What's the most botted industry?

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What's the most botted industry?

Postby Ants » Thu Sep 06, 2018 8:18 pm

What do people bot the most?
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Re: What's the most botted industry?

Postby DDDsDD999 » Thu Sep 06, 2018 9:17 pm

Pepper, also quality farming
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Re: What's the most botted industry?

Postby Aceb » Thu Sep 06, 2018 11:22 pm

DDDsDD999 wrote:Pepper, also quality farming


Not sure about the farming if it's still that strongly botted, but yeah, everyone who uses a bot admits, they do it only/mostly for pepper.
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Re: What's the most botted industry?

Postby Ants » Fri Sep 07, 2018 6:35 am

What's the hardest thing to bot?
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Re: What's the most botted industry?

Postby Granger » Fri Sep 07, 2018 7:10 am

Ants wrote:What's the hardest thing to bot?

Depending on how the bot is structured. Doing it right (=teaching the character to perform all possible ingame actions in an abstract manner) leads to only having to maintain some lists on what item can be created at what structure, through what action, from what ingredients - then the complete production chain can be abstracted away into a single recursive function (creating the needed ingredients for the requested items on demand).

Only stuff with complex real-time decision making (= PvP combat) is really hard, PvE is quite deterministic in comparison (thus doable).
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Re: What's the most botted industry?

Postby Gensokyo » Fri Sep 07, 2018 1:32 pm

Ants wrote:What's the hardest thing to bot?

Quests and credos, simply because of how much information you'd have to tell the bot (where does X come from, how to make Y, harvest Z from where, pathfinding, not getting killed/drowning in a puddle)
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Re: What's the most botted industry?

Postby Granger » Fri Sep 07, 2018 3:30 pm

Gensokyo wrote:
Ants wrote:What's the hardest thing to bot?

Quests and credos,

Not really.
simply because of how much information you'd have to tell the bot (where does X come from, how to make Y, harvest Z from where,

The hard part is to to make the character perform the various actions at the various objects/workstations, the rest is just the elbow grease of maintaining the list of which items have to be in the inventory when performing this action at that object/workstation (when not hand-crafting) to create a certain item. Sure this requires quite a bit upfront work (and a coder with better than script kiddy skills or he'll not be able to pull it off), but when that's in place the rest is trivial as the bot will, from this point onward, be able to obtain any item it needs for a certain action - without any further work from the coder.
pathfinding,

After you got the character to move from A to B on screen it isn't that much harder to make it find a path toward a C that is off-screen (irrelevant of the distance to it), especially after mastering portals (which you have to anyway, should you want to end up with a bot instead of a simple script).
not getting killed/drowning in a puddle)

The hardest part is to survive encountering 'mobs' contolled by humans, normal animals and puddles (or even deep water) are trivial to avoid/navigate.
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Re: What's the most botted industry?

Postby Vigilance » Sat Sep 08, 2018 1:23 am

Granger wrote:
Gensokyo wrote:
Ants wrote:What's the hardest thing to bot?

Quests and credos,

Not really.
(words)

Granger I think you might've not read the whole, "quests and credos" thing and instead substituted an alternate reality in place of what was actually written.

I do not see how it would be easy to have a bot recognize the credo quests given to it, stay focused on the credo quest/quest-quest, process what to do with each action which can be anywhere as strange as "eat a withercorn" (good luck bot!!!) to "put an arrow in a fox," to "milk a dead sheep while singing a song to Bornid," to "raid an anthill" which is distributed through 4 other quests that will auto select when you complete it for the focused quest.
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Re: What's the most botted industry?

Postby Granger » Sat Sep 08, 2018 4:28 am

Vigilance, take a look at how to filter and parse strings using regular expressions. The amount of distinct chore types for questing is quite limited and most of them are trivial to implement in case you have structured your bot with reasonable abstractions (like the ability to process parametric job lists recursively and being able to multitask them).

Your 'eat withercorn' example: 'eat x' is trivial, it'll either fetch 'x' from storage (should it be stocked) or it'll queue a job to obtain it. For the latter it'll pick some the next time it sees a witherstand (most likely when it, or another instance, traverses caves on bulb/glimmer patrol anyway - or queue such a patrol should none be planned) and the available item will reactivate the 'eat' job that is waiting for it. Sure, your bot needs to know that withercorn is picked from witherstand which occurs in natural caves - that's the elbow grease.

Putting arrows into animals was solved with free roaming boat&bow hunters some worlds ago. Keeping track of stuff to do at certain locations is less a problem than it is for humans. I would be surprised should anthills not be fully automated (either by killing the ants off upfront or by kiting them) at this point.

Sure, in case you still have to touch the code to teach it to harvest the newly added forageable: you're fucked, your bot isn't really one - at that evolutionary stage it is still just a script and it'll be hard to implement complex behaviors as following concurrent goals (without decision deadlock) is still a wet dream.

You have to put quite some work into it, but from a certain point it starts to work on its own. It was extremely satisfying to experience that moment.
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Re: What's the most botted industry?

Postby MagicManICT » Sat Sep 08, 2018 5:47 am

Granger wrote:Vigilance, take a look at how to filter and parse strings using regular expressions.

This is probably one of the easier things to do in programming theory as it's one of the earliest things needed to do anything text based.

Granger wrote:Sure, in case you still have to touch the code to teach it to harvest the newly added forageable: you're fucked, your bot isn't really one - at that evolutionary stage it is still just a script and it'll be hard to implement complex behaviors as following concurrent goals (without decision deadlock) is still a wet dream.

If the goal is strictly "doing credos," then you only have one quest at a time to do. Trying to make reasonable decisions for doing quests in general would require some deeper decisions trees.

If chess programs can avoid decision deadlock, it's not that hard to avoid it in a simple ai script. It does need to be planned for, though.
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