Difference between revisions of "Basics"

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Each map contains one or more bot starting positions for each team. Optionally maps can contain team bases and resources. Normally the same amount of bot starting positions and team bases are used for each team and the map objects have usually [https://en.wikipedia.org/wiki/Reflection_symmetry reflectional] or [https://en.wikipedia.org/wiki/Rotational_symmetry rotational] symmetry. Two starting positions or team bases that are symmetric belong to different teams. There exists an instantiation order for the bot starting positions rarely used in the game[https://forum.gladiabots.com/viewtopic.php?f=7&t=221]. Only a subset of all maps is used for ranked multiplayer.
 
Each map contains one or more bot starting positions for each team. Optionally maps can contain team bases and resources. Normally the same amount of bot starting positions and team bases are used for each team and the map objects have usually [https://en.wikipedia.org/wiki/Reflection_symmetry reflectional] or [https://en.wikipedia.org/wiki/Rotational_symmetry rotational] symmetry. Two starting positions or team bases that are symmetric belong to different teams. There exists an instantiation order for the bot starting positions rarely used in the game[https://forum.gladiabots.com/viewtopic.php?f=7&t=221]. Only a subset of all maps is used for ranked multiplayer.
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Each map has a size of 50x50 meters. If a bot touches the borders of a map, it will explode. Each bot can shoot another bot, and is able to hit another bot up to a distance of 15 meters. This distance is divided in short range (up to 3 meters), medium range (3 to 8 meters) and long range (8 to 15 meters).
 
   
 
   
 
== Game modes ==
 
== Game modes ==
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The objective is to gather more resources than the other team within the time limit. Resources can be gathered by picking them up and moving them to an allied base. A game is evaluated as a draw if no team could gather more resources after the time limit. Neither the shield or health state of bots nor the count of remaining bots is relevant to this objective.
 
The objective is to gather more resources than the other team within the time limit. Resources can be gathered by picking them up and moving them to an allied base. A game is evaluated as a draw if no team could gather more resources after the time limit. Neither the shield or health state of bots nor the count of remaining bots is relevant to this objective.
 
   
 
   
== Time and Space ==
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== Bot Actions ==
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Each map has a size of 50x50 meters. Each bot can shoot another bot up to the distance of 15 meters. This distance is divided in short range (up to 3 meters), medium range (3 to 8 meters) and long range (8 to 15 meters).
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During each second, there are 4 cycles (or ticks) where the bot decides its next action. Once the bot has decided its action, it will execute this action for the entire duration of the tick. Out of every tick the bot could decide whether or not to attack an enemy, pick up a resource, move towards an object, flee from an object, score a resource, or even decide to do nothing. Due note that outside of a few edge cases, any bot can see what action another bot is doing, as well as decide what to do based on the distance the bot is from itself.
 
During each second, there are 4 cycles (or ticks) where the bot decides its next action. Once the bot has decided its action, it will execute this action for the entire duration of the tick. Out of every tick the bot could decide whether or not to attack an enemy, pick up a resource, move towards an object, flee from an object, score a resource, or even decide to do nothing. Due note that outside of a few edge cases, any bot can see what action another bot is doing, as well as decide what to do based on the distance the bot is from itself.
== Bot Actions ==
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However, there are some edge case actions that doesn't follow the conventional logic of the actions (whether it is detecting actions or executing them
What happens in detail if a bot performs a given action:
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* If a bot decides to move to a target location that it can reach within the tick, it will move there and idle for the rest of the tick. This action will be detected as idling instead of moving.
* Attacking
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** This also occurs when a bot moves to another bot. However, if the target bot continues to move, then the bot will continue towards the target bot and only be detected as idling if it is idle at the very end of the tick. For touching other bots, the closest that another bot can get is based on the collision model of the bot. The collision model of a bot is a circle with a radius of ~0.5 meters <span style="color:red">(GFX47 could you be more precise? Are there differences between SN, SG, AS and MG?)</span>. Bots will not push other bots.
** If a bot '''attacks''' another bot it aims or attacks for the whole tick. This action will be detected as '''attacking''' in the next tick.
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* If a bot is told to catch (or pick up) a resource, it will move to that resource until it is within range where it then picks up the resource and goes into idle. While moving to the resource, it will be detected as moving to the resource. However, on the tick that it picks up the resource, it will be detected as idle unless it picks up the resource at the very end of a tick.
* Moving and fleeing
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* Securing a resource (otherwise known as scoring one) follows similar rules to catching a resource, with the difference being that it moves to the base instead of a resource. Also, a bot will refuse to secure a resource if it doesn't have a resource in its hands
** If a bot '''moves''' to a target location that is '''within the range''' accessible by the current tick, then it moves there and idles for the rest of the tick. This action will be detected as '''idling''' in the next tick.
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* Droping a resource doesn't have its own action to detect, and simply is detected as idle.
** If a bot '''moves''' to a target location that is '''out of the range''' accessible by the current tick, then it moves as far as it could in the current tick. This action will be detected as '''moving''' in the next tick.
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* Both catching and securing a resource can be done ~0.5 meters <span style="color:red">(GFX47 could you be more precise?)</span> away from the resource or base.
** If a bot '''flees''', then it flees as far as it could in the current tick. If the bot leaves the map by fleeing it will explode. This action will be detected as '''fleeing''' in the next tick.
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* If two bots from different resources is close enough to pick up the same resource and tries to do so, neither one will do so, and will idle.
** If two bots come to close to each other when one or both of them are moving or fleeing, they collide and get pushed away from each other. The collision model of a bot is a circle with a radius of ~0.5 meters <span style="color:red">(GFX47 could you be more precise? Are there differences between SN, SG, AS and MG?)</span>.
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* Catch resource, secure resource, drop resource
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Lastly, a bot can't see the actions of what is currently happening until the beginning of the next tick.
** If a bot '''catches a resource''' that is '''within the range''' accessible by the current tick, then it moves there, picks up the resource and idles for the rest of the tick. This action will be detected as '''idling''' in the next tick.
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** If a bot '''catches a resource''' that is '''out of the range''' accessible by the current tick, then it moves as far as it could in the current tick. This action will be detected as '''moving to a resource''' in the next tick.
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** If a bot '''secures a resource''' to a base that is '''within the range''' accessible by the current tick, then it moves there, scores the resource and idles for the rest of the tick. This action will be detected as '''idling''' in the next tick.
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** If a bot '''secures a resource''' to a base that is '''out of the range''' accessible by the current tick, then it moves as far as it could in the current tick. This action will be detected as '''moving to base''' in the next tick.
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** If a bot '''drops a resource''' doesn't move for the whole tick. This action will be detected as '''idling''' in the next tick.
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** To catch or score a resource one can be ~0.5 meters <span style="color:red">(GFX47 could you be more precise?)</span> away from the resource or base.
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** Open question: What happens if 2 bots want to pick up the same resource in the very same tick from the same distance? <span style="color:red">(GFX47 could you answer this?)</span>
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* Idle, tag, team tag
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** If a bot '''idles, tags or team tags''' it doesn't move for the whole tick. This action will be detected as '''idling''' in the next tick.
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== Health, shield and regeneration ==
 
== Health, shield and regeneration ==
 
   
 
   
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Although the bot classes have very different shooting behavior, they all share the same shooting process:
 
Although the bot classes have very different shooting behavior, they all share the same shooting process:
 
   
 
   
# The bot will start aiming for the time of the ''aiming duration''
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# The bot will start aiming for the time of their aiming duration
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# They will fire a bullet or group of bullets
<!-- This is imo really messy and will end up being completely reworded, but you get the point -->
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# attacking for the time of the ''attack duration''
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#* shooting one or more rounds each with one or more bullets (specified by the ''bullet configuration'') towards the target
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#* Each bullet will either hit with the ''attack power'' or miss completely according to the ''precision''
 
#* Each bullet will either hit with the ''attack power'' or miss completely according to the ''precision''
 
#** The bot's ''precision counter'' will increment by its ''precision value''. The precision value is determined by what range it is in at the moment the bullet is fired
 
#** The bot's ''precision counter'' will increment by its ''precision value''. The precision value is determined by what range it is in at the moment the bullet is fired
#*** If the ''precision counter'' is greater or equal to 100 the bullet will hit and the precision counter will be decremented by 100. Otherwise the bullet will miss
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#*** If the precision counter is greater or equal to 100 the bullet will hit and the precision counter will be decremented by 100. Otherwise the bullet will miss
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#* They will then wait for a time period between shots if they have another shot to take during the attack cycle, and repeat this step. The total time spent shooting all bullets is their full attack cycle.
 
# continue with 1.
 
# continue with 1.
There is a separate topic discussing [[bot shooting mechanics]].
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There is an older separate topic discussing [[bot shooting mechanics]].

Revision as of 20:46, 30 August 2017

Maps

Best score map SET YOUR PRIORITIES

Each map contains one or more bot starting positions for each team. Optionally maps can contain team bases and resources. Normally the same amount of bot starting positions and team bases are used for each team and the map objects have usually reflectional or rotational symmetry. Two starting positions or team bases that are symmetric belong to different teams. There exists an instantiation order for the bot starting positions rarely used in the game[1]. Only a subset of all maps is used for ranked multiplayer.

Each map has a size of 50x50 meters. If a bot touches the borders of a map, it will explode. Each bot can shoot another bot, and is able to hit another bot up to a distance of 15 meters. This distance is divided in short range (up to 3 meters), medium range (3 to 8 meters) and long range (8 to 15 meters).

Game modes

Elimination

The objective is to destroy more bots from the other team within the time limit. Bots can be destroyed by shooting them until they lost their shield and health or pushing them to the map borders. A game is evaluated as a draw if no team could destroy more bots after the time limit. The shield or health state of bots is not relevant to this objective.

Best score

The objective is to gather more resources than the other team within the time limit. Resources can be gathered by picking them up and moving them to an allied base. A game is evaluated as a draw if no team could gather more resources after the time limit. Neither the shield or health state of bots nor the count of remaining bots is relevant to this objective.

Bot Actions

During each second, there are 4 cycles (or ticks) where the bot decides its next action. Once the bot has decided its action, it will execute this action for the entire duration of the tick. Out of every tick the bot could decide whether or not to attack an enemy, pick up a resource, move towards an object, flee from an object, score a resource, or even decide to do nothing. Due note that outside of a few edge cases, any bot can see what action another bot is doing, as well as decide what to do based on the distance the bot is from itself.

However, there are some edge case actions that doesn't follow the conventional logic of the actions (whether it is detecting actions or executing them

  • If a bot decides to move to a target location that it can reach within the tick, it will move there and idle for the rest of the tick. This action will be detected as idling instead of moving.
    • This also occurs when a bot moves to another bot. However, if the target bot continues to move, then the bot will continue towards the target bot and only be detected as idling if it is idle at the very end of the tick. For touching other bots, the closest that another bot can get is based on the collision model of the bot. The collision model of a bot is a circle with a radius of ~0.5 meters (GFX47 could you be more precise? Are there differences between SN, SG, AS and MG?). Bots will not push other bots.
  • If a bot is told to catch (or pick up) a resource, it will move to that resource until it is within range where it then picks up the resource and goes into idle. While moving to the resource, it will be detected as moving to the resource. However, on the tick that it picks up the resource, it will be detected as idle unless it picks up the resource at the very end of a tick.
  • Securing a resource (otherwise known as scoring one) follows similar rules to catching a resource, with the difference being that it moves to the base instead of a resource. Also, a bot will refuse to secure a resource if it doesn't have a resource in its hands
  • Droping a resource doesn't have its own action to detect, and simply is detected as idle.
  • Both catching and securing a resource can be done ~0.5 meters (GFX47 could you be more precise?) away from the resource or base.
  • If two bots from different resources is close enough to pick up the same resource and tries to do so, neither one will do so, and will idle.

Lastly, a bot can't see the actions of what is currently happening until the beginning of the next tick.

Health, shield and regeneration

All bots have a certain amount of health and shield. The shield takes damage before you take any damage to your health, and can regenerate after the bot isn't damaged for over 3 seconds. However, and damage taken to your health is permanent. Any bot generates its fast enough that a fully destroyed shield regenerates in 3 seconds.

There is a separate topic discussing bot classes. It contains information about health, shield and regeneration differences.

Shooting process

Although the bot classes have very different shooting behavior, they all share the same shooting process:

  1. The bot will start aiming for the time of their aiming duration
  2. They will fire a bullet or group of bullets
    • Each bullet will either hit with the attack power or miss completely according to the precision
      • The bot's precision counter will increment by its precision value. The precision value is determined by what range it is in at the moment the bullet is fired
        • If the precision counter is greater or equal to 100 the bullet will hit and the precision counter will be decremented by 100. Otherwise the bullet will miss
    • They will then wait for a time period between shots if they have another shot to take during the attack cycle, and repeat this step. The total time spent shooting all bullets is their full attack cycle.
  3. continue with 1.

There is an older separate topic discussing bot shooting mechanics.