Generals.io Bot API: Build bots to play against humans
41–49 of 49 posts
Re: Generals.io Bot API: Build bots to play against humans
#42Earlier quoted context omitted.
I think I'd like to point out two very important points you may be missing: 1. This was implemented directly to combat the prevalence of bots on the EU & NA servers (and the annoyance some players were facing when they were just playing AIs all the time), where you're now not allowed to bot on. Players have the option of choosing whether or not they wish to play against bots, but if they wish not to they can still pl…
I debated whether to respond to your comment at all. Let me first say that I wish you all the best and hope for your continued success. However, some of what you said feels like you're asserting that "up" is in fact "down". So let me first establish my bona fides with this screenshot that was taken on the 25 of last month: http://imgur.com/a/uv1C6 so you can believe me when I say that I was a pretty good player that…
You can still get in your opponents' head; all that effectively changed is that movement in opponent territory is faster.
I support the developers' decision to simplify the controls of the game. Although might break the strategies of a group of power users of the game, it's best for its growth in the long run.
Re: Generals.io Bot API: Build bots to play against humans
#43Earlier quoted context omitted.
I debated whether to respond to your comment at all. Let me first say that I wish you all the best and hope for your continued success. However, some of what you said feels like you're asserting that "up" is in fact "down". So let me first establish my bona fides with this screenshot that was taken on the 25 of last month: http://imgur.com/a/uv1C6 so you can believe me when I say that I was a pretty good player that…
Another avid player here, also ranked in the top 10 for a decent amount of time, now in the mid one hundreds. I think the primary difference is now that moves can be infinitely queued, whereas in the past moving into an enemy's territory took time and concentration. Now, if I know where enemy cities are, I can order them to be attacked within a few seconds. Previously players were required to constantly expend time a…
Re: Generals.io Bot API: Build bots to play against humans
#44Earlier quoted context omitted.
Another avid player here, also ranked in the top 10 for a decent amount of time, now in the mid one hundreds. I think the primary difference is now that moves can be infinitely queued, whereas in the past moving into an enemy's territory took time and concentration. Now, if I know where enemy cities are, I can order them to be attacked within a few seconds. Previously players were required to constantly expend time a…
I don't play the game, but this is an interesting discussion to hear you players cover. Are you sure it's not emphasizing strength over APM and not strength over strategy? (The description you give makes it seem like that)
Personally, I feel that this falls under the category of mechanical skill, because you can play just as well with this movement style as you can in the previous style, it just requires less ability to click and press a key exactly every 500ms.
Re: Generals.io Bot API: Build bots to play against humans
#45https://halite.io is pretty similar if you'd like to play against bots only. Plus it has a great forum that has a few posts on creating a bot using ML.
Halite also looks interesting, but I think with generals bot-makers will have much more possibilities, because there are no limitations for your implementation. The game mechanics might also a little more challenging in generals, especially the fog of war makes a huge difference imo.
Re: Generals.io Bot API: Build bots to play against humans
#46Earlier quoted context omitted.
I debated whether to respond to your comment at all. Let me first say that I wish you all the best and hope for your continued success. However, some of what you said feels like you're asserting that "up" is in fact "down". So let me first establish my bona fides with this screenshot that was taken on the 25 of last month: http://imgur.com/a/uv1C6 so you can believe me when I say that I was a pretty good player that…
It sounds like techniques that brought you to the top aren't as successful with the new gameplay that the update introduced. My personal take is that the new update makes the game more accessible by relying less on mechanical skill. You can still get in your opponents' head; all that effectively changed is that movement in opponent territory is faster. I support the developers' decision to simplify the controls of th…
Re: Generals.io Bot API: Build bots to play against humans
#47https://halite.io is pretty similar if you'd like to play against bots only. Plus it has a great forum that has a few posts on creating a bot using ML.
Re: Generals.io Bot API: Build bots to play against humans
#48Are all game replays since inception stored in a database? It would be great if you could release one grand zip file to the public that could then be hosted on S3. Even a subset of say all games of the top 200 FFA players would make an interesting training data set!
Already released! You can see the page explaining it here: http://dev.generals.io/replays It contains 200,000 games of varying levels, so should hopefully make good training data.
Re: Generals.io Bot API: Build bots to play against humans
#49Earlier quoted context omitted.
We have some naive heuristics to try to detect bot movements (low ping, not many queued moves, moves every turn, etc) in the works, some of which are already implemented to try to reduce the numbers of bots on the main ladders. It's a tiny bit tricky to do however, most of the methods are still just going through testing. We're hoping that people consider the reason we're trying to limit their access to the main ladd…
Neural nets will behave pretty human like. Now that you've told everyone, we can start building bots that do these things. (I wasn't using a bot if it wasn't clear.)