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Rabbit Hero
06-18-2015, 05:24 PM
what can i do for xenobot execute more faster actions, like open hole, and check supplies ?

shadowart
06-19-2015, 09:41 AM
Use one-liners instead of labels. And if your script has waits you can reduce those.

DarkstaR
06-22-2015, 01:20 AM
I would recommend not to force faster actions. I've done a lot of research about the action delay between players and bots and have tuned XenoBot's delays to be at a hard-to-discern middle ground as to prevent automated detection. Doing things faster can lead to banishments.

Jesseh
06-22-2015, 04:26 PM
I would recommend not to force faster actions. I've done a lot of research about the action delay between players and bots and have tuned XenoBot's delays to be at a hard-to-discern middle ground as to prevent automated detection. Doing things faster can lead to banishments.

Have you used some software similar to "WoWalyzer" for WoW to detect average path segments, or other software to check delay between actions and such?

DarkstaR
06-22-2015, 08:08 PM
Have you used some software similar to "WoWalyzer" for WoW to detect average path segments, or other software to check delay between actions and such?


I did the initial research a few years back, so I don't remember the exact details. I used Tibia Cast to collect a large amount of data from manual players (ones that I could deem manual by visual inspection), and well as dozens of hours of manual playtime by myself. Then I spun up some bots in many different locations with different scripts, levels, and vocations, and recorded that data as well. Data was typically packet per second (inbound and outbound separately), bytes per packet, unique locations visited per hour, unique spells cast per hour, actions per second, burst actions per second, and of course the standard deviation of all of this data. There's much more that I logged, but I don't recall.

Afterwards, I plotted all of this on a chart, did some back-of-the-page math, and used those values as a guidelines when developing certain parts of XenoBot.


I know this approach isn't perfect, and it still has it flaws, but that even more supports my point of not making actions happen any faster.

Jesseh
06-22-2015, 08:59 PM
I did the initial research a few years back, so I don't remember the exact details. I used Tibia Cast to collect a large amount of data from manual players (ones that I could deem manual by visual inspection), and well as dozens of hours of manual playtime by myself. Then I spun up some bots in many different locations with different scripts, levels, and vocations, and recorded that data as well. Data was typically packet per second (inbound and outbound separately), bytes per packet, unique locations visited per hour, unique spells cast per hour, actions per second, burst actions per second, and of course the standard deviation of all of this data. There's much more that I logged, but I don't recall.

Afterwards, I plotted all of this on a chart, did some back-of-the-page math, and used those values as a guidelines when developing certain parts of XenoBot.


I know this approach isn't perfect, and it still has it flaws, but that even more supports my point of not making actions happen any faster.

That's impressive! I agree, other bots (i.e. Wind) are really fast, making a big exp/h rate, but it acts clearly as a bot, no one go up a ramp and immediately walk forward to keep hunting, manually we usually wait for some seconds to check the surrounding and then start moving/attacking.

I know most of those delays could be implemented with actions/persistent on Wind, but I liked Xeno's trial (had to create a new forum acc, this one was expired) due to injection, missed the easy to use/speed of making a good script too, not a very friendly GUI, specially for setting actions inside the waypoints, and having them to show on screen as a HUD, to know where you're putting each SQM. Hope to see an easier to script interface in the future, when maybe I may rewrite all my randomized wind scripts on it =)