![]() Your sniper should prioritize attacking the enemies sniper. Pay a lot of attention to your opponent's sniper. For example only stop moving towards medium range units when at least 2 units are in medium range. This will give your shotgun more medium range shots as the enemy unit tries to escape from medium range. Its good to get as close as you can to medium range units, especially if they are retreating or being attacked by an ally. The shotgun should not always start shooting at the first bot it sees at medium range. It's often more important to know when to shoot than who to shoot.īots together cancel each other's weaknesses. ![]() Not all force fields are equal, find the ones that cover multiple bases. You get points for bots being on bases, so any time spent outside bases is wasted time. Sometimes also picking 2 or 3 resources at once works. Try to rush for early resources or smuggle resources mid game. Try to score to bases away from the enemy, but not so far away that you spend valuable time carrying the resource there. Try to avoid pushing too aggressively, so you don't get caught between two enemies. Sometimes the pushing process should be aborted, because too many enemies are around.įlanked and circled bots get easily destroyed. Careful, a bad push can be a big risk too.ĭon't push when being attacked. Little damage is done at long range, so pushing to medium maximizes your damage and also pushes your opponent, especially if you have many pushing at once. Prioritize enemies that are already being attacked by your allies or prioritize enemies with low shield.Īggressively push to medium range. For the sniper and machine gun, whose reload time is quite long, it's especially important. (by filtering a target attacked in the previous tick) Create strict rules for when to switch targets. Usually a bot should continuously attack the bot it started to attack. Minimize the time spend switching attack targets. If no one attacks you anymore stop the retreat process. Only retreat as long as someone is attacking.ĭon't retreat because your shield is low, but because someone attacks you. If you're being attacked by a machine gun and a sniper at medium range then you'll probably want to retreat at all shield/health levels. Don't wait until your shield is 0-25%, otherwise those enemy units attacking you at medium range will continue to attack you as you move into long range, which is something you want to avoid with such a low shield. Retreat early when being attacked by several units at medium range. Retreat at shield level other than 0-25%. Remember that you can always find friends to help you out. ![]() Some players will naturally be better at one or the other. Try thinking how you can replace a small amount nodes with a more precise sub-AI, but when you have a new idea, try starting small and finding a good default. "If debugging is the process of removing bugs, then programming must be the process of putting them in." (Edsger Wybe Dijkstra) As no developer is perfect, new nodes should be tested and debugged right after they were added.Ī macro strategy uses a few nodes to do a lot of things approximately, a micro strategy uses lots of nodes to do one thing well. The more complex the AI is the more likely it is to be buggy. One should ask the question: "Has this AI been implemented with the least amount of nodes necessary?". A simple solution should be preferred over a complex one leading to the same or very similar results. The size of an AI has a significant effect on the error rate. If its not possible to prevent duplicate nodes in the first place one can try to move them to sub AIs. Sometimes duplicate nodes can be prevented by using bot specific filters or additional conditions. One should consider to align nodes to the grid.Īvoid using the exact same set of nodes in several places. AIs should have meaningful names revealing their purpose. Overlapping nodes, links crossing each other and great distances between linked nodes are difficult to read and should be avoided. The complexity is reduced leading to a better maintainability.ĪIs are written once, but read many times. ![]() In Gladiabots this could be done by creating sub-AIs for each sub-problem. Complex sub-problems can again be divided. The following rules can help improve the quality of AIs, enhancing both the initial development and subsequent maintenance of the AI.īreak down a problem into two or more sub-problems and solve each of them separately. Some best coding practices from software development also apply to AIs in Gladiabots.
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