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 Post subject: [IN-GAME] Coco - NebulAIn v2.12.2
 Post Posted: Mon Jul 28, 2014 2:14 am 
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Joined: Tue Aug 07, 2012 11:35 pm
Posts: 310
Download Latest Version Here! - Version 2.12.2 - November 22

Previous versions:
Version 2.12.1 - November 15
Version 2.12 - November 11
Version 2.11.1 - December 15
Version 2.11 - September 29
Version 2.10 - September 17
Version 2.9 - August 26
Version 2.8 - August 20
Version 2.7 - August 12
Version 2.6.2 - August 7
Version 2.5 - August 6
Version 2.1 - August 3
Version 1.8 - August 1
Version 1.3- July 28
Version 1.0 - July 27

v2.12.2
-----------------
-Reduced range to launch Ball Lightning
-Fixed and if/else error in Ball Lightning
-Fixed a targeting issue when using AA
-Changed build

v2.12.1
-----------------
-Won't use Ball Lightning on Sawblade droids or turrets
-Won't tank turrets for droids
-Will retreat from turrets once the final remaining Sawblade droid has 300 or less health
-Decreased range to activate Blaze
-Refined AA range
-Fix for getting stuck in the upper healthpack areas of Ribbit IV

v2.12
-----------------
-Replaced the items builds with a single build based on AA with lifesteal. I've also included some branches in the build in case the item changes for the 2.13 beta stick (Pills, Chuck, and Voltage going from 3 to 2 stages).
-Replaced the SuperAI behaviour tree with the VeankoAI provided in the example AI folder. This eliminates the need for FN_RetreratingSkills_nailcliper and Super...._nailcliper files.
-Disabled the stealth targeting logic from VeankoAI and introduced a simplified version of stealth targeting using isUnderStealthRevealingEffect
-Appears to no longer get stuck in the creep areas of Sorona and the healthpacks in the upper lane in Ribbit IV
-Will not walk over the worm button as often
-Won't use Blaze while behind turrets

v2.11.1
-----------------
Replaced reference to "CreepRoshan" with "CreepSolarboss"

v2.11
-----------------
Multiplied all specific health check values by 10
Decreased range to "notice" invisible enemies

v2.10
-----------------
If Coco is in the launchpad area, she will set state to 10

v2.9
-----------------
Reduced vertical targeting range for Ball
Slightly reduced proximity to target to stop moving for AA
Slightly increased check range for droids to attack tower
Slightly changed build order for Blaze Build

v2.8
-----------------
Modified Bot in accordance with Joost's post
Will still buy boots due to navigation issues without them
Removed Solar drain before being able to buy items
Removed Solar drain after buying items
Won't buy items at Difficulty 1 until 3:00
Will only chase Nauts using Silver Coating if they have less than 120 health
Fixed an issue where Coco wouldn't run away from Exploding Clunks

v2.7
-----------------
Updated build
Increased vertical scan for friendly droids when pushing towers
Modified Bot in accordance with Olivier's post. The breakdown is:

0%:
Will not buy items until the 5:00 mark
Will lose 1 Solar every 2 seconds until the 5:00 mark
After buying an item, will be unable to buy the next item until she is drained of 100 Solar or she dies
Follows a highly condensed version of the standard builds
Will begin to retreat at 35%/20% remaining health

20%:
Will not buy items until the 2:30 mark
Will lose 1 Solar every 3 seconds until the 2:30 mark
After buying an item, will be unable to buy the next item until she is drained of 50 Solar or she dies
Follows a condensed version of the standard builds
Will begin to retreat at 40%/25% remaining health

40%:
Will buy items at the start of the game
After buying an item, will be unable to buy the next item until she is drained of 15 Solar or she dies
Follows a slightly condensed version of the standard builds
Will begin to retreat at 45%/30% remaining health

60%:
Will buy items at the start of the game
Follows standard builds
Will begin to retreat at 50%/35% remaining health

v2.6.2
-----------------
Added state for fleeing Nauts in certain circumstances - fleeNauts (12)
Moved DoT and CC checkers to FindAndTargetEnemiesShortRange
Fixed error in CC checker where Coco was checking CC on herself
Appended all files with _nailcliper to prevent overwriting errors
Removed AI Skill edit in HeroCode, no longer uses Mod_HeroCode or Mod_Class_Blazer; now uses standard HeroCode

v2.5
-----------------
Adjusted BotLevel implementation in respect to AI Skill level
Tweaked code to account for rounding error possibilities
Re-timed Ball logic for rounding error possibilities
Included some code for attempts to avoid Snipe
Adjusted some values for locating friendly droids to push towers

v2.1
-----------------
Rewrote Ball timing, can now dynamically measure distance from target. Balls should be more accurate than before
Reordered build for 2.6's Chuck's Board change
Added ability to choose between two builds.
Can now notice invisible Nauts if they're intimately nearby or have DoT/CC
Added wait time for using Ball if Blaze is active
Will now chase targets using Blaze if Silver Coating is bought
Slightly decreased facetank distance
Some changes to SuperAI

v1.8
-----------------
Increased Ball targeting range
Added more priority to Ball
Re-timed Ball Detonation Logic
Buys Med-i-Can after Super Conductors
Replaced Blind with Thunder Striker
Retreats from turrets with more health
Reduced occurance of tanking turrets for droids
Not "Outnumbered" if intimate with friendly turret

v1.3
-----------------
Ball prioritizes targets
Ball is used at further range
May retreat from turret with slightly more health than previously


Currently uses this build:



Notes:
Aggressive melee
Ball looses accuracy at further ranges
Ball is 360 degrees
Some pathfinding issues related to ascending and jump pads, somewhat reduced with Boots
Has trouble using jump pads and platforms on AI 205
Will notice stealthed nauts if they have revealing effects
Will wait to use Ball if Blaze was used recently

Credit to Veanko for VeankoAI

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Coco AI is surfing the wormholes! :CocoWink:


Last edited by nailcliper on Sun Nov 22, 2015 9:49 am, edited 35 times in total.

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 Post subject: Re: [SUBMISSION] Coco - NebulAIn v1.0
 Post Posted: Mon Jul 28, 2014 11:35 am 
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I'm glad you can use my skeleton of the Coco AI. At the moment, my AI is pretty poor :(
So I hope yours is better


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 Post subject: Re: [SUBMISSION] Coco - NebulAIn v1.0
 Post Posted: Mon Jul 28, 2014 1:09 pm 
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nailcliper wrote:
TheMesp & hurleybird for DoT Ticker


Mesp deserves all the credit on this one. All that I did was misinterpret how his toolkit worked and needlessly recreated it. :oops:


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 Post subject: Re: [SUBMISSION] Coco - NebulAIn v1.3
 Post Posted: Mon Jul 28, 2014 3:13 pm 
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Updated download link with some fixes to Ball that allow it to be fired from farther ranges than the previous faceball range.

FlawlessHair wrote:
I'm glad you can use my skeleton of the Coco AI. At the moment, my AI is pretty poor :(
So I hope yours is better


It was quite helpful! The logic you had put in helped me get a feeling for the program and how I should go about implementing logic trees

hurleybird wrote:
Mesp deserves all the credit on this one. All that I did was misinterpret how his toolkit worked and needlessly recreated it. :oops:


My files use your boolean-based formula, so I didn't think it would be right to not give you mention for it. However, I'm fairly certain I didn't implement it fully, since I tested it with Leon and my bots weren't targeting me. If my Coco gets accepted, it'll be high on my list of things to improve upon.

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 Post subject: Re: [SUBMISSION] Coco - NebulAIn v1.3
 Post Posted: Thu Jul 31, 2014 2:52 pm 
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Posts: 8986
Congratulations on getting this bot added to the beta for patch 2.6! :party: I'll also send you a PM about the next steps to get the bot into the final patch. Bots that turn out problematic might still be removed, so this is not the final victory yet!

Coco is not the strongest bot in the pack, but definitely good enough to make it into the game. :) I did record a video of her standing still once at low health instead of retreating immediately, letting me kill her. Please send me an email so I can send you that video. We only saw that happen once in a bunch of matches.

We do have one condition that you need to look into: she should never buy the blind upgrade. Blind is not a very fun thing to get applied to you, so Coco bots should not use that.


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 Post subject: Re: [SUBMISSION] Coco - NebulAIn v1.3
 Post Posted: Fri Aug 01, 2014 8:19 am 
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nailcliper wrote:
FlawlessHair for original CocoAI skeleton


Joost wrote:
Congratulations on getting this bot added to the beta for patch 2.6! :party: I'll also send you a PM about the next steps to get the bot into the final patch. Bots that turn out problematic might still be removed, so this is not the final victory yet!


I noticed that only nailclipper is credited in the Vault update, but if the other Coco was used as a base should both authors be named in the image? Mind you, I don't know how much has been changed from the original AI -- If the other Coco bot was just used as inspiration, or if not very much of the original iteration remains, never mind.


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 Post subject: Re: [SUBMISSION] Coco - NebulAIn v1.3
 Post Posted: Fri Aug 01, 2014 11:58 am 
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hurleybird wrote:
I noticed that only nailclipper is credited in the Vault update, but if the other Coco was used as a base should both authors be named in the image? Mind you, I don't know how much has been changed from the original AI -- If the other Coco bot was just used as inspiration, or if not very much of the original iteration remains, never mind.


Quite a bit has changed. My use of FlawlessHair's Coco was just because I had never done this before and it was a good place to start. As I got more accustomed to the Behaviour Editor, I worked on gradually rewriting the stuff that was already there and verifying that the stuff that wasn't mine is only the same because it seems the optimal way to code it.

Here is the version 0.1 which would be most like Flawless' Coco at the time I started.
Here is the most recent verion, 1.8 so that you may compare if you wish.

On a glance, what seems to have changed include:
    The entire Ball detonation logic was rewritten, retimed, ordered, and given a priority list.
    Retreating logic for Ball was removed, and writing my own is on my list of things to improve.
    Removed using Blaze to exit the shop, otherwise Blaze is pretty much the same. (This isn't in v0.1, but I remember it being one of the first things I did)
    I reduced the area Coco searches to use her AA, and worked in some logic that occasionally allows her to not tank turrets for droids
    I changed her build and fixed her starting solar so that she actually gets enough to buy both skills at the start of the game. (Attempted in Flawless' Coco, but doesn't actually seem to work)
    The movement logic is mostly the same, as it's required and is probably itself taken from one of the original four AI. I took out one part that seemed to be making her dance when attacking the turret as Coco can't move backwards when attacking like most other characters can
    Took out some logic that looks like it encourages pushing towers at low health
    Included some logic for retreating at higher health
Since Veanko released his SuperAI, I also did a bunch of work on those files as well.

I'd say the two bots are far enough apart now that any similarity is likely out of necessity. For what it's worth, I credited Veanko and FlawlessHair in the information email to Joost. If we're changing the image, though, may I request my name be spelled "nailcliper"

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 Post subject: Re: [SUBMISSION] Coco - NebulAIn v1.3
 Post Posted: Fri Aug 01, 2014 12:07 pm 
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Yeah, sounds like very little of the original remains, disregard ;)


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 Post subject: Re: [SUBMISSION] Coco - NebulAIn v1.3
 Post Posted: Fri Aug 01, 2014 12:36 pm 
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Updated OP with version 1.8

v1.8
-----------------
Increased Ball targeting range
Added more priority to Ball
Re-timed Ball Detonation Logic
Buys Med-i-Can after Super Conductors
Replaced Blind with Thunder Striker
Retreats from turrets with more health
Reduced occurance of tanking turrets for droids
Not "Outnumbered" if intimate with friendly turret

There's still some fixing left to do and scenarios to test. Once those are done and the 2.6 changes get implemented, she should be good to go

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Coco AI is surfing the wormholes! :CocoWink:


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 Post subject: Re: [SUBMISSION] Coco - NebulAIn v2.1
 Post Posted: Sun Aug 03, 2014 10:57 am 
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Joined: Tue Aug 07, 2012 11:35 pm
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Updated OP with version 2.1

v2.1
-----------------
Rewrote Ball timing, can now dynamically measure distance from target. Balls should be more accurate than before
Reordered build for 2.6's Chuck's Board change
Added ability to choose between two builds.
Can now notice invisible Nauts if they're intimately nearby or have DoT/CC
Added wait time for using Ball if Blaze is active
Will now chase targets using Blaze if Silver Coating is bought
Slightly decreased facetank distance
Some changes to SuperAI

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Coco AI is surfing the wormholes! :CocoWink:


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