SRL Archive - General

[SUGGESTION] MSI Phoenix V2.0


Gu3st...

2011-05-07 16:08:28

TL;DR at the bottom…

At the moment, MSI is based off an array of scripts that the user can choose between. Each time a new location for a script has to be added, we have to add a new script to the array and find reflection and color tiles for the script. The user has to choose what skill he wants to train and what script he wants to use. This is most likely based on his or others experiences with that location, and is not necessarily the best location when thinking about gp/h or xp/h.

What I am about to propose, would revolutionize MSI. I am unsure if such ways of botting has been done before, but I highly doubt it.
This change is not only advanced and hard to accomplish, but will most likely take weeks or perhaps months to complete. When finished, I am sure we will see an increase of MSI users (and an increase of forum users too).

When finished, all the user would have to do, is to tell MSI what levels she or he wants the skills to be at (and perhaps what quests (s)he wants done or how much money (s)he wants in the bank) and click run. MSI will do the rest.

It will be the perfect tool for botting. Not only humanlike wise, but would also be great for army botting.
The new system would rely heavily on artificial intelligence (AI) and we would get rid of the whole script system we have today.

I wouldn't call this "Taking botting to the next level".. I would call it "Taking botting to the top level".

Today, MSI is based upon static scripts. MSI v2 would be based upon a web walker + "places of interest" and a database.

The idea is this: A web-walker that can walk to anywhere in the runescape realm, and an array of a record that stores information of locations that we find interesting (mines, places to chop wood, places to fight, places to start a quest, places where it's possible to buy and sell stuff (also called shops), places to slay monsters, places to start slaying tasks etc etc..), then using AI, the script will choose the best location depending on various things such as skill levels, quests done, average xp/h rate at that location or average gp/h rate at that location.

Lets say I have a fresh user off the tutorial and I'd like to get 60 mining as quickly as possible, then the script will 'think' "because of the mining level, it will take some time to mine the ore, and therefore it's best to avoid crowded places", and will then walk to the best location depending on which place is less crowded for mining tin / copper. Then later on when the mining level increases, it will move to other locations.

our new TLocation would be something like this:
type
TLocation = record
Name : String;
RefTiles, ColTiles : TPointArray;
MemberOnly : Boolean;
end;

and then a mining location would be a type of TResourceLocation which would look something like this:
type
TResourceLocation = record
Location : TLocation;
Skill : Integer;
LevelsRequired : TSkillArray;
ItemsRequired : TIntegerArray;
AutoObjects : TIntegerArray;
end;

then MSI will compare each mining location to see which one is the best for that character. Think about it, it's just like we humans do. We know about all the locations where we can perform tasks such as mine or chop wood, and we also know what ores / types of trees we find there. We also know the distance to the nearest bank and how populated the place is, then we compare them to eachother and figures out which one is the one that fits our needs the best and start mining/chopping/whatever in that location.

This proposal is huge, and it would take a lot of time to complete, and a lot of planning to make it work good enough, but it will be worth it.

TL;DR: Make MSI one huge-ass AI bot. Store information about Locations of interest and have a web walker walk to the location depending on xp/h rate or gp/h rate depending on which one the user wants.

Comments? I'm not sure if I have expressed myself clearly enough for other people than me to understand my idea, but I hope so…

IPwnz

2011-05-07 17:41:13

I mentioned this to you on MSN, but to repeat for all: If we want to go through with this, I would recommend we create a database that holds live player information at different locations on all the worlds (since we're already thinking crazy here, why not?). That would dramatically speed up MSI since it would know where the crowded/empty places are.

As for logistics, I personally would recommend creating a new Github project, but it's also possible to just work off of, say, Zyt3x's branch, then merge it once we're ready to release.

Gu3st...

2011-05-07 17:42:49

From: IPwnz
I mentioned this to you on MSN, but to repeat for all: If we want to go through with this, I would recommend we create a database that holds live player information at different locations on all the worlds (since we're already thinking crazy here, why not?). That would dramatically speed up MSI since it would know where the crowded/empty places are.

As for logistics, I personally would recommend creating a new Github project, but it's also possible to just work off of, say, Zyt3x's branch, then merge it once we're ready to release.
Yes, I forgot to mention this in the first post.

The AI would save files in the MSI folder about various stuff (like amount of people in that location and so on) and then upload it to a database.

Coh3n

2011-05-08 11:34:46

The idea is good, and is basically what we wanted MSI to eventually be like from the beginning, but let's be realistic. What are the chances that something this huge is actually done? You're basically proposing an entire rewrite of MSI.

I like the though process and everything, and you're right, it would take ages to finish especially when we don't have many active developers. There are a lot of things that can be improved with MSI, yes, but I don't necessarily think a huge change like this is necessary. At least not yet.

I think we could gradually start implementing better systems like the more advanced antiban, efficiency, blacklists (because OMG DTMs are starting to piss me off), multiple script support (which can easily carry over to what this thread is about), automatic location detection (can also carry over), etc., etc. There are several ideas that have been thrown around that still need to be done.

I like this thought process, but I don't think it should all be done at once, but small pieces at a time so that MSI keeps it's stability throughout the whole process. So basically, I agree, but let's start small(er). Maybe start by implementing a world walker where you can literally walk ANYWHERE in RS. That also brings up the issue about Reflection. If we depend on a world walker, we're depending on Reflection unless someone can write a world walker with SPS, which I doubt because I have no idea how obstacles would be handled, and SPS doesn't support dungeons/islands, etc.

So, theoretically, this is awesome. Realistically, I don't see something like this happening with color (at least not right now). Oh, and I don't necessary think it's a bad thing having the users choose which locations they want to use. Some may prefer that over MSI detecting everything for them.

Gu3st...

2011-05-08 11:55:04

Very well. I agree with you Coh3n. I didn't think about how many balls we got in the air at the same time.

So highest priority right now would be what? blacklists? DTMs pisses me off too

Coh3n

2011-05-08 11:58:42

From: Zyt3x
Very well. I agree with you Coh3n. I didn't think about how many balls we got in the air at the same time.

Which isn't a bad thing. I definitely do not want to forget about this thread. Like I said, there are a lot of things that should be done that can carry over to what you said in this thread. :)

From: Zyt3x

So highest priority right now would be what? blacklists? DTMs pisses me off too
Yeah I'd say so. It's tough, though because no one really knows how Nielise's system works other than Nielsie. Like we need to know how it automatically updates and if it works for every item, and how to make it work for items that don't appear on the GE (AFAIK the system is based off the GE? Could be wrong though).