SRL Archive - General

Problem: MSI is too slow compared to the amount of Java botters


Gu3st...

2011-07-24 17:49:30

From: Coh3n
It's not the same script? And MSI's guild miner blows in F2P because there are literally 100 people there on every world.
This can be fixed, but only for Reflection.

The idea is to check each and every rock, and how long it takes to respawn. After about 45 seconds we'll have an estimate on how long it takes the rocks to respawn, and using that we can calculate which rock will respawn next and how long it'll take to run to that rock. Then we can calculate which rock it'll be best to try to mine.

So in short: Amount of time it takes to mine + Amout of time it takes to reach the rock
We do that for each and every rock and see which rock is our best bet.

We can also do this for other mines, not just guild miner, and the algorithm can also be applied to other skills like woodcutting…

YoHoJo

2011-07-24 18:03:50

There is actually a formula (based on how many people are logged into the specific server) on how long rocks will take to get ores back into them. I believe it used to be on this page http://runescape.wikia.com/wiki/Mining but I can't seem to find it anymore. (Unless I'm crazy and making the whole thing up, I swear I saw it somewhere before!)

Gu3st...

2011-07-24 18:13:22

From: YoHoJo
There is actually a formula (based on how many people are logged into the specific server) on how long rocks will take to get ores back into them. I believe it used to be on this page http://runescape.wikia.com/wiki/Mining but I can't seem to find it anymore. (Unless I'm crazy and making the whole thing up, I swear I saw it somewhere before!)
Yeah, respawn time of iron ore when there's 0 players on the world is 10 seconds. When there's 2000 players on it's 5 seconds.
Source: http://runescape.wikia.com/wiki/Iron_rock#Respawn_rate

I think it'll be better to just keep track of the respawn time of the rocks and just add them to an array and then averaging them using AverageTIA()

YoHoJo

2011-07-24 18:16:25

I still don't get how java bots can be faster if we are using the reflection version of MSI.
I mean the guise IS crowded as hell so just because we are having a hard time doesn't mean it's a problem with MSI tons of other people are having trouble too I bet. But this is a really cool idea, some NEXT LEVEL SHIT! Keeping track of each rock and when it respawns is a neat idea!

Gu3st...

2011-07-24 18:23:56

From: YoHoJo
I still don't get how java bots can be faster if we are using the reflection version of MSI.
I mean the guise IS crowded as hell so just because we are having a hard time doesn't mean it's a problem with MSI tons of other people are having trouble too I bet. But this is a really cool idea, some NEXT LEVEL SHIT! Keeping track of each rock and when it respawns is a neat idea!
Yeah, it's not only MSI, but this will probably beat them :p

It's also a neat AI feature

Wizzup?

2011-07-24 18:32:16

I'm pretty sure my scripts used to beat the java botters, without predicting what rock would be done when. But then again, there weren't 100 people in one guild back then… :/

Gu3st...

2011-07-24 18:43:01

From: Wizzup?
I'm pretty sure my scripts used to beat the java botters, without predicting what rock would be done when. But then again, there weren't 100 people in one guild back then… :/
The guild mine is literally FILLED :P
If the ppl in the guild were to spread out, I'm pretty sure it would've filled the cave. And this is on every world :P

NCDS

2011-07-24 20:20:26

From: YoHoJo
I still don't get how java bots can be faster if we are using the reflection version of MSI.


MSI doesn't use Reflection for object finding at all even if you select Reflection. It's only an option for walking.

It's not a bad idea Zyt3x, and should probably be looked into (even if it's a different method than you presented), but the guild miner is hardly ever used by anyone so we get very little feedback. However, it possibly being slower could be the reason for that.

Something to look into anyways.

Gu3st...

2011-07-24 20:32:50

From: NCDS
MSI doesn't use Reflection for object finding at all even if you select Reflection. It's only an option for walking.

It's not a bad idea Zyt3x, and should probably be looked into (even if it's a different method than you presented), but the guild miner is hardly ever used by anyone so we get very little feedback. However, it possibly being slower could be the reason for that.

Something to look into anyways.
This doesn't only concern the guild miner, but also VEM, VWM, lumbridge swamp and other popular mining places. It could also be added to other skills

tarajunky

2011-07-24 22:32:08

ZephyrsFury's Yew Gatherer would do this. It kept track of all the respawn times of the 5 various Yews between Draynor and Lumby, and it would sometimes leave the Yew it was chopping (with other choppers, for example) and run over to a different one just about to respawn so you'd have it all to yourself. It was brilliant.

Coh3n

2011-07-25 09:03:12

Sounds like a cool idea, would be nice if it could be done without reflection, though. If we start replying on reflection for certain things, we may as well just convert everything to reflection (an option I've thought about 1000 times :p). AFAIK, Zeph's Yew script was 100% color; may be worth checking it out.

E: I like the concept, but I would rather first see if we can speed up MSI in any way. Nava2 is god for speed, so maybe I can get him to look through MSI's object finding. I have noticed that sometimes there are unexplained pauses after certain procedures. I've noticed after MSI_TrackObject, MSI_FindObjectsTPA, and something in walking. It's weird though, these pauses don't happen all the time. Other times is just as fast if not faster than the rest of the botters.

ALSO, IPwnz was working on having the object routines hover over the next object to be clicked. This was before I rewrote objects.simba. I would like to get that added as that would be a neat AI feature as well. I think his github has everything he did.

Gu3st...

2011-07-25 10:37:00

Nice, Coh3n. I like IPwnz' idea :)

I'm very unsure about how this would work with color though… How would it check if the rock has respawned or not? It would be some really freakin' amazing code… Too much code imo :P

Coh3n

2011-07-25 22:35:46

From: Zyt3x
Nice, Coh3n. I like IPwnz' idea :)

I'm very unsure about how this would work with color though… How would it check if the rock has respawned or not? It would be some really freakin' amazing code… Too much code imo :P
Unless we can make an SPSToMS method that's just as accurate as reflection, I'm not sure it's possible. Or just MMToMS much more accurate.

tarajunky

2011-07-26 01:51:14

Zephyr's Yew Gatherer was 100% color, so it's definitely worth checking out. I never read through it in enough detail to understand the inner workings, but it worked amazingly well.

ZephyrsFury

2011-07-26 05:10:53

From: tarajunky
Zephyr's Yew Gatherer was 100% color, so it's definitely worth checking out. I never read through it in enough detail to understand the inner workings, but it worked amazingly well.


Every time my script logged into a world, it would check the number of players logged in via the world switcher. Then I worked out the tree respawn times using respawn data similar to what Zytex mentioned. Then I kept track of when each tree was last cut to determine which trees were likely to be available.

However, if reflection is being used you might as well just keep track of each rock/tree by checking object IDs, then perhaps using a similar timer, predict the next rock/tree and walking next to it in anticipation.

Coh3n

2011-07-26 08:18:20

From: ZephyrsFury
Every time my script logged into a world, it would check the number of players logged in via the world switcher. Then I worked out the tree respawn times using respawn data similar to what Zytex mentioned. Then I kept track of when each tree was last cut to determine which trees were likely to be available.

However, if reflection is being used you might as well just keep track of each rock/tree by checking object IDs, then perhaps using a similar timer, predict the next rock/tree and walking next to it in anticipation.

Well MSI can run 100% color so using color would be better; however, this feature can be enclosed in defines if needed.

Boreas

2011-07-26 10:13:08

Assuming you can get an accurate prediction after enough data (to be kept and cleared with worlds rather than players obviously), it might be worth figuring out the time it takes to walk from one rock to another, so that you arrive and click just as it spawns.