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MajorVictory avatar MajorVictory commented on August 9, 2024 3

I've made some improvements on the latest smart_nodes branch. I tested with 15 bots on each side and it seems to have resolved the issue. If you can, try out this branch and let us know if it solves this issue.

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MajorVictory avatar MajorVictory commented on August 9, 2024 3

The issue wasn't spaces, the issue was that the client didn't have the same list of names as the server. so I rewrote the client code to be name-independent entirely.

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Bizarrus avatar Bizarrus commented on August 9, 2024 2

I think, the Problem is the iteration/loop with an misimplemented behavior.

You would have to implement the whole thing like a kind of collision check, that each bot in its instance makes a near-by check of the position. Did you know what i mean?

I have the same problem with 30-40 bots as zombie opponents. It starts lagging because iteration takes so long and then the bot ends up being out of scope. So the bot can never see if there is an opponent nearby because the checks take too long.

The whole thing is probably never noticed with a small number of bots.

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Joe91 avatar Joe91 commented on August 9, 2024 2

Right now we need Raycasts to detect if a bot can see a player or bot. But these are only supported by the clients. As a bot has no client a real player has to do the calculation for the bot.
But maybe we can finde a little better algorithm or improve the speed a little.

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SmartShots avatar SmartShots commented on August 9, 2024 1

I can confirm there is an issue with the BOTs not attacking one another, even with just 12 v 12 BOTs, a lot of the time they are just walking past each other.

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Joe91 avatar Joe91 commented on August 9, 2024 1

Its a matter of computing power on the client.
With only one client there are with 3 agains 3 bots 9 possible connections to check. As One client only checks 1 connection every 0.1 second this takes a long time with more bots. I will double check if everything works correctly. As soon as there are more real players on the server the number of checkable connetions inceases a lot...

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Joe91 avatar Joe91 commented on August 9, 2024 1

To your example:
with 32 vs 32 there are 1024 possible connections to check.
With only one player it will take 102,4 seconds for one complete cycle. So it can happen very likely that bots totally miss each other.

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Bizarrus avatar Bizarrus commented on August 9, 2024 1

Major has added an fix. On my side, it was an little ugly implementation of Bots since Joe had startet the development.

The commit ed15ce9 will fix the issue.

Have you changed your BotNames? If they contain spaces, there could be problems. Previously, the bots were determined based on the player name, which led to problems. The behavior has now been changed a bit.

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EP1CN3SS2 avatar EP1CN3SS2 commented on August 9, 2024

Good point and also why don't we make it so the bots are treated as players, or at least seen as players to the bot, thus they will attack them as well and not differentiate between players and other bots.

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Bizarrus avatar Bizarrus commented on August 9, 2024

I will check these today, when i bring up my windows server. I had crashed/misconfigured it yesterday.

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spaniloj avatar spaniloj commented on August 9, 2024

To add to this it seems like it is worse when they are near an objective in modes like domination or rush. Particularly if they are arriving at the objective to take it they tend to ignore anyone. This was with a low bot count.

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Joe91 avatar Joe91 commented on August 9, 2024

They don't have spaces in at all. You can look them up in the Shared/Constant folder. Glad this works again for you. :-)

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Joe91 avatar Joe91 commented on August 9, 2024

Right now no option to improve this...

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