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:
and then a mining location would be a type of TResourceLocation which would look something like this:
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…
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…