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TimZaman avatar TimZaman commented on September 24, 2024

from dotaservice.

Nostrademous avatar Nostrademous commented on September 24, 2024

I know there is a model-free versus modeled env discussion to be had here, but wouldn't it be just much faster to encode all the trees? What you suggests with moves isn't "tree" necessarily, could be a cliff, a tower, a wall, etc.

By the way - there are 2327 trees now apparently (in 7.20e). I just printed all the locations using a simple for loop.

from dotaservice.

TimZaman avatar TimZaman commented on September 24, 2024

Where'd you get those trees from?
It would be very helpful if we somehow make a 'occupancy' grid of NxN around the hero with a few layer channels e.g. (1) enemy heroes (2) allied heroes (3) enemy creeps (4) allied creeps (5) terrain passability(trees+cliff+etc) (6) fog of war (7) etc.

Second, maybe even a MxM game map..

from dotaservice.

Nostrademous avatar Nostrademous commented on September 24, 2024

Threw this in a Think() function of a random bot:

function Think()
    for i=0,3000,1 do
        vloc = GetTreeLocation(i)
        print(i, vloc)
    end
end

Read the console file...
console.4276350658.log

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Nostrademous avatar Nostrademous commented on September 24, 2024

Created a new repo for dota world state handling with submodule of dotaservice (need to link things up still and document my proposed design), but on topic of Trees I created a branch in it to quickly see if I could track the trees and give an API so you can return all known trees and their location within a specified bounding box.

https://github.com/pydota2/pydota2/tree/tree_fun

from dotaservice.

TimZaman avatar TimZaman commented on September 24, 2024

from dotaservice.

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