What would you like to see for bots?
- Black Pope
- Lux Exorcist
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He he... Scad, you have just proven that the bots-first doctrine is not self-consistent. Those that practice it will self-terminate in a puff of anti-logic.Scad wrote:Logically speaking, vonibot, (and I think Bertrand, lord of logic, and GregM, prime minister, can back me up here) you'd have to make a "bots first" bot capable of suiciding. Isn't suiciding on someone against the same spirit that bots first tries to promote?
- vonibot
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Ha - nice try, but no.Scad wrote:Logically speaking, vonibot, (and I think Bertrand, lord of logic, and GregM, prime minister, can back me up here) you'd have to make a "bots first" bot capable of suiciding. Isn't suiciding on someone against the same spirit that bots first tries to promote?
The "voni-bot" would not suicide - that would be counter to it's mission to eliminating the other bots. Once the other bots were gone, "voni-bot" would go communist as a passive but protective response to the human players. It would, in effect, be self aware of it's own demise.[/i]
- blackj3sus
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I personally was never interested in maps with no continents, so I made no effort to make Reaper understand them. Is there really a demand for this?Sylocat wrote:I still like the idea of bots being equipped with a special alternate strategy for maps with only one continent.
You will be happy to know that I now have an experimental version of Reaper that understands one-way connections. In your map The Traffic Maze at Floyd's Knob, he easily wins *all* his games against the other bots. I tried a game against him, and he almost got me!
Sure, that could be done, but it's not a global memory, it remains local to a specific host.AquaRegia wrote:Can you use that .storagePut() feature to allow a bot to remember which human players killed them, or attacked them the most? Then it could adapt its strategy from one game to the next in response to the most "bot-unfriendly" humans. In other words, allow a bot to carry a grudge (just like we do).
I'm thinking of implementing a bad-Reaper mode, but I haven't decided yet. It would be an option that each host could enable or disable.
The bad-Reaper would respect clean kills, and the taking over of continents with weak borders. But if you half-kill him, or pop his well-defended borders before the end-game, he would remember and seek revenge for a few games. He would attempt to kill you even if you have no or few cards, and pop your borders.
- octobclrnts
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Me and my big mouth...Bertrand wrote:You will be happy to know that I now have an experimental version of Reaper that understands one-way connections. In your map The Traffic Maze at Floyd's Knob, he easily wins *all* his games against the other bots. I tried a game against him, and he almost got me!
Silly humans, always seeding the seeds of their own destruction.Sylocat wrote:Me and my big mouth...
Threat, or treat, or both?octobclrnts wrote:haha, Reaper is becoming such a threat. Great job Bertrand.
What does your name mean? Whenever I see it, it reminds me of October meeting a concrete wall...
- blackj3sus
- Lux Messiah
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Well, maybe not, but it still would be nice to not have him freeze the game every time you play him on one.Bertrand wrote:I personally was never interested in maps with no continents, so I made no effort to make Reaper understand them. Is there really a demand for this?Sylocat wrote:I still like the idea of bots being equipped with a special alternate strategy for maps with only one continent.
If its a map with a large number of countries Angry is fantastic. If the country count is low any continent logic will probably be irrelevant. Its the middle sized maps were finding choke points may be important that it gets questionable.Sylocat wrote:I still like the idea of bots being equipped with a special alternate strategy for maps with only one continent.
Hmmm a WYSIWYG programming enviroment. Try lego mindstorms.Equary_ wrote:what would be realy nice is a user freinly interface like the map one that is already in place for new people and then new bot makers could move one and make more complex bots. i just started to look at making bot so i may not know what i'm talking about
- kitty on catnip
- Lux Elder
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well, I was sort of thinking that a bot, who NEVER (or under extremely specific circumstances) attacks human income, would be nice. I am amazed at how suicidal bots can be, and unpredictable at times, throwing games off balance. a 'nice' bot, would serve many purposes.
now, it would be ok for that bot to attack a human in order to TAKE income...maybe the bot could actually ask for the human to farm 'so and so' continent. I would love to see it.
these bots would be fantastic for 4 or 5 human games, where most hosts play 'bots first' anyway. now, 4 of these bots might get a bit much, cause the humans would probably just kill eachother, until the bots are left, since they would never be hit. which is why the bots, in the end, would have to resort to hitting income.
to further this, perhaps the bot would be able to calculate, if it attacks one human, only attack it enough to create an equal army count, and income count, to the next humans. in end games, bots generally attack open , undefended income, which , of course is generally the income that does NOT need to be attacked. the stronger human, with defended income needs to be attacked. the bots generally just always throw the game to the strongest human, and maintain imbalance. hope that all makes sense. thnx
now, it would be ok for that bot to attack a human in order to TAKE income...maybe the bot could actually ask for the human to farm 'so and so' continent. I would love to see it.
these bots would be fantastic for 4 or 5 human games, where most hosts play 'bots first' anyway. now, 4 of these bots might get a bit much, cause the humans would probably just kill eachother, until the bots are left, since they would never be hit. which is why the bots, in the end, would have to resort to hitting income.
to further this, perhaps the bot would be able to calculate, if it attacks one human, only attack it enough to create an equal army count, and income count, to the next humans. in end games, bots generally attack open , undefended income, which , of course is generally the income that does NOT need to be attacked. the stronger human, with defended income needs to be attacked. the bots generally just always throw the game to the strongest human, and maintain imbalance. hope that all makes sense. thnx
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