-
Notifications
You must be signed in to change notification settings - Fork 4
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
playerIntel request #2
Comments
|
Offensive threat, defensive strength and hate are intentionally ambiguous for two reasons. First is to allow teams to come up with their own standards. But still, it's probably too ambigious as is and could benefit from some rules and guidelines Second is that I intended these values more for communication between bots with the same code. For example, a commie bot talking with a commie bot. However, since this is very much a project for the community, maybe it would be better for me to make special requests that only commie bots use? |
Last attack by should be the tick the bot was last attacked by the player in question. I'll clarify this in the comments |
I would assume |
It might make sense to narrowly focus the spec on things that are clear and actionable, and allow custom extensions that don't break the spec for things that are ambiguous/codebase-specific |
I agree with both. I think we need some framework to make hate and threat less ambiguous (hate being how much you want to fight someone, threat being how strong they are) but I'm not sure how to do that exactly. Are there any ideas? |
Well, what's the expected action? Are we aiming to achieve consensus on targeting of automated attacks? Providing warnings to avoid the rooms of dangerous players? Estimating the cost of an attack? Each of these expected actions needs different mechanisms. Let's start by being more clear about that and then it will be easier to be less ambiguous. |
The idea of this is to give the team an accurate understanding of the enemy. It definitely needs to be more objective and such. Say player X is attacked a lot by the enemy, so they have a high threat rating. They can communicate this to their team so that team member Y and Z might shift their priorities towards harassing the enemy and helping player X. Automatically, of course |
Overview
Properties
The text was updated successfully, but these errors were encountered: