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OSBot 2 new pathing algorithm


Maxi

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Just so I understand the system correctly, it went from the green line to the red marking or to the yellow stuff?

6us2g.png

 

 

 

 

 

 

 

p.s. don't judge my paint please.

i can't say for certain,

but my experience so far with this site has been the green line is correct for the current pathwalking, 

and typically speaking the red would be the updated. but it could be the yellow..

 

ps: very nice paint skills

pps: yes i judged your skills

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Just so I understand the system correctly, it went from the green line to the red marking or to the yellow stuff?

6us2g.png

 

 

 

 

 

 

 

p.s. don't judge my paint please.

It comes close to it (not completely though) and with the exception that it is dynamic. Your situation might occur once, but it would be dynamic, thus different the next time. For example maybe left of the first two three lava pools, perhaps right of the last big one (starting bottom left).

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It comes close to it (not completely though) and with the exception that it is dynamic. Your situation might occur once, but it would be dynamic, thus different the next time. For example maybe left of the first two three lava pools, perhaps right of the last big one (starting bottom left).

yeah so a random location within the red area pretty much, nice smile.png

 

p.s. I like the improvement on forum activity, looks alot better now :P

Edited by Solution
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Dear community,

 

We have a new pathing algorithm that is ready for OSBot 2. One of the most common bot detection techniques that we know of by reading papers about bot detection within games like World of Warcraft is tile hotspot detection. In summary tile hotspot detection is the act of storing tile clicks and from those clicks find out that bots usually tend to click the same tiles when traversing from A to B. The tiles are different every time you walk the path from A to B, but the path remains the same which means the tiles of the path become hotspots.

 

Scripts with little differentiation most likely end up with walking from A to B by using for example area's, which slightly spread the tile clicks because the paths are slightly different, but they end up around a certain threshold regardless. This is very easy to monitor by a program, simply storing tile clicks on the servers of Jagex and process them to see if there is a recurring pattern in tile clicks. It doesn't take much computational power and is quite exact when it comes to identifying bots.

 

Humans on the other hand tend to randomize their clicks far better, not because they do it on purpose, but we're human and can't click with bot precision and don't always judge correctly what is the shortest path from A to B. We know this way of detection is/was used in World of Warcraft. I haven't done any research into what World of Warcraft bots have done to mimic humanlike pathing, I haven't been able to find this information, most likely because of the fact they like to keep their magic tricks secret.

 

This new pathing algorithm tackles this way of detection. Chances you will walk the exact same path from A to B are very small and this isn't just done by taking the path from A to B and differentiate around the tiles in the path. This would essentially still give easily detectable hotspots, with the only difference that instead of one path they are evenly distributed around the path. It constructs a giant shape which can be traversed and will make sure that it won't exceed a certain threshold of length compared to the shortest path, making sure it doesn't become utterly stupid or inefficient.

 

Sincerely,

 

OSBot.org

A nice pathing or botting design in general would be to mimic the subconscious mind and have the actions gravitate towards certain points/actions

To do this though you'd need the ability of the bot to define an area and its destination and then kind of gravitate its movement towards that position randomly

The one thing that really defines humans from bots though is the repeating, humans have different styles/habits/tendacies were as bots are constant throughout all of the same design.

This kind of design could also be looked at with designing mouse movements/clicks and determining actions

 

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