's framerate drops below 10fps and the bot will obviously not work very well under these conditions. Also, when the bot selects an artillery it doesn't use the zoom function. It stays back a good distance and tries to hit targets as if it where a tank. I noticed when pressing the shift button while the bot was piloting an artillery that the game would crash.. Is there something that can fix this, or is this how the bot is supposed to work? The artillery I used was the premium french SPG. Also, if anyone has had success with any artillery in particular to share some insight..
 
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Question:
Also, I'm having difficulty using artillery. I have around 38-50fps on my gaming rig while the bot is running with normal tanks/tds and whatnot, but if I try to switch to artillery the game's framerate drops below 10fps and the bot will obviously not work very well under these conditions. Also, when the bot selects an artillery it doesn't use the zoom function. It stays back a good distance and tries to hit targets as if it where a tank. I noticed when pressing the shift button while the bot was piloting an artillery that the game would crash.. Is there something that can fix this, or is this how the bot is supposed to work? The artillery I used was the premium french SPG. Also, if anyone has had success with any artillery in particular to share some insight..

Basically, World of Tanks works with a couple of so-called "cameras". One is the third person, default camera, another is the first-person "sniping" camera, and another is the artillery camera. Here's the fun part, the bot says you are only "in the game world" when you are either in the third person, rear-view camera, or in the sniping camera. When you're in the artillery camera, you're not in the game. Which is kind of true, as you're not "in" the battle, but in a separate "world" above the battle; you just control your vehicle. This causes TankLeader to freak out and think it's not in the world anymore, thus saying "hey, we're done here, let's queue up for another battle!" as our vehicle is not actually our own anymore; we merely control it. (Getting dizzy yet?) The health, location etc of our vehicle are all zero or null - the same conditions that apply when you're using the post-mortem camera and you can freely look between vehicles.

Hope that clears things up, and thanks for the suggestions! :)
 
Basically, World of Tanks works with a couple of so-called "cameras". One is the third person, default camera, another is the first-person "sniping" camera, and another is the artillery camera. Here's the fun part, the bot says you are only "in the game world" when you are either in the third person, rear-view camera, or in the sniping camera. When you're in the artillery camera, you're not in the game. Which is kind of true, as you're not "in" the battle, but in a separate "world" above the battle; you just control your vehicle. This causes TankLeader to freak out and think it's not in the world anymore, thus saying "hey, we're done here, let's queue up for another battle!" as our vehicle is not actually our own anymore; we merely control it. (Gettig dizzy yet?) The health, location etc of our vehicle are all zero or null - the same conditions that apply when you're using the post-mortem camera and you can freely look between vehicles.

Hope that clears things up, and thanks for the suggestions! :)


Yeah, it makes sense. I guess my next questions should be what's causing the lag when using Artillery? Which artillery works best with the bot?

Also, I've gone 118 hours non stop with the bot with only one game crash logged at 72 hours. Earned 212,000 exp and over 9 million credits at the end of the 72 hours and another 112,000 xp and 4,5m credits before letting my laptop rest for a while.
 
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Yeah, it makes sense. I guess my next questions should be what's causing the lag when using Artillery? Which artillery works best with the bot?

Also, I've gone 118 hours non stop with the bot with only one game crash logged at 72 hours. Earned 212,000 exp and over 9 million credits at the end of the 72 hours and another 112,000 xp and 4,5m credits before letting my laptop rest for a while.

Those are amazing results. As for your suggestions, in the next TankLeader update, which I expect to be releasing this week, it will randomly unstuck to the left or right, making it less static.
 
Tried the 1 day trial. I'm familiar with bots from D3, and from writing some AI for SC:BW.. I think the main thing that can give this bot away is the general behavior. I came up with a list (which im adding to) of general suggestions for the bot to help improve it. I think most of this would be pretty easy to impliment with just a couple of functions and a few lines of code.

1) Constant back and forth with no turret movement (turret stays stationary while its not targeting) - This can be fixed by just having the turret pointed at the flag, or at an enemy's location (within, lets say, a 20-30% random area around a tank), or maybe even at the path's end location.
2) Movement along a path should be smoothed a bit, because its very rigid. I noticed with the last couple of versions that the bot goes left and right and left and right down a path, instead of just straight.
3) Different AI profiles - There are targeting profiles, but maybe it should switch off between aggressive, careful, defensive, or blitzkrieg, depending on game mode and your tanks position in ranking. If its low, might as well not waste any time and play more aggressive. If its high, play defensive.
4) Flag Capturing should be something that a bot wants to do. Its a big give-away if the bot never goes for a flag capture. I've had several times when the bot got to the border of the flag, then turned around to try and stop our flag cap.
5) Option to edit/upload user custom paths for new maps. Updating for new maps, when there are new ones with almost every update, is a hassle. I think it would be cool if you could just take an image, (say white), and draw on it for a path for a tank, and set what maps it uses this profile. You can just overlay the image while you draw the path in something like photoshop, and you can place different paths for either spawn, and it will choose 1 of them, instead of just running into the hillside.
6) Firing at a tanks location if there is line of sight, and you have gotten tank like before. So when a tank disappears, (you loose LOS of it), your tank will try (at least a % chance to try) to attack the tank.
7) The bot forgets about a target when it looses LOS. As listed in the problem above, there should be some sort of "hot pursuit" objective, to chase and relocate and re-engage a target. I don't know if there is a threat meter (which would be a good way to measure where a tank should be, meaning, not in the way front lines of a battle), but using the threat meter to guess when its a good time to move out and engage would be great.
8) When the bot is in waiting phase ("says waiting for target at X,Y"), and the target hasn't moved for 5-6 seconds, the tank should actively seek LOS on the target. This happens when my tank penetrates the front line and gets into the artillery. My tank ends up just sitting behind some cover waiting for the arty to move, like a retard.
9) If it doesn't know the map, it should either stay in base, or it should wait 1 minuet after count down, and follow the path of a friendly tank.
10) the bot shouldn't move back to base so much. I swear it seems to go back to base as much as it advances forward.
11) Cover is good. Hiding in a bush when the end of a path is near by should be something this bot does. I havn't really seen it do this, except by accident.

Other then that, its been a really solid bot. I run it in a VM with 0 crashes so far, and its managed to actually kill a few things. I was thinking of making my own auto-it bot using Tesserect OCR, and pixel detection, but that would be too much work, as this works pretty well for now.
 
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