SRL Archive - News and General

Becoming a human


masterBB

2011-06-15 08:23:14

So the bots we write should be as close to a human as possible. But when I write a bot with reflection it easily gets progress reports from over 40 hours on a single player(my brine script). Also the newest edition of my magic tree cutter(not yet released) seems to be unable to fail.

Going on for so long isn't very human. Especially when the new anti random system from reflection 2 will come out. So I've wrote a pretty advanced timer system for very human breaks. What do you think about this, needed or not.

Could explain better what it does:
Breaks around set times, likes 8 hour in the morning breakfast or 21 hours in the evening tv break.

I attached a work in development version to this post.

(*This is not about the timer system where the script will learn from the user)

WT-Fakawi

2011-06-15 08:42:48

That's not unlike Mutant Squirrle's breaktimer he wrote for RSCI (an old include) Sure someone can dig it up.

It did work fyi. Playing at akward timezones seems to be a parameter in banning. Mutant was never banned (So he says :) )

marpis

2011-06-15 08:50:38

It would be just incredible to have 100% working random solvers, leave a script like Fawkis HLRS to train for 6 months, and find your character with 99 in all combat stats, woodcutting, firemaking, fishing and cooking and hundreds of millions of loot.
Of course, that wouldn't happen killing lvl5 goblins but you get the idea :p

I once even started writing a script that randomly trains combat/mining/smithing/woodcutting in lumbridge/AK areas. Never finished it though…

masterBB

2011-06-15 08:53:30

From: marpis
It would be just incredible to have 100% working random solvers, leave a script like Fawkis HLRS to train for 6 months, and find your character with 99 in all combat stats, woodcutting, firemaking, fishing and cooking and hundreds of millions of loot.
Of course, that wouldn't happen killing lvl5 goblins but you get the idea :p

I once even started writing a script that randomly trains combat/mining/smithing/woodcutting in lumbridge/AK areas. Never finished it though…


Runescape sometimes get updated though. Not something we couldn't work around but still.

tom99

2011-06-15 08:59:09

From: marpis
It would be just incredible to have 100% working random solvers, leave a script like Fawkis HLRS to train for 6 months, and find your character with 99 in all combat stats, woodcutting, firemaking, fishing and cooking and hundreds of millions of loot.
Of course, that wouldn't happen killing lvl5 goblins but you get the idea :p

I once even started writing a script that randomly trains combat/mining/smithing/woodcutting in lumbridge/AK areas. Never finished it though…


100% agree with you, i hope this will happen.

Flight

2011-06-15 09:14:17

From: masterBB
Runescape sometimes get updated though. Not something we couldn't work around but still.


I think this subject has been discussed before. MSI (in general) aims for long-term, yes? Obviously at some point someone would have thought of a way to update Smart / Runescape browser after an update. Although, I didn't hear much about it after it was brought up.

Has anyone thought of maybe doing this through Appa?

WT-Fakawi

2011-06-15 10:52:33

From: marpis
It would be just incredible to have 100% working random solvers, leave a script like Fawkis HLRS to train for 6 months, and find your character with 99 in all combat stats, woodcutting, firemaking, fishing and cooking and hundreds of millions of loot.

:) Not aiming for that, just having fun. Many player do approach 2 mil XP atm, and I have nothing to worry about when rs gets updated. Refresh client, and there we go again.

But back on the subject: Maybe it is easier to reverse the idea, and only define when your bot may not play. This will give you more space to work with.

masterBB

2011-06-15 11:17:04

From: WT-Fakawi
:) Not aiming for that, just having fun. Many player do approach 2 mil XP atm, and I have nothing to worry about when rs gets updated. Refresh client, and there we go again.

But back on the subject: Maybe it is easier to reverse the idea, and only define when your bot may not play. This will give you more space to work with.


In my script:
procedure Timer_RetrieveSchedule;
begin
setLength(BreaksArray,16);
BreaksArray[0] := RandomRange(1500,3600) * 1000; //1 hour in the night ~ Running out of power
BreaksArray[1] := RandomRange(21600,23100) * 1000; //Takes 6 hours ~ Recharge like a boss
BreaksArray[2] := RandomRange(28800,29500) * 1000; //8 hour in the morning ~ the bot needs a solid breakfast
BreaksArray[3] := RandomRange(1000,1400) * 1000; //Takes 20 minutes ~ Enough iron for the bot
BreaksArray[4] := RandomRange(32400,40000) * 1000; //9-11 hour in the morning ~ toilet
BreaksArray[5] := RandomRange(220,310)*1000; //Takes about 4 minutes ~ dump unnecessary oil
BreaksArray[6] := RandomRange(43100,48500) * 1000; //13 hour in the midday ~ lunch
BreaksArray[7] := RandomRange(600,1100) * 1000; //Takes 15 minutes ~ toast some chips
BreaksArray[8] := RandomRange(57600,59800) * 1000; //16 hour in the midday ~ motherboard arrives from work
BreaksArray[9] := RandomRange(1100,1500) * 1000; //Takes 20 minutes ~ Discus game addiction with motherboard
BreaksArray[10] := RandomRange(64500,65200) * 1000; //18 hour in the midday ~ Dinner
BreaksArray[11] := RandomRange(2500,3000) * 1000; //Takes 50 minutes ~ Why is eating with related bots so slow?
BreaksArray[12] := RandomRange(75400,75600) * 1000; //21 hour in the evening ~ favorite serie on national geographic
BreaksArray[13] := RandomRange(2700,2800) * 1000; //Takes 45 minutes ~ Richard hammond is cool
BreaksArray[14] := RandomRange(82600,89800) * 1000; //23 hour in the evening ~ Got a 'hard'-drive issue
BreaksArray[15] := RandomRange(600,750) * 1000; //Takes 10 minutes ~ Issue solved
end;

Pretty much sums up when a game addicted bot can't play? It feels more human to me than those 30 min breaks I see a lot.

WT-Fakawi

2011-06-15 11:23:29

So in effect you are aiming for one player? Mutant interlocked them, so one group during the daytime, and one group evenings and one during nighttime.

masterBB

2011-06-15 11:27:01

From: WT-Fakawi
So in effect you are aiming for one player? Mutant interlocked them, so one group during the daytime, and one group evenings and one during nighttime.


Well personally my ideas of botting always involve just one character. My main. My scripts are to hard for multiple players anyway. But this system can easily applied to multiple players with multiple shifts.

WT-Fakawi

2011-06-15 11:28:42

From: masterBB
Well personally my ideas of botting always involve just one character. My main. My scripts are to hard for multiple players anyway. But this system can easily applied to multiple players with multiple shifts.


I hear you. Now all you need is a proper autoresponder and thay are not going to get you…ever!

i luffs yeww

2011-06-15 12:26:18

I had some plans for this in a bit of a different way for the "personalized" include I've talked about before. School's almost out so I'll probably work on some of that stuff.

Frement

2011-06-15 12:34:55

From: WT-Fakawi
I hear you. Now all you need is a proper autoresponder and thay are not going to get you…ever!


I had an idea for the autoresponder, but it required lots of work for starters, basic idea was to:
1. Collect text from RS to database
2. Login to control panel and add answer to the texts (if necessary)
3. Script requests answer for the text

The server-side handles getting the best answer to the text.

But it requires some work, but if few people would weekly gather chat conversations, sort the messages, and add to the final database, it could work.

EDIT: Found the thread: http://villavu.com/forum/showthread.php?t=58356

i luffs yeww

2011-06-15 12:47:04

I'd be more than willing to work on that again, Frement.

masterBB

2011-06-15 12:48:43

From: Frement
I had an idea for the autoresponder, but it required lots of work for starters, basic idea was to:
1. Collect text from RS to database
2. Login to control panel and add answer to the texts (if necessary)
3. Script requests answer for the text

The server-side handles getting the best answer to the text.

But it requires some work, but if few people would weekly gather chat conversations, sort the messages, and add to the final database, it could work.

EDIT: Found the thread: http://villavu.com/forum/showthread.php?t=58356


But a lot of messages aren't directed to me. For example what if someone says: Hi john, att lvl? , Then it would be strange to answer it, unless you're john.

i luffs yeww

2011-06-15 12:52:24

Autoresponders are pretty tricky. Understanding who's trying to talk to who is not easy.

Frement

2011-06-15 12:58:05

The recognition part is in the script. So if someone says your nick (my nick is Frement, so someone says "remen" etc), it will trigger it, and save the nick who said that, and it will monitor those, and it will add more players to the conversation if they trigger the nick. I had some ideas but most of them are forgotten :)

From: masterBB
But a lot of messages aren't directed to me. For example what if someone says: Hi john, att lvl? , Then it would be strange to answer it, unless you're john.


Those are stripped from the database while sorting.

tom99

2011-06-15 13:04:49

Just an idea for a auto responder, someone could try to script if they had time.

we could input message on a textfile, then have another textfile who make scar react with appa, then enter http://www.pandorabots.com/pandora/talk?botid=a04b6f529e35047a&skin=cpbot in appa. then input question, then use ocr to retreive the answer, which got tahoma as font and size 11. then write it in textfile, then write a OK sign in another who make simba react and send it in the game.

mat_de_b

2011-06-20 15:39:03

My only idea for an autoresponder would be through the use of quick chat.

Someone says your nickname then you use quickchat to say that you've been muted and dont want to chat.

or that you dont want to chat.

A script is good if it can reply.

But better if you can make it so you don't need to reply.

TomTuff

2011-06-20 16:10:56

About the autoresponder idea. Yakman had one that built on itself (in member's section i think) and it worked pretty well, no? Someone should investigate that.

i luffs yeww

2011-06-20 19:56:56

I quite often either reference people by their levels, achievement capes, general outfit, etc., which would be quite a difficult thing to work into an autoresponder..

mat_de_b

2011-06-20 20:24:08

I doubt people will try to gain your attention without mentioning your name unless there are only two of you.

get the number of players if its less than 3

wait 3 seconds incase they say wrong chat

reply saying you're not concentrating and dont want to chat.

Nava2

2011-06-21 01:06:33

From: TomTuff
About the autoresponder idea. Yakman had one that built on itself (in member's section i think) and it worked pretty well, no? Someone should investigate that.


It used something called a Markov Chain Bot and it was pretty.. uh.. unreliable. :P It works and sometimes is in context, but othertimes it was just… well inappropriate! The idea is valid, but we need to implement something to gather chat data and feed it into the bot so that it can properly respond better.

Frement

2011-06-21 05:25:24

From: Nava2
The idea is valid, but we need to implement something to gather chat data and feed it into the bot so that it can properly respond better.


But feeding the data to the bot (or in my case the database), takes time and is boring. I had the chat script running for few hours, and it already had like 10 000 lines of reading.