Difference between revisions of "BotProgramming Basics"

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|Root node    ||Each AI contains exactly one root node that defines the AIs starting point. It contains the name of the AI.  
 
|Root node    ||Each AI contains exactly one root node that defines the AIs starting point. It contains the name of the AI.  
 
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|Action node  ||If a rectangular-shaped action node is evaluated true, the described action is executed for the current tick. An action node is considered invalid if the bot {{Tooltip|cannot perform|Attacking a target in close range is invalid if there is no target in close range.}} it.
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|Action node  ||If a rectangular-shaped action node is evaluated true, the described action is executed for the current tick. An action node is considered invalid if the bot {{Tooltip|cannot perform it|Example: Attacking an enemy in close range is considered invalid if there are only enemies in mid and long range.}}.
 
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|Condition node||
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|Condition node||If an oval-shaped condition node is evaluated true, the elements connected to the bottom of the condition are evaluated counterclockwise. A condition node is considered invalid if the current situation {{Tooltip|doesn't fit it|Example: Checking if an enemy is shooting myself from long range is considered invalid if there is only one enemy shooting myself from mid range.}}.
 
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|Connector    ||
 
|Connector    ||
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== ToDo ==
 
== ToDo ==
The oval condition nodes
 
* Conditions (ovals)
 
Conditions are checked if the condition is valid.
 
Conditions are the oval-shaped Nodes. They do not take time to be executed. If they are evaluated as True, the evaluation of the current tree goes on. If they are evaluated as False, the current tree is terminated and the next tree (if any) is evaluated.
 
 
 
  
 
== Connectors ==
 
== Connectors ==
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Branches are not executed counterclockwise but checked counterclockwise.
 
Branches are not executed counterclockwise but checked counterclockwise.
 
and only elements linked to the root node can be evaluated during the execution of the AI
 
and only elements linked to the root node can be evaluated during the execution of the AI
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The evaluation needs no time do not take time to be executed. If they are evaluated as True, the evaluation of the current tree goes on. If they are evaluated as False, the current tree is terminated and the next tree (if any) is evaluated.
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== AI Editor ==
 
== AI Editor ==

Revision as of 23:50, 18 October 2017

Information.png This page needs improvement, you are welcome to contribute.

Basics

The robots in Gladiabots are autonomous and obey their Artificial Intelligence (AI). Bots can only execute one of the possible actions at a time. The AIs task is to determine what action to use in the current situation. Each bot checks its AI counterclockwise, searching for the first valid branch leading to an action.

Example AI.png

Warning.png Rest of the page is a work in progress.

The AI of a bot is shaped like an upside down tree. It can be composed of the following elements:

Element Description
Root node Each AI contains exactly one root node that defines the AIs starting point. It contains the name of the AI.
Action node If a rectangular-shaped action node is evaluated true, the described action is executed for the current tick. An action node is considered invalid if the bot cannot perform it.
Condition node If an oval-shaped condition node is evaluated true, the elements connected to the bottom of the condition are evaluated counterclockwise. A condition node is considered invalid if the current situation doesn't fit it.
Connector
Sub-AI
Link