XenoBot Forums - Powered by vBulletin

User Tag List

Results 1 to 6 of 6

Thread: Faster Actions

  1. #1

    Join Date
    Jun 2012
    Posts
    3
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Faster Actions

    what can i do for xenobot execute more faster actions, like open hole, and check supplies ?

  2. #2
    Moderator shadowart's Avatar
    Join Date
    Dec 2014
    Location
    Sweden
    Posts
    1,985
    Mentioned
    225 Post(s)
    Tagged
    3 Thread(s)
    Use one-liners instead of labels. And if your script has waits you can reduce those.

  3. #3
    XenoBot Developer DarkstaR's Avatar
    Join Date
    Dec 2010
    Posts
    6,104
    Mentioned
    1326 Post(s)
    Tagged
    16 Thread(s)
    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.

  4. #4

    Join Date
    Mar 2015
    Posts
    45
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by DarkstaR View Post
    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?

  5. #5
    XenoBot Developer DarkstaR's Avatar
    Join Date
    Dec 2010
    Posts
    6,104
    Mentioned
    1326 Post(s)
    Tagged
    16 Thread(s)
    Quote Originally Posted by Jesseh View Post
    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.

  6. #6

    Join Date
    Mar 2015
    Posts
    45
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by DarkstaR View Post
    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 =)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •