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Old April 30, 2010, 20:56   #21
buzzkill
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He knows you're watching. He's just screwing with ya.
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Old May 1, 2010, 01:20   #22
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Quote:
Originally Posted by dhegler View Post
Another odd thing... He was using a sling +0,+0 and found a short bow +4, +3 (or similar), then sold it or dropped it, rather than restocking with arrows rather than pebbles and shots when back in town. This was a warrior with 18+ STR, so weight couldn't have been an issue, but the missiles would have been lighter anyway.
This I have seen a few times and it has been reported for a few years now. I have made several attempts to stop the behavior and the borg is doing much less frequently now. Basically this happens when a certain sequence sequence happens. He must (in order) run out of his own ammunition, find a missile weapon, then find ammunition for the new missile weapon. He must do this within a couple of turns.

He is programmed to junk ammunition which does not match his proper bow. But he may (and obviously does) swap out his proper bow for the crappy one. And he will only do it if he has ammunition for the new bow. There is a sequence issue. The borg is programmed to consider wearing equipment before considering crushing any of his inventory. If I could have the crushing considered before the wearing, then it would solve that issue but then it creates a host of worse problems. I will revisit the issue this weekend.

As far as mining for gold. The borg does know how to do this, he also knows how to carry a digger tool along for just this sort of thing. It turned out that he was more efficient selling loot. It boiled down to strength and digging skills being so low at low clevel. By the time he could mine gold and not have to worry about being slowed down by carrying a shovel, he was high enough level that the gold didn't matter as much. Right now he will mine gold if he has the Stone to Mud spell or a digging skill of 40, and has less than $1mill.

As far as selling that {excellent} sling. That is a problem. There are special checks for him to make sure he ID's {good} and {excellent} items before selling them. I will check the code and make sure he is not passing them over.

Andrew

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Old May 3, 2010, 16:19   #23
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Originally Posted by buzzkill View Post
He knows you're watching. He's just screwing with ya.
That gave me a heck of a laugh. I just saw him pick up and id-by-use an excellent sling and keep it, thank goodness.
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Old May 3, 2010, 16:24   #24
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Originally Posted by APWhite View Post

As far as selling that {excellent} sling. That is a problem. There are special checks for him to make sure he ID's {good} and {excellent} items before selling them. I will check the code and make sure he is not passing them over.

Andrew
He may have dropped it too... All I know is by the time I looked next, he was in town, no more excellent sling, and he kept the "good" one.

Maybe you should check on STR for mining... Mining with 18/50 is relatively easy with any weapon, let alone a digger. It could provide a nice boost for warriors. Could get tedious if you had a dwarf who sensed things in walls though...
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Old May 3, 2010, 16:28   #25
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I saw that there was some borg discussion on the development board.

Not that I could do it, but if additional documentation was given to control how the borg acts (I get lost in all the formula stuff in the borg.txt file), would people be interested in having a borg contest? See who could get a borg to win in the least turns, etc?

I just think it is so cool watching my borg play around during lunches, etc... It could almost become an Angband variant on its own...

I know that if given the proper protocols and explanations for how his activities work in the borg.txt file, I would be interested... There is already some good documentation in it, but I heed the warning given "not to touch anything here else you can expect erratic borg behavior" or whatever it says.

Kudos to the programming already in there!!!
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Old May 3, 2010, 16:46   #26
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Heh. Sounds like trying to run an evolutionary algorithm on the borg's parameters. Start with the base parameters, make a bunch of random small tweaks, run all those borgs, and the ones that make it to some specific depth and live for some specified number of turns after that point "survive" to have their genes mixed with more mutations thrown in...
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Old May 3, 2010, 16:59   #27
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Heh. Sounds like trying to run an evolutionary algorithm on the borg's parameters. Start with the base parameters, make a bunch of random small tweaks, run all those borgs, and the ones that make it to some specific depth and live for some specified number of turns after that point "survive" to have their genes mixed with more mutations thrown in...
I was thinking about doing this about 8 yrs ago. I was going to have the borg decide what he needed at certain depths. My basic plan was to have him start fresh with no understanding of monsters or their different attacks. Then learn as he progressed. He would need to learn about resistances and when monsters started using breath weapons and at what levels these monsters would show up. It seemed like a neat project but that information didn't really help with tactics beyond fearing monsters and carrying certain resistance items. This was simply knowledge acquisition with simple association, not innovation.

What would really make a cool borg is one that could try innovative techniques and evaluate the result. I'm not interested in programming that though. Sounds way too time consuming. Maybe if I were working on a PhD and needed a project.

Andrew
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Old May 3, 2010, 18:06   #28
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Unfortunately the game isn't balanced to be able to learn from your mistakes as your character levels up; you will be killed. Unless you were referring to the borg learning from multiple character deaths instead of within the lifecycle of one character.
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Old May 4, 2010, 11:53   #29
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I was thinking about doing this about 8 yrs ago. I was going to have the borg decide what he needed at certain depths. My basic plan was to have him start fresh with no understanding of monsters or their different attacks. Then learn as he progressed. He would need to learn about resistances and when monsters started using breath weapons and at what levels these monsters would show up. It seemed like a neat project but that information didn't really help with tactics beyond fearing monsters and carrying certain resistance items. This was simply knowledge acquisition with simple association, not innovation.

What would really make a cool borg is one that could try innovative techniques and evaluate the result. I'm not interested in programming that though. Sounds way too time consuming. Maybe if I were working on a PhD and needed a project.

Andrew
Anyone here working an a PhD in Artificial Intelligence?
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Old September 13, 2010, 21:11   #30
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The link to the screensaver file is no longer working. Does anyone have a copy they can repost or send me?
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