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Old November 10, 2009, 17:56   #1
Whelk
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3.0.9b Borg stuck needing to sell

I've finally gotten around to playing around with the borg screensaver (3.0.9b). Fun. However, it keeps getting stuck with a full inventory and needing to sell while down in the dungeon. It gets a full inventory and keeps going up and down dungeon levels (typically between dlevel 3 and 4) forever.

... okay, well, now it just broke the loop to spite me as I write this, and went to town to do its thing. Hrmph. Still, it'll keep going up and down dlevels with a full inventory for quite some time along with "(needing to sell)" popping up in the messages. Is this a known issue?
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Old November 10, 2009, 20:17   #2
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It seems to have gotten over that, whatever it was.

The half-troll warrior has gotten to level 13, and of course he's got some boots of speed +9 already. Wasted luck on the borg. Bah.
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Old November 10, 2009, 20:41   #3
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Isn't it amazing how the borg finds Boots of Speed and other amazing gear at 500' but I never find anything til about 1000?


Was APWhite working on getting a Angband v3.1 borg going? With all of Tak's nice additions.
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Old November 10, 2009, 21:00   #4
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Quote:
Originally Posted by Zikke View Post
Isn't it amazing how the borg finds Boots of Speed and other amazing gear at 500' but I never find anything til about 1000?
Yes, but you don't take 3 million turns to get to 500'.
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Old November 11, 2009, 05:07   #5
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Yes, but you don't take 3 million turns to get to 500'.
A borg optimized for low turncount would be an impressive coding challenge.
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Old November 11, 2009, 06:05   #6
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Originally Posted by fizzix View Post
A borg optimized for low turncount would be an impressive coding challenge.
Run quick PowerDiver, they're on to you!!
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Old November 11, 2009, 07:10   #7
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I'm trying to figure out what this borg's trying to do a lot of the time. It hauls up and down staircases like mad for quite a while at times, and I wonder what it might be scumming for. It's not getting level feelings due to going up and down each turn without waiting (as far as I can tell). Sometimes it'll walk around a few steps, then head back to the stairs without exploring much of anything.

It also isn't too smart about how it searches. It got stuck in a no-doors no-stairs area for a while (I think it trap-doored into the place) and I had to open the savefile myself and manually search out the obvious hidden door at the end of the corridor, then let it go about its business. It tried searching some spots for a while, then started attempting to tunnel everywhere with a spear ... somehow it managed to never try that spot at the end of the corridor.

I don't mean to demean the borg at all, though. The fact that it actually works and make so many decisions is very impressive. It's inspired me to bump up the AI of the NPCs in a game/simulation I've been working on recently.
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Old November 11, 2009, 07:50   #8
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Quote:
Originally Posted by fizzix View Post
A borg optimized for low turncount would be an impressive coding challenge.

The Original Borg--Rogue-O-Matic--was exactly that. (There's no (zero) chance to win rogue without optimizing for turncount--slow play guarantees death, and more than 50% of games are unwinnable.) And it was a tour de force. As far as I know, it remains the only peer-reviewed article on computer-game-playing AI.

Last edited by Pete Mack; November 11, 2009 at 08:02.
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Old November 11, 2009, 19:31   #9
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Borg munchkin

If the borg is bouncing around early on then it's probably due to this which I noticed in the last version borg.txt:

Code:
# Munchkin Start



# Munchink start will have the borg stair-scum at depth 5-6, looking for items

# which he will then sell in town.  He will continue this process until about

# clevel 6 or 7.  The advantage is a sizable boost to his early income and

# he can find some wands early on to assist with monster killing.



borg_munchkin_start = TRUE
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Old November 11, 2009, 20:09   #10
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Huh. So it's scumming for items that show up in the same room as the stairs. It never explores while doing this. That explains it.
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