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 Post subject: Re: [SUBMISSION] Swiggins AI v3.4d
 Post Posted: Sun Aug 03, 2014 1:10 pm 
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hurleybird wrote:
Because every other bot except Swiggins seems to use Veanko's SuperAI now I've added a small bit of logic from SuperAI so Swiggins will communicate with SuperAI enabled bots to focus targets. Extra solar bug is fixed as well.


they're communicating with each other now... :drone: __ :drone:

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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
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 Post subject: Re: [SUBMISSION] Swiggins AI v3.4d
 Post Posted: Sun Aug 03, 2014 2:29 pm 
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And because I couldn't sleep I put in some more work. 3.5 is up - I call this the "* Raelynn update" ;) . Over 100KB of logic to deal with snipe. Small improvements to push code and hook as well.

Edit: And a small update, 3.5a is up. Better behavior around creep spawners.


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 Post subject: Re: [SUBMISSION] Swiggins AI v3.6
 Post Posted: Mon Aug 04, 2014 11:28 am 
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3.6 is up. Some changes to Rae handling, some initial Froggy and Clunk handling, less aggressive around turrets, and makes use of the Stealth Orb.

Edit: 3.6a up, changed some values at Joost's suggestion to head off potential rounding errors.


Last edited by hurleybird on Mon Aug 04, 2014 12:37 pm, edited 1 time in total.

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 Post subject: Re: [SUBMISSION] Swiggins AI v3.4d
 Post Posted: Mon Aug 04, 2014 12:36 pm 
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hurleybird wrote:
Because every other bot except Swiggins seems to use Veanko's SuperAI now I've added a small bit of logic from SuperAI so Swiggins will communicate with SuperAI enabled bots to focus targets. Extra solar bug is fixed as well.

Note that this kind of behaviour should DEFINITELY be turned off on lower bot difficulty levels. N00b bots should never focus a player together. I advice turning off this behaviour at skill level 0.4 and lower, or something like that.


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 Post subject: Re: [SUBMISSION] Swiggins AI v3.4d
 Post Posted: Mon Aug 04, 2014 12:38 pm 
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Joost wrote:
hurleybird wrote:
I advice turning off this behaviour at skill level 0.4 and lower, or something like that.


That's how it's currently set up. Ditto for all the SuperAI bots, at least as far as I'm aware.


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 Post subject: Re: [SUBMISSION] Swiggins AI v3.6c
 Post Posted: Thu Aug 07, 2014 10:23 am 
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Minor update out in anticipation for the new beta release.


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 Post subject: Re: [SUBMISSION] Swiggins AI v3.6c
 Post Posted: Thu Aug 07, 2014 2:59 pm 
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hurleybird wrote:
Minor update out in anticipation for the new beta release.

when, next week?

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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: [SUBMISSION] Swiggins AI v3.6c
 Post Posted: Thu Aug 07, 2014 3:01 pm 
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Tomorrow.


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 Post subject: Re: [SUBMISSION] Swiggins AI v3.6c
 Post Posted: Fri Aug 08, 2014 1:28 pm 
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Is see that in various spots in your AI you check for whether the bot has BotLevel cheats. You don't give them though. Is this a problem now that botlevel cheats are given and removed dynamically based on league of players in the match? Botlevels are not necessarily related to the skill setting anymore.


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 Post subject: Re: [SUBMISSION] Swiggins AI v3.6c
 Post Posted: Fri Aug 08, 2014 3:19 pm 
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Joost wrote:
Is see that in various spots in your AI you check for whether the bot has BotLevel cheats. You don't give them though. Is this a problem now that botlevel cheats are given and removed dynamically based on league of players in the match? Botlevels are not necessarily related to the skill setting anymore.


Should be fine. There are things I only want Swiggins to do when he has a certain minimum BotLevel, such as attacking the solar boss or taking part in otherwise borderline engagements.


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