

Non-counting, non-tagging actions will be turned into instructions to be performed in the next 10 turns.Ĭonnectors serve no purpose other than to let you split one connection line into multiple. Tagging and counting actions will execute immediately, during AI evaluation and subsequent nodes can see the result of their actions. For the next 10 turns, that instruction is executedĪn AI is a graph structure built from nodes and connections between nodes.Īction and Condition nodes are in effect search queries (not dissimilar to SQL queries for example) that are executed.The action is turned into a specific instruction.The AI is evaluated until a valid action is found.Here is the order of operations taken in a tick: If you want to make sure that you pause exactly after the AI of a certain bot is evaluated, before the action is executed, use the "next tick" button with that bot selected.Ī tick is generally considered to be the combination of one AI evaluation followed by 10 turns (0.25 seconds) of simulation. This means that when your bot has just evaluated its AI, the blue bar will be full. Pausing the game will pause it in between turns, AFTER the AI evaluation has run for any bots that evaluate before the next turn. When you click a bot during a match and look at the debugger, there's a blue bar on the bottom that will tell you how many turns you have left to go before you will evaluate your AI. This means in effect that two allies never evaluate their AI before the same turn, because the evaluations are in effect staggered. This means that the first bot of each team will evaluate their AI before the first turn, the second bot of each team will evaluate together before a subsequent turn, etc. Each bot has an instantiation order, decided by the map. Gladiabots looks like a real-time game when you hit play, but it's actually a turn-based simulation running at 40 turns per second. This means that maps are always symmetric (rotationally or mirrored along the middle axis) and if the two teams have the same Team Setup and AI, the match will always be draw, with both teams executing the exact same actions and missing/hitting the exact same shots. Gladiabots is a deterministic and symmetric game. In sandbox, you can use any team setup, in tournaments it can be specified by the tournament creator and in all other cases, a bot class can only make up 35% of your setup, except for assaults, which can be up to 100% of your team.
