Replies: 4 comments 8 replies
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@SirStone You are right.
I think the only thing we can do about it is to update the Bot Intent to support blocking intents. For example that a bot heading at 0 degrees want to turn 90 degrees, and hence must stop turning at 90 degrees. This will require some changes to the server as well, which must remember the state when the command was given (e.g. the start heading). This way the skipped turns will not impact the intention given by the blocking commands. I think I will create a new branch (prototype) for it and see how this works out. But it will require additional work for people implementing their own Bot APIs, including the one for Nim and the official ones for Java and .Net. |
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@SirStone Just a heads up. I am updating/refactoring the Bot API for Java and .Net a bit to provide the initial/starting position of the bot with the GameStartedEvent. And I changed the InitialPosition.angle name into InitialPosition.direction, which is more correct and consistent with the rest of the API. You might want to update your NIM API as well? Currently, all changes are on this branch: |
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@SirStone |
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Fixed with release 0.23.0 |
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This is just a talk I would like to bring up about the wrong behavior that Walls is showing and how and if can be prevented. I think it's an interesting topic because what is affecting Wall is affecting all the current and future bots.
For the ones that doesn't know what Wall is, in brief, it's a Sample Bot that uses only blocking calls (you can do only one action at time) and apply the strategy to reach a wall of the battlefield and run following it's perimeter with the gun and radar pointing always perpendicular to the body towards the center of the battlefield. As soon a bot is scanned, the bot fires a bullet. simple as that.
The current program of the bot is correct on the paper but the actual behavior often is not. As proof I want to bring here the very same gif that is showed at the main page of this project:
Walls is the bot with black body and yellow gun/radar. As you can see it is not following the walls of the battlefield, is instead bouncing 90 degrees every time it hits the wall. The gun also, is not pointing perpendicular to the body but a bit tilted.
I've observed the very same things on the Walls implemented with my API in Nim but I could never understand if the fault are skipped turns or other miscalculations. Now that I see that even the official API has the same issue, I would like to know if someone wants to share an opinion in the matter.
Cheers
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