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BW AMM (question for BW programmers)

Forum Index > BW General
Post a Reply
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
Last Edited: 2006-03-14 14:45:34
March 14 2006 14:42 GMT
#1
AMM = Auto Match-Making

Looking at all thise fancy stuff included in new PGT loader, I wonder, is it that difficult to implement automatic match-making on ladders like PGT?

The player-matching system itself is very simple, probably even the WC3 one from pvpgn is reusable, and the main difficulties would be in adopting SC interface for this somehow.

But that also seems very solveable to me - since the loader already can exchange data with the server, it can be made to push "join" or "create" for you, specifying map and server-generated game name automatically.

Or yet better way: you type /amm. As soon as the server finds an opponent for you, it sends "please create game" for one of the players, and "please join game" for the other. As soon as players receive these messages, one of them creates a game named "AMM" and the second joins a game named "AMM", and the server substitutes that for a unique random name, which is of course the same for both players. This way people behind proxies will always be asked to join, and there won't be any doubts as to should you create or join.

If any of BW programmers wish to experiment with this, please PM me. Me and my friend probably will start to try and implement it, by modifying current pvpgn release to include this system.
ChApFoU
Profile Blog Joined July 2004
France2983 Posts
March 14 2006 17:09 GMT
#2
that would be sweet indeed
"I honestly think that whoever invented toilet paper in a genius" Kang Min
Starparty
Profile Blog Joined December 2004
Sweden1963 Posts
March 14 2006 17:58 GMT
#3
it would also "de-personalify" the game so the players can focus on the actual gaming instead of who theyre meeting. Probably not a common issue, but some of us are more scared than others :o
The artist formerly known as Starparty
NonYold
Profile Joined April 2004
United States2814 Posts
March 14 2006 20:20 GMT
#4
On March 15 2006 02:58 Starparty wrote:
it would also "de-personalify" the game so the players can focus on the actual gaming instead of who theyre meeting. Probably not a common issue, but some of us are more scared than others :o


but it's intended for a server like PGTour, where language barriers are already prohibiting meeting. besides, you can still have rematches without using the AMM, and that is how most friendships are formed (playing rematches)
Ashur
Profile Joined January 2004
Czech Republic646 Posts
March 14 2006 22:10 GMT
#5
AMM is good stuff for W3, but not for BW. Gamers like to chose what they want, they set up race, ask oponent for stats, simply play GG. Nevertheless, there are 2 mins that counts as a draw, so you can expect early quits, etc...

In BW there is another problem, you wont get enough players to start AMM, the wait time will be bigger than 2 minutes... And last is game creation, you have to handle NAT, portforward and if someone can even create a game. And what if the game laggs?
mafia shit bullshit
iCCup.Trent
Profile Joined May 2005
Argentina451 Posts
March 14 2006 22:33 GMT
#6
On March 14 2006 23:42 Random() wrote:
AMM = Auto Match-Making

Looking at all thise fancy stuff included in new PGT loader, I wonder, is it that difficult to implement automatic match-making on ladders like PGT?

I've thought of this and it is a great idea. The main goal I thought of was to reduce to a minimum the amount of time spent inbetween games.

I go a step further from this, coming to a very easy to do and efficient formula:

WHEN U JOIN:
You should be able to choose things like {nvsn, map, rank}, (i.e. "/getgame 1v1 lt D+"), and the server should reply with a list of n available games matching the request. The game names should be very short and easy to type.

WHEN U CREATE:
The game name could be left to free will, but the alternate idea is to receive a generated code name via "/getname 1v1 lt D+". The problem with this last one is that the guy may choose or not to create his game. Supposing he does create it, that generated name should be kept and not repeated for other creators. Following this, if he does not create it, the code name is locked to other creators, and if this gets big we could end up with really big game names (short names would be taken). The easiest and perhaps most efficient way to solve this is with a regular timer.


The advantage of this idea is that it is pretty easy to do. 1 or 2 new commands, that perform a query on the database (both need it). "/getgame" prints the query result on the screen. "/getgame" applies some sort of algorithm to your selected game types, makes sure the yielded code name is not already taken OR RESERVED, and prints the code name on screen.

However my knowledge of server programming is 0, it's just an idea...
Hot77.iEy
Profile Blog Joined March 2003
Finland1486 Posts
March 15 2006 00:17 GMT
#7
What about all the 1:1 NO MOTW NO LOTEM NO RUNA NO NOSTELGIA NO RANDOM NO TERRAN NO ZERG MSG ME!!! dudes?
-.-
IntoTheWow
Profile Blog Joined May 2004
is awesome32278 Posts
March 15 2006 00:18 GMT
#8
Sorry for the offtopic but HAPPY BIRTHDAY NONY
Moderator<:3-/-<
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
Last Edited: 2006-03-15 00:47:00
March 15 2006 00:44 GMT
#9
On March 15 2006 07:10 Ashur wrote:
In BW there is another problem, you wont get enough players to start AMM, the wait time will be bigger than 2 minutes...


I don't quite understand this statement. How come you wont get enough players, say, on PGT? And, if you can't get the match you want in 2 minutes with AMM, I don't think you'll get it faster manually.

[B]And last is game creation, you have to handle NAT, portforward and if someone can even create a game. And what if the game laggs?


If you read the second part of my post carefully, you'll see that the system will only handle player matching (in other words, the "D++ Terran Luna go? ???????? ?????" flooding). Game creation and joining will still be carried out manually, the server will only be responsible for game name subsitution. Thus, all the lagging and discing problems will be handled in the very same way they are handled now.

As for NAT, I must say again, server will not handle game creation. They will still be created manually, thus this problem does not exist. As to the way to determine who can't create, you can use the loader to see if the user is behind NAT, add "/icantcreate" command, well, a lot of ways.

EDIT:
Of course, there will be facilities to set up your race, ask for opponent's race etc. via slash-commands.
NonYold
Profile Joined April 2004
United States2814 Posts
March 15 2006 01:41 GMT
#10
On March 15 2006 09:18 IntoTheWow wrote:
Sorry for the offtopic but HAPPY BIRTHDAY NONY


thank you ^_^
DarkFenix
Profile Joined July 2003
217 Posts
March 15 2006 01:46 GMT
#11
would there be a possibility to configure your account so it settle automatic your own race?
so as soon as I log in, its selected Terran, Toss, Zerg, Or Random??
DarkFenix
Profile Joined July 2003
217 Posts
March 15 2006 01:47 GMT
#12
would there be a possibility to configure your account so it settle automatic your own race?
so as soon as I join a game, its selected Terran, Toss, Zerg, Or Random??
DarkFenix
Profile Joined July 2003
217 Posts
March 15 2006 01:48 GMT
#13
Oh heck...double post...:S can someone erase it?.. Sorry
ToT)SiLeNcE(
Profile Blog Joined February 2003
Germany590 Posts
March 15 2006 02:22 GMT
#14
you've got a couple of nice ideas Random()
oddeye
Profile Joined March 2005
Canada716 Posts
March 15 2006 02:33 GMT
#15
I think that a VERY good idea. Gooood idea go post it on PGT
Your soul shall suffer!
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