archive by month
Skip to content

new LetaBot human and machine tournament

Martin Rooijackers aka LetaBot is running a Mini team melee + bots tournament in a week, on next Saturday. As usual there are curious experimental rules, this time team melee games for human players. Bots will play ordinary 1v1 games and will notice nothing out of the ordinary.

These tournaments are small and super easy to participate in. If you let LetaBot know you want to play, he can take care of everything. Afterward you can download the replays. I recommend it.

I really want Steamhammer to play, but it has a deadly bug: It can’t play on LAN latency (or higher). It drops steps from its opening build and gets completely messed up, and there’s no point in playing like that. Maybe I can fix it in the next week....

Update: The tournament has been postponed. See the original announcement thread.

Trackbacks

No Trackbacks

Comments

LetaBot on :

Most people play online vs the bots without lan latency, so that wouldn't be a problem.


Anyway for all those who want to register, just reply to this comment with the name of your bot on the SSCAI server.

Jay Scott on :

Excellent. I’m in. I want to compete with a new version, so stand by!

MicroDK on :

I have fixed the LAN latency bug... :) In ProductionManager::manageBuildOrderQueue I only run it every 2 x latency frame: if (BWAPI::Broodwar->getLatencyFrames() > 0) {
if (BWAPI::Broodwar->getFrameCount() % (2*BWAPI::Broodwar->getLatencyFrames()) != 0)
{
return;
}
}

Jay Scott on :

I’m not fully satisfied with that fix. I mean, it’s better than doing nothing and I’m grateful for the hint, but.... As it stands, the production manager only builds one item per frame from the queue. When Steamhammer makes 8 mutalisks “simultaneously”, it takes 1/3 second game time to start them all, which is a little inefficient but good enough. (And lifting that limitation would take too much code rewriting for now.) If it took over a second to start all the mutas, that would become a problem.

MicroDK on :

I spent a lot of time debugging and trying to figure out what was causing the drops of units from the opening build, and I found out that BWAPI reports a wrong amount of minerals and gas when LAN latency is higher than the normal 3. How will you fix that?

Jay Scott on :

Well, for now I think I will paste your code in, with perhaps slight changes, and add a note that in theory improvements should be possible. Whether improvements are possible in practice is a different question. I’m not sure what the BWAPI bug is, but in the worst case it could mean that there is no good solution.

PurpleWaveJadien on :

Presumably a latency compensation bug. If you can get everything else to work without latency compensation (and I don't know how tall an order would be for your code base) you'd get accurate (if latency-delayed) numbers.

McRave on :

I'm hoping to submit my bot to it, but a lot of bugs need fixing by this week first.

Add Comment

E-Mail addresses will not be displayed and will only be used for E-Mail notifications.

To prevent automated Bots from commentspamming, please enter the string you see in the image below in the appropriate input box. Your comment will only be submitted if the strings match. Please ensure that your browser supports and accepts cookies, or your comment cannot be verified correctly.
CAPTCHA

Form options

Submitted comments will be subject to moderation before being displayed.