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TL stops every 2-7 games

fannyflap

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Joined
Jun 5, 2012
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Ever since the 7.5 update I have not been able to let the bot run for more than an hour without it hanging up at the queuing step.
Every 2-7 games it wont rejoin after exiting a game.
Sometimes it will join a game but then do nothing the whole game. It wont rejoin after.
There might be an issue with TL disconnecting from WoT?
Prior to the 7.5 version I was able to run it for 8 hours straight no problems
Is this a known issue?
I put up my logs so you can see what I mean.

thanks for the quick update and the excellent bot.

View attachment 2012-08-03 13.27.txt
View attachment 2012-08-03 13.30.txt
View attachment 2012-08-03 13.51.txt
View attachment 2012-08-03 17.17.txt
 
Last edited:
Yep i have the same problem. i have to restart TL every few matches.
 
Same issue.

A few times it stays in garage and doesnt que. Next few games works when I restart. Then it will randomly que and just stop working in the match and leave me sitting at the start area. I've restarted it, WOT, the computer...still stops working after 2nd up to 6 games. havent got past 6 games without stopping so far.

Thanks
 
3 different people with the same problem. Its safe to say that its real. Can we get a mod response please?
 
I have the same problem. The bot goes through around 7-9 games, and then stops queuing. It says it is trying to que. Here are some interesting things in the debug log:

Code:
 [Debug] System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at TankLeader.Logic.Edea.TankBehaviour.“Ž()
   at TankLeader.Logic.Edea.TankBehaviour.•(Object ctx)
   at TreeSharp.PrioritySelector.<Execute>d__0.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.PrioritySelector.<Execute>d__0.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.Switch`1.<Execute>d__2.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.PrioritySelector.<Execute>d__0.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.Switch`1.<Execute>d__2.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.PrioritySelector.<Execute>d__0.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.PrioritySelector.<Execute>d__0.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.Decorator.<Execute>d__0.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.PrioritySelector.<Execute>d__0.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TankLeader.TankLeaderBot.Tick(Object context)

Code:
[18:03:12.902] Queue priority: (0) Heavy Tank KV-1S, (1) Medium Tank VK 3001 (P), (2) Heavy Tank M6, 
[18:03:18.501] [Debug] CheckForCaptcha concluded, no challenge.
[18:03:18.737] Status: Queueing
[18:03:18.738] New state: Queueing
[18:03:18.740] [Debug] Refreshing garage vehicles..
[18:03:18.836] Queueing for battle with with Heavy Tank KV-1S.
[18:05:03.686] [Debug] System.Exception: GetVehicles() did not return the expected result.
   at ??.?.??()
   at ??.?.??()
   at ??.?.get_Vehicles()
   at TankLeader.Logic.Edea.TankBehaviour.??(Object ctx)
   at TreeSharp.PrioritySelector.<Execute>d__0.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.PrioritySelector.<Execute>d__0.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.PrioritySelector.<Execute>d__0.MoveNext()
   at (Object )
   at TreeSharp.Composite.Tick(Object context)
   at TankLeader.TankLeaderBot.Tick(Object context)
[18:05:22.581] 
[18:05:22.582] Stopping TankLeader

And stuff dealing with TL not queing when it should.

Code:
[22:36:15.985] [Debug] Finishing invoke.
[22:36:16.026] [Debug] System.NullReferenceException: Object reference not set to an instance of an object.
   at (Object )
   at TankLeader.TankLeaderBot.(IAsyncResult result)
[2012-08-04 00:09:28.318] Tank: Heavy Tank KV-1S - Kills: 3
Tank: Medium Tank VK 3001 (P) - Kills: 0
Tank: Heavy Tank M6 - Kills: 0

[00:09:28.319] Stopping TankLeader
[00:10:32.833] Aiming mode: Clever
[00:11:32.153] Starting TankLeader
[00:11:32.183] [Debug] Refreshing garage vehicles..
[00:11:32.770] Queue priority: (0) Heavy Tank KV-1S, (1) Medium Tank VK 3001 (P), (2) Heavy Tank M6, (3) SPGs Hummel, (4) SPGs SU-5, 
[00:11:44.993] Tank: Heavy Tank KV-1S - Kills: 3
Tank: Medium Tank VK 3001 (P) - Kills: 0
Tank: Heavy Tank M6 - Kills: 0

[00:11:44.993] Stopping TankLeader

Code:
[19:57:37.454] We're dead! Leaving battle!
[19:57:48.806] [Debug] Refreshing garage vehicles..
[19:57:49.472] [Debug] CheckForCaptcha concluded, no challenge.
[19:57:49.516] Status: Queueing
[19:57:49.516] New state: Queueing
[19:57:49.519] [Debug] Refreshing garage vehicles..
[19:57:49.710] Queueing for battle with with Heavy Tank KV-1S.
[19:58:14.207] [Debug] GetProfileBytesAsync called.
[19:58:14.207] [Debug] Invoking GetProfileBytes.
[19:58:14.208] [Debug] Callback registered.
[19:58:14.208] [Debug] GetProfileBytes invoked.
[19:58:15.727] [Debug] Callback reached.
[19:58:15.728] [Debug] Finishing invoke.
[19:58:15.843] [Debug] System.NullReferenceException: Object reference not set to an instance of an object.
   at (Object )
   at TankLeader.TankLeaderBot.(IAsyncResult result)
[20:15:05.246] Tank: Medium Tank VK 3001 (P) - Kills: 0
Tank: Heavy Tank KV-1S - Kills: 1
Tank: Heavy Tank M6 - Kills: 0
Tank: Heavy Tank KV-1 - Kills: 1

[20:15:05.246] Stopping TankLeader
 
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I really think this bot should STOP RETREATING! I notice every game the bot goes back and forth along the same path, when the number of tanks is low, the bot ends up retreating backwards? seriously, wtf.
 
I really think this bot should STOP RETREATING! I notice every game the bot goes back and forth along the same path, when the number of tanks is low, the bot ends up retreating backwards? seriously, wtf.


This exact thing has got my Team saying they are reporting me for a bot. Luckily I was monitoring it and could stop it.
 
Here are my last 5 games with the bot. This seriously just happened. I've written AI for competitions and competing AI for starcraft brood war (and I've won a few hundred dollars in doing it). I have a CS major, and I could write something that is smarter then this bot in 2 days. 1 day to get used to the source code and methods, and the 2nd day to actually write the code.

Anyways, here are my LAST 5 games with this bot, until something is done to improve how shitty the behavior is.
(Keep in mind that at least 80% of the games I've seen are like this.)

Game 1 is a flag cap race. Both have to cap 1 flag. Its on some desert map, but that doesn't matter. My Tank goes about 15 feet, goes behind a rock, and then waits for a target for 2 minuets. After waiting, the bot moves out for a few feet, then turns around. This goes on for a couple minuets, going back and forth. We win, but I've done 0 damage and get almost no exp (100xp). My tank was at the bottom of the tier list (being tier 6). I would have rather zerg rushed and gotten in a few shots, then done nothing.

Game 2 is a defend game. The tank rushes out towards their base, gets hit by a rushing small tank a few times, then stops to shoot the tank. The small tank moves behind some rocks, and my tank acts as if he next existed and just starts running toward the enemy and dies.

Game 3 is an attack game on a new map. My tank sits there idle at base until we win, i get 100xp for a 10 minuet game.

Game 4 is a standard cap the enemy zone game. This time, my tank moves out toward the enemy base. Eventually, after around 4 minuets of moving forward, then moving back, the enemy is starting to cap our flag. Its a 2v1 in our favor, and very shortly after the enemy beings to cap, our 2nd team mate goes to the flag to cap. My tank is right next to the flag zone. He is about to cross it, but then decides to move back toward our base to kill the cap guy. Our team is yelling at my tank. After going 40 feet, and at around 40% for both flags, my tank turns around a few times, and runs into a dead husk.

Game 5 is an attack game. The map is split in two. My bot goes back and forth, but doesn't leave our side of the map, even though he is the top tank on the tier list in the room. Eventually, its just him vs 7 other people. He just goes around in circles near spawn, nothing near him, looking for tanks to kill.

Here is what I think the AI of this bot is like:
1) Choose a random way point
2) Generate Path to the way point from current location
3) Move along path while checking for a random time between X&Y
Check Conditions while moving:
a) LOS of an enemy tank
b) If an Enemy tank is nearby
c) Progress along the path of the tank stops
- IF a) then -> Engage enemy tank
- IF b) then -> Wait for tank for random time between X&Y
- IF c) then -> do unstuck maneuver
CHANCE: Generate a new path to a new way point along the path (whole path considered)

That's the entire logic of the bot. There is no "behavior" which would indicate an actual AI system. Only a few IF statements.

I think a lot of people would get this bot (i knew I would) if it had some solid behavior behind it. I'm not asking for a rewrite or anything, but I do sincerely want to help in any way possible.
 
thx for reporting,we will check it asap
 
Here are my last 5 games with the bot. This seriously just happened. I've written AI for competitions and competing AI for starcraft brood war (and I've won a few hundred dollars in doing it). I have a CS major, and I could write something that is smarter then this bot in 2 days. 1 day to get used to the source code and methods, and the 2nd day to actually write the code.

Go for it, I honestly don't see a reason you shouldn't. You're obviously very good at it, so why not?
 
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Here is a new log. The bot runs 10 min and thats it !

Did it happen on one of the new maps?

Edit: Added some server side stuff, it shouldn't lock up like that anymore.
 
Last edited:
Did it happen on one of the new maps?

Edit: Added some server side stuff, it shouldn't lock up like that anymore.
4 hours strong so far. It appears to be fixed.

thanks for the quick response mods
 
Nevermind it stopped working. I watched it carefully and it will queue just fine but there is some sort of communication disconnect after 2 games and the bot will sit in spawn afk. After the game ends it wont leave or rejoin a game.
 
it happens only on new maps guys?
if you dont give us the info we need its impossible to fix it
 
it happends on all manps new and old, the concuer and the old one.
 
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