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Taco Bell

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  1. What was the max amount of time you've experienced between botting and being banned?
  2. If I were to build some reputation (Donator + Scripter tags)... how much would an account like this be worth?
  3. This is great. I think I can tweak my BreakManager class to extend the RandomSolver class. Thanks for your help y'all.
  4. I got the impression the scripts are vetted to look for third party API calls (big no no). So getting a password itself wouldn't be a problem. I'm pretty sure token has a custom break handler on his NMZ script which gets my password (but let me watch when it logs out next time). I've disabled randoms for my break handler so I can't rely on the current AUTO LOGIN. I can hardcode my own passwords for now I guess. Might have to rethink my break handler. But if I logout, it tries to run the AUTO LOGIN handler, am I missing something?
  5. I've coded a custom break manager. I'm getting the username with bot.getUsername() but can't figure out how I should be getting my password (the one saved into osbot). Any suggestions?
  6. Hi Web-walking in the stronghold of security doesn't work because it no longer answers the questions. To confirm, it worked on 2.6.9 Any help to run this version would be great. Thank you. Regards, SS
  7. Made this account before I found my true love. Please rename account to Taco Bell.
  8. Prefer rested but will take anything at the moment.
  9. 70 attack | 70 strength | 70 defence A few other skills have been leveled too No bans > 10 QP Rested for a month. What is the price?
  10. Updated OP with a new plan. Going to try to create AI that can learn simple game concepts from tut island.
  11. I've been thinking the same thing since I posted this. I think I need a new plan.
  12. This project is very much an intro into practical machine learning for me. I regularly read white papers on the topic but have yet to do anything that wasn't given in a tutorial. I've done some research into people who have botted video games. Mainly the Atari stuff, but my approach is very different. It seemed they use goals, and objectives to determine whether the input was good or bad, and then iterate from that new piece of knowledge. Mine will be completely different. Your edit 2 touched explained it pretty well. I'm effectively trying to teach an algorithm to predict what I would have done next if I was there. Indeed, it will not learn nothing new, I'm just curious to see whether creating a bot based from real human input outperforms a standard script. So my bot won't have artificial intelligence, but I will need to use machine learning to create my sequence prediction algorithm. My understanding at the moment is that this will use a Recurrent Neural Network as those seem to be good in predicting sequences. For now, I've setup a hypothesis I want to test in the original post. I've attempted to condense the number of inputs to a small amount as possible, which I think could be as simple as: location, my attack status, nearby chickens (their location in relation to mine, and there attack status) and time since last action. I hope this can reduce the amount of data points I need to collect to make a functional clone of my basic actions. There's a good chance it still fails due to lack of enough data. If that happens, I hope I can at least uncover enough about my play pattern that I could code a better traditional script. And being able to setup my own neural networks would have been worth it. Maybe one day I can try to make something that actually implements AI. The data set for that put me off, but I'm trying to figure out ways to collect the data on a large scale. I'm hoping this start project will at least give me a fresh understanding of the problem my algorithm is actually trying to solve, and if other data could be used to train my model.
  13. EDIT: Originally, my plan was to create a way to record my play style, use machine learning to find underlying patterns, and create a script that uses them, resulting in a human-like performance. However, as pointed out by a couple folks, this is pretty stupid. Mainly because it would require a lot of data, and also because the end result would be a script that may be only useful at doing one task. Instead now I look to do some real research into creating an AI capable of playing and most importantly learning by itself. Ideally, I will get my project to a point where it can run multiple bots which compete with each other to find the best way to bot certain tasks or achieve certain milestones without being banned. For this project, I will need countless accounts that have completed tutorial island. It seems only right to attempt to create an AI capable of solving tut island. At the moment, I'm not entirely sure how this will work. But my approach will be to: setup a bot with the ability to do two things: walk to a square, interact with object/npc have the bot randomly perform actions, and feed the results into a neural network use the RL network to inform further game decisions If I even get this to work, I expect the bot to look pretty much crazy, trying loads of stupid shit to beat tut island. I'm hoping though, after much time spent on tut island, it can begin to see patterns (maybe something like talking to NPCs is a good first step, or the concept of opening a door to go outside). My biggest concern at the moment figuring out to setup a neural network that makes sense for this program deciding on a reward which the bot is aiming to achieve at each step. I think 1. will be solved by much trial and error on my part. And for 2. maybe getting to the next area, or getting a new prompt can be what the bot aims for. Well no way better to getting started than trying to solve the first part of tut island, listening to that guy chat loads and getting outside the starting room.
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