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 Post subject: Re: [IN-GAME] Gnaw - GnawAI V2
 Post Posted: Fri Dec 11, 2015 4:28 pm 
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Posts: 3234
Joost wrote:
Gnaw is quite strong but he isn't the #1 in the balance metrics at the moment. Neither is Clunk.

I remember the heated discussion about the validity and expressiveness of the balance metrics when they were introduced. From this statement alone I infer one of my worst fears: you guys are actually depending on these 'metrics', conclude real balance statements from them and give them way too much weight for my taste.

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I respectfully disagree.


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 Post subject: Re: [IN-GAME] Gnaw - GnawAI V2
 Post Posted: Tue Dec 22, 2015 4:26 pm 
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Joined: Mon May 26, 2014 10:25 pm
Posts: 209
Updated as of 22/12/2015

General:

Fixed movement problems on lower difficulty settings
Updated stealth detection logic to use the new features by Ronimo
Will no longer detect invisible nauts if they have no collision
Changed solar gain amount on death to be a bit more fair
Increased incentive to clear droids (thanks to hurleybird, and Ignotis for this)
Will now try to attack anchor if chained
Will no longer try to attack while retreating if the enemy has significantly more health
Now more likely to retreat if blinded (not to base)
Hates enemy bases a little more
Occasionally tries to teleport back to base instead of running if base is under attack
Other stuff i forgot

Gnaw:

Now starts with 15 solar instead of 35 (unless difficulty is at or over 80%)
Now buys Solor krab Burgers instead of Boots (unless difficulty is at or over 80%)
Updated build so he buys the right amount of upgrades


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 Post subject: Re: [IN-GAME] Gnaw - GnawAI V2
 Post Posted: Wed Dec 23, 2015 10:04 am 
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Joined: Mon Sep 02, 2013 5:16 pm
Posts: 1605
Location: Dænmårk
Holy moly, Veanko!

So many updates! Great work!


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 Post subject: Re: [IN-GAME] Gnaw - GnawAI V2
 Post Posted: Wed Dec 23, 2015 10:07 am 
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Joined: Mon Sep 03, 2012 4:05 pm
Posts: 3315
Location: Melbourne, Australia
Wow, Ethan! Great moves, keep it up, proud of you!

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TigerKirby215 wrote:
People in L3 are a very tough challenge. So one can easily assume L1 live in insane asylums & have nothing to do other than play nauts, or hack
Quote:
Frankie3nig has been permabanned by Sony 0


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 Post subject: Re: [IN-GAME] Gnaw - GnawAI V2
 Post Posted: Mon Feb 08, 2016 5:16 pm 
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Joined: Thu Apr 23, 2009 5:45 pm
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I've downloaded this bot update. It will go live in the next beta (probably later this week but not sure yet).

Also, indeed very impressive that so many bots got updated! Thanks Veanko! :worship:


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 Post subject: Re: [IN-GAME] Gnaw - GnawAI V2
 Post Posted: Mon Mar 07, 2016 10:41 am 
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This topic is about an issue in Gnawbot:

https://www.awesomenauts.com/forum/view ... 23&t=44357


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 Post subject: Re: [IN-GAME] Gnaw - GnawAI V2
 Post Posted: Sun Apr 30, 2017 6:43 pm 
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Joined: Mon May 26, 2014 10:25 pm
Posts: 209
Updated as of 30/04/2017

General:
-Will now go to defend turrets if they are under attack in most situations (prioritises back turrets)
-Much better at defending their own base (except on starstorm map. Ronimo didn't include the named areas that allow the bot to detect if its base is being attacked on that map)
-If the enemy base is exposed, bots will now try to attack it in groups of three. If the bot isn't in a group, they will push the other lane
-If a lane has no friendly turrets, bots will now prioritise defending that lane
-When defending a turret, will now stand behind it instead of in front of it
-Bots in state 11 (that is, those in a disadvantaged situation) will now call for help to other bots
-Will now respond to help commands from players (unfortunately, this isn't perfect as the AI editor doesn't let you get much information about the player in question)
-Will now try to start in the same lanes
-Increased range at which they can detect enemies
-Improved chasing ability
-Fixed oversight that caused the bot to switch lanes more frequently than intended
-When deciding if the bot should retreat from a turret, the bot will now take into consideration if there are droids behind it
-Improved turret retreat logic in general
-Now prioritises players over droids in the late game
-No longer gets Wraith Stone for free
-Now stays in the heal area for a while on their first time there.
-Now occasionally goes back to base to buy items if the bot has more than 400 solar
-Changed retreat logic a little
-Increased aggro range for attacking neutrals
-Likes getting neutrals over other objectives if low on health more
-Won't retreat back to base if a neutral is targeted (unless unsafe)
-Won't teleport back to base if a health pack is near
-Won't teleport back to base if the bot just got a health pack (unless they are still low on health somehow)
-Won't try to teleport if the bot has a DOT effect
-If the bot is in or was in a named area called "CORNER_STUCK" in the past 1.5 seconds, jumping will be disabled (well, mostly. It really only disables jumps caused from waypoint navigation)
-Fixed issue that caused bots to jump when they wanted to go down
-Fixed bug where bots would get stuck trying to push the top back lanes on Startom Station and AI Station
-Fixed bug where bots would get confused about whether to push turrets or go to frontline
-Will no longer try to kill Solar Boss (at least, they shouldn't)
-Added the requirement that the bool "NoBash" returns false for some checks (should only affect skolldir bots)
-Will no longer return to base to buy items if the bool "HasBoughtAllItems" is true
-Fixed bug where bots in state 11 wouldn't jump down platforms, causing them to get stuck in some places
-If the next waypoint is directly above, the bot will stop moving so they can jump to it (they would keep moving forward before, causing them to have trouble platforming)
-Removed solar gain on respawn
-Removed "fix" that caused bots to get stuck above their base
-Removed some superfluous logic
-Updated all file names

Gnaw:
-Will no longer attack neutral creeps at full health (it caused him to stay in the jungle for too long)

Joost wrote:
This topic is about an issue in Gnawbot:

https://www.awesomenauts.com/forum/view ... 23&t=44357


Hopefully that is fixed in the latest update. If not let me know.


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