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When a bot detects a wrong connection it should remove it (learn) #17

@stefanhendriks

Description

@stefanhendriks

It looks like when a bot walks a path and encounters a 'troubled' connection it won't forget (after too many retries) the connection. Although the logs seem to indicate it would forget it - it does'nt.

Examples

  • cs_italy stairs going up to hostages
  • as_oilrig ramps

Ideas

  • use trace_hull when connecting nodes, instead of trace_line?

Example of troubled connection not working:
image

Logs saying:

RBPRINT->[FragMe 'setGoalNode()']-[Team COUNTER] : Setting iGoalNode to 124
RBPRINT->[FragMe 'cNodeMachine::path_think']-[Team COUNTER] : I have chosen a goal: Node [124], Goal type [GOAL_HOSTAGE], score [6.177016], distance [561.016296]

RBPRINT->[FragMe 'cNodeMachine::path_think']-[Team COUNTER] : I have chosen a goal: Node [124], Goal type [GOAL_HOSTAGE], score [6.177016], distance [561.016296]
RBPRINT->[FragMe 'cNodeMachine::path_walk()']-[Team COUNTER] : Next node will be the destination!

RBPRINT->[FragMe 'cNodeMachine::path_walk()']-[Team COUNTER] : Next node will be the destination!
RBPRINT->[FragMe 'cNodeMachine::path_walk()']-[Team COUNTER] : Next node will be the destination!

RBPRINT->[FragMe 'cNodeMachine::path_walk()']-[Team COUNTER] : Next node will be the destination!
RBPRINT->[FragMe 'cNodeMachine::path_walk()']-[Team COUNTER] : Heading to destination!

RBPRINT->[FragMe 'cNodeMachine::path_walk()']-[Team COUNTER] : Heading to destination!
RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : ForgetGoal

RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : ForgetGoal
RBPRINT->[FragMe 'cNodeMachine::path_think']-[Team COUNTER] : No goal yet


RBPRINT->[FragMe 'cNodeMachine::path_think']-[Team COUNTER] : No goal yet

RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : Setting final goal after choosing a goal from goals list

RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : Setting final goal after choosing a goal from goals list
RBPRINT->[FragMe 'setGoalNode()']-[Team COUNTER] : Setting iGoalNode to 109

RBPRINT->[FragMe 'setGoalNode()']-[Team COUNTER] : Setting iGoalNode to 109
RBPRINT->[FragMe 'cNodeMachine::path_think']-[Team COUNTER] : I have chosen a goal: Node [109], Goal type [GOAL_HOSTAGE], score [22.698469], distance [146.518631]

RBPRINT->[FragMe 'cNodeMachine::path_think']-[Team COUNTER] : I have chosen a goal: Node [109], Goal type [GOAL_HOSTAGE], score [22.698469], distance [146.518631]
Wrote HalfLife03.tga

Wrote HalfLife04.tga

RBPRINT->[FragMe 'path_walk']-[Team COUNTER] : players near? 0, shouldMove? 1, walking path? 1, previousPathNodeIndex? 0

RBPRINT->[FragMe 'path_walk']-[Team COUNTER] : players near? 0, shouldMove? 1, walking path? 1, previousPathNodeIndex? 0
RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : MoveToNodeTime expired

RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : MoveToNodeTime expired
RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : ForgetGoal

RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : ForgetGoal
RBPRINT->[FragMe 'path_walk']-[Team COUNTER] : a troubled connection!

RBPRINT->[FragMe 'path_walk']-[Team COUNTER] : a troubled connection!
Connection may be retried
Scoring will not start until both teams have players

Scoring will not start until both teams have players

RBPRINT->[FragMe 'path_walk']-[Team COUNTER] : players near? 0, shouldMove? 1, walking path? 1, previousPathNodeIndex? 1

RBPRINT->[FragMe 'path_walk']-[Team COUNTER] : players near? 0, shouldMove? 1, walking path? 1, previousPathNodeIndex? 1
RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : MoveToNodeTime expired

RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : MoveToNodeTime expired
RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : ForgetGoal

RBPRINT->[FragMe 'rprint()']-[Team COUNTER] : ForgetGoal
RBPRINT->[FragMe 'path_walk']-[Team COUNTER] : a troubled connection!

RBPRINT->[FragMe 'path_walk']-[Team COUNTER] : a troubled connection!

Still even with 'forgetGoal' and such being called (which should clear the path!) it keeps going to this node.

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