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Scourge
08-14-2012, 01:59 PM
http://img.photobucket.com/albums/v61/omniicyshelf/Shot0073.png

http://img.photobucket.com/albums/v61/omniicyshelf/Shot0078.png

Countless more examples exist. Can anything be done about this?

Moskva
08-14-2012, 02:02 PM
Yeah, start playing pugs

|uK|Rays
08-14-2012, 03:03 PM
Yeah, start playing pugs

pretty much.

Sheepy
08-14-2012, 04:00 PM
yeah the balancer is pure bullshit, the only way to get a proper team balancer is by making the server a register2play server, like i4g. cookies get so messed up with all the aliasing

Higor
08-14-2012, 04:26 PM
Asking again, why is is so necessary to closely tie the balancer to nexgen?
Better balancers can be made without all nexgen dependancy.

HIGH[+]AdRiaN
08-14-2012, 05:03 PM
yeah the balancer is pure bullshit, the only way to get a proper team balancer is by making the server a register2play server, like i4g. cookies get so messed up with all the aliasing

yes, creat a toll who have a skill level regitered of players (ip/id of player) and updated manually... auto update sucks, leeching, playing against newbies/noobs or against stacked team change the player skill incorrectly... you dont need update everyday, just do like mlsg salaries, 1 time per 3 months is good... just let the auto updated stats for new siege players, or players who dont have a manual stats

it's fact, the server balancer need to be improved... 70% of games everyone knows what will be the winner team, just by imbalance

|uK|B|aZe//.
08-15-2012, 02:49 PM
well maybe if everyone here stopped using different names every day of the week, even the people posting in this thread apart from me have all used different names in the last few days or even hours so please stop complaining and start helping the team balancer by just using one name

HIGH[+]AdRiaN
08-15-2012, 04:00 PM
well maybe if everyone here stopped using different names every day of the week, even the people posting in this thread apart from me have all used different names in the last few days or even hours so please stop complaining and start helping the team balancer by just using one name

hello freeze =D

Sheepy
08-16-2012, 09:37 AM
well maybe if everyone here stopped using different names every day of the week, even the people posting in this thread apart from me have all used different names in the last few days or even hours so please stop complaining and start helping the team balancer by just using one name

That would solve it only a bit, adrian is 100% right, that the cookies of noobs get pushed on leech games or when
Teams are stacked...
+ im using sheepy all the time, barely alias as coke and thats it.

Scourge
11-07-2012, 03:28 AM
Even before Convict raged, this was pretty terrible:

http://img.photobucket.com/albums/v61/omniicyshelf/Shot0157-1.png

A^3
11-07-2012, 03:34 AM
Need a team balancer that accounts players using aliases.

Scourge
11-07-2012, 03:35 AM
Need a team balancer that accounts players using aliases.

Who was that, even? The Chilean, I mean.

A^3
11-07-2012, 03:41 AM
Not sure who your talking about but I see alote of aliases and teams being destroyed by it.

Scourge
01-06-2013, 06:50 PM
http://img.photobucket.com/albums/v61/omniicyshelf/Shot0182_zps61c62253.png

Note that this was after two yellows left.

~~D4RR3N~~
01-06-2013, 08:25 PM
Need a team balancer that accounts players using aliases.
Maybe if cookies are added by IP and not by NICK... Just sayin' :P

Higor
01-06-2013, 09:21 PM
http://img.photobucket.com/albums/v61/omniicyshelf/Shot0182_zps61c62253.png

Note that this was after two yellows left.

Typed a debug command and saw 2 things:
- The teaminfos, are PureTeamInfo actors...
- These teaminfos, have wrong team size indicators.

Perhaps if we run a script that counts players and properly updates the TeamInfo actors every X seconds, 4 way team balancer won't be screwed up that much.

SAM
01-06-2013, 09:24 PM
The 4 way balancer freaks out because nexgen doesnt register siege as elimination

Higor
01-06-2013, 10:08 PM
I made a profiler.
http://dl.dropbox.com/u/58384316/UT99/TeamProfiler.u

Requires someone to log as admin and summon it.
It will display all real and reported team sizes.
Must be done when NexGen fails to move players.
Needs no installation, just put it on /System and wait till a 4way game gets screwed up.

summon TeamProfiler.TeamProfiler
Just in case i'm not around.
If numbers logged to console don't match, then the whole problem is easier to fix...


class TeamProfiler expands Actor;

event PostBeginPlay()
{
local Pawn P;
local int TCounts[4];
local PlayerReplicationInfo aPRI;
local PlayerPawn Spawner;

ForEach AllActors (class'Pawn',P)
if ( (P.PlayerReplicationInfo != none) && (P.PlayerReplicationInfo.Team < 4) && !P.PlayerReplicationInfo.bIsSpectator )
TCounts[ P.PlayerReplicationInfo.Team ]++;


ForEach AllActors (class'PlayerReplicationInfo', aPRI)
{
if ( aPRI.bAdmin )
{
Spawner = PlayerPawn(aPRI.Owner);
if ( Spawner == none )
continue;
if ( TCounts[0] > 0 )
Spawner.ClientMessage("== Players counted on red team: "$TCounts[0]$" ==");
if ( TCounts[1] > 0 )
Spawner.ClientMessage("== Players counted on blue team: "$TCounts[1]$" ==");
if ( TCounts[2] > 0 )
Spawner.ClientMessage("== Players counted on green team: "$TCounts[2]$" ==");
if ( TCounts[3] > 0 )
Spawner.ClientMessage("== Players counted on yellow team: "$TCounts[3]$" ==");
if ( TeamGamePlus(Level.Game).Teams[0].Size > 0 )
Spawner.ClientMessage("== Team info for red team's size: "$TeamGamePlus(Level.Game).Teams[0].Size$" ==");
if ( TeamGamePlus(Level.Game).Teams[1].Size > 0 )
Spawner.ClientMessage("== Team info for blue team's size: "$TeamGamePlus(Level.Game).Teams[1].Size$" ==");
if ( TeamGamePlus(Level.Game).Teams[2].Size > 0 )
Spawner.ClientMessage("== Team info for green team's size: "$TeamGamePlus(Level.Game).Teams[2].Size$" ==");
if ( TeamGamePlus(Level.Game).Teams[3].Size > 0 )
Spawner.ClientMessage("== Team info for yellow team's size: "$TeamGamePlus(Level.Game).Teams[3].Size$" ==");
}
}
Destroy();
}

][X][~FLuKE~][X][
01-07-2013, 09:15 AM
Why not use a system similar to how ACE bans are made..... use machine ID's instead of user ID like nexgen does, this would always point to that one machine regardless of what the name or nexgen ID is.

problem with a balancer on siege is the fact you can lose your builds which will cause rage fits.

SAM
01-07-2013, 09:40 AM
Balancing is impossible in siege and is just undesirable due to the reprocussions. There is no way to keep everyone happy really....i spoke to Higor about possibly 'granting' game changing items though on switch ie nukes, invis etc and if owner of live tele is moved they should auto destruct....

|uK|kenneth
01-07-2013, 10:45 AM
The 4 way balancer freaks out because nexgen doesnt register siege as elimination

what about sektor? i thought he fixed that.

Higor
01-07-2013, 12:12 PM
The odd thing here is, that as of RC15c PUG server balancer actually did its job.

When I entered the debug command to take a look at the teaminfos, I was unpleasantly surprised...

SAM, no need to install the profiler, since all things we're checking are replicated I can run that report on my own machine.

Higor
01-07-2013, 01:18 PM
Made myself a nice client logger...
Now to wait for a 4way game to get screwed up.


=========================================
Team profiler log file started...
=========================================



LOG EVENT TRIGGERED, EVENT NUMBER 1
Map is CTF-'uK-Simplex][
Local player is Higor
==========
Reported team info sizes:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 0 players
Team 3 > 0 players
==========
Counted players in teams:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 0 players
Team 3 > 0 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 2
Map is CTF-'uK-Simplex][
Local player is Higor
==========
Reported team info sizes:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 0 players
Team 3 > 0 players
==========
Counted players in teams:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 0 players
Team 3 > 0 players

Profiler V1 ended reporting
=========================

][X][~FLuKE~][X][
01-07-2013, 02:41 PM
i like the idea if you get switched all your builds get destroyed and RU returned to you if thats possible?

when i get switched and have a nuke built, its not the fact i lost a nuke that bothers me so much, its the fact i know now the other team has a free nuke and anyone can use it, its annoying if your core getting nuked by the nuke you built, especially if it does critical damage.

Higor
01-07-2013, 02:59 PM
We couldn't pick up your nuke yesterday, this is only possible if you rejoin...

Higor
01-07-2013, 04:13 PM
Ha ha ha, I was right!
This is easy to fix.



=========================================
Team profiler log file started...
=========================================



LOG EVENT TRIGGERED, EVENT NUMBER 1
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 3 players
Team 3 > 3 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 3 players
Team 3 > 2 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 2
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 4 players
Team 2 > 3 players
Team 3 > 4 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 4 players
Team 2 > 3 players
Team 3 > 3 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 3
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 4 players
Team 3 > 4 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 3 players
Team 3 > 3 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 4
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 4 players
Team 3 > 4 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 2 players
Team 3 > 3 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 5
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 4 players
Team 2 > 5 players
Team 3 > 4 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 3 players
Team 3 > 3 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 6
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 4 players
Team 2 > 6 players
Team 3 > 6 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 4 players
Team 2 > 4 players
Team 3 > 4 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 7
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 4 players
Team 1 > 4 players
Team 2 > 6 players
Team 3 > 6 players
==========
Counted players in teams:
Team 0 > 4 players
Team 1 > 4 players
Team 2 > 4 players
Team 3 > 4 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 8
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 6 players
Team 1 > 6 players
Team 2 > 7 players
Team 3 > 7 players
==========
Counted players in teams:
Team 0 > 6 players
Team 1 > 6 players
Team 2 > 5 players
Team 3 > 5 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 9
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 8 players
Team 3 > 6 players
==========
Counted players in teams:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 6 players
Team 3 > 0 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 10
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 8 players
Team 1 > 8 players
Team 2 > 9 players
Team 3 > 6 players
==========
Counted players in teams:
Team 0 > 8 players
Team 1 > 8 players
Team 2 > 7 players
Team 3 > 0 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 11
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 9 players
Team 3 > 6 players
==========
Counted players in teams:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 7 players
Team 3 > 0 players

Profiler V1 ended reporting
=========================

~~D4RR3N~~
01-07-2013, 04:25 PM
Ha ha ha, I was right!
This is easy to fix.



=========================================
Team profiler log file started...
=========================================



LOG EVENT TRIGGERED, EVENT NUMBER 1
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 3 players
Team 3 > 3 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 3 players
Team 3 > 2 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 2
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 4 players
Team 2 > 3 players
Team 3 > 4 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 4 players
Team 2 > 3 players
Team 3 > 3 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 3
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 4 players
Team 3 > 4 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 3 players
Team 3 > 3 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 4
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 4 players
Team 3 > 4 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 2 players
Team 3 > 3 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 5
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 4 players
Team 2 > 5 players
Team 3 > 4 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 3 players
Team 2 > 3 players
Team 3 > 3 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 6
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 3 players
Team 1 > 4 players
Team 2 > 6 players
Team 3 > 6 players
==========
Counted players in teams:
Team 0 > 3 players
Team 1 > 4 players
Team 2 > 4 players
Team 3 > 4 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 7
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 4 players
Team 1 > 4 players
Team 2 > 6 players
Team 3 > 6 players
==========
Counted players in teams:
Team 0 > 4 players
Team 1 > 4 players
Team 2 > 4 players
Team 3 > 4 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 8
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 6 players
Team 1 > 6 players
Team 2 > 7 players
Team 3 > 7 players
==========
Counted players in teams:
Team 0 > 6 players
Team 1 > 6 players
Team 2 > 5 players
Team 3 > 5 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 9
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 8 players
Team 3 > 6 players
==========
Counted players in teams:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 6 players
Team 3 > 0 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 10
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 8 players
Team 1 > 8 players
Team 2 > 9 players
Team 3 > 6 players
==========
Counted players in teams:
Team 0 > 8 players
Team 1 > 8 players
Team 2 > 7 players
Team 3 > 0 players

Profiler V1 ended reporting
=========================


LOG EVENT TRIGGERED, EVENT NUMBER 11
Map is CTF-[4]-Command
Local player is Higor[PROFILER]
==========
Reported team info sizes:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 9 players
Team 3 > 6 players
==========
Counted players in teams:
Team 0 > 7 players
Team 1 > 8 players
Team 2 > 7 players
Team 3 > 0 players

Profiler V1 ended reporting
=========================


1017

Higor
01-07-2013, 04:39 PM
Just take a look at the Reported sizes, and the Counted sizes...
Reported sizes are what NexGen and UT's built in balancers rely on, and Counted sizes are the real amount of players on each team.

By design, Reported and Counted ALWAYS MATCH, but what happens now is a ape mutator screwing up green team and yellow team, so when a player in either of both teams leaves, the reported size doesn't go down by one.

My guess is AutoTeamBalancer, since it isn't running on pug server, and pug server doesn't show these syntoms.

To the fix now, we run a script that every 5 or so seconds updates the Reported sizes to their real Counted values.

~~D4RR3N~~
01-07-2013, 05:17 PM
Just take a look at the Reported sizes, and the Counted sizes...
Reported sizes are what NexGen and UT's built in balancers rely on, and Counted sizes are the real amount of players on each team.

By design, Reported and Counted ALWAYS MATCH, but what happens now is a ape mutator screwing up green team and yellow team, so when a player in either of both teams leaves, the reported size doesn't go down by one.

My guess is AutoTeamBalancer, since it isn't running on pug server, and pug server doesn't show these syntoms.

To the fix now, we run a script that every 5 or so seconds updates the Reported sizes to their real Counted values.
Have you ever thought of joing Epic Games Team? LOL
Dude, that looks awesome!

Scourge
01-11-2013, 04:43 PM
http://img.photobucket.com/albums/v61/omniicyshelf/Shot0192_zps035f343f.png

|uK|Rays
01-11-2013, 06:11 PM
just your average pub game.

Scourge
01-11-2013, 07:55 PM
It doesn't make sense to me - Why would the balancer create a 300+ difference right off the bat? Clearly the math isn't working out.

Higor
01-11-2013, 08:02 PM
AutoTeamBalance is only being used for stat collection, it's the NexGen balancer that's enforcing the teams, and the only criteria it uses is join time.

The ideal solution would be an automatic script that:
1 - Locks teamswitch and balance at game start
2 - Unlocks teamswitch and balance a frame before ATB starts balancing.
3 - Locks teamswitch after ATB finishes balancing.

~~D4RR3N~~
01-12-2013, 03:48 PM
LOL Scourge ahahahahahahah Osyris is worth 3 xDDDDDD

SAM
01-13-2013, 10:42 AM
balance fix is on....

Higor
01-13-2013, 12:22 PM
Nexgen balancer won't go retard now, just tested.
Now it's a matter of doing something about strength balancing...

A few more days of test and maybe remove the "No !t on 4way" rule?

SAM
01-13-2013, 05:45 PM
I checked this earlier and it works perfect! With regards to the current balancer if it would use hwid it will be perfect...

Scourge
02-01-2013, 05:32 AM
...You ARE working on a balancer, right?

I'm really getting sick of this shit.

Banny
02-01-2013, 06:02 AM
is it possible if you get switched to diff team , you get all your RU which was spent on builds & stuff?

Higor
02-01-2013, 09:46 AM
AutoTeamBalance is only being used for stat collection, it's the NexGen balancer that's enforcing the teams, and the only criteria it uses is join time.

The ideal solution would be an automatic script that:
1 - Locks teamswitch and balance at game start
2 - Unlocks teamswitch and balance a frame before ATB starts balancing.
3 - Locks teamswitch after ATB finishes balancing.

Just submitted a patch that does what I described, we'll see how it goes once it's running...

Higor
02-04-2013, 02:50 PM
And it works, we have initial balancing now.

Scourge
03-01-2013, 07:48 PM
And it works, we have initial balancing now.

http://img.photobucket.com/albums/v61/omniicyshelf/Morestackage_zps53532b6c.png

Second game in a row with this kind of thing

'Zac
03-01-2013, 08:18 PM
hey, theres me!

Moskva
03-01-2013, 08:25 PM
Dex, Novak, SJA vs Osyris, Packman and Zac sounds pretty balanced

How is it bot's fault that people play under their skill level

UT-Sniper-SJA94
03-01-2013, 09:02 PM
I don't even play weapons/siege ,and i had to try and drag a team with broken legs, you don't see me moaning :p. Who won that game anyway i got bored and left?
The only thing i can do in siege is defend, the buildings lag the shit out of my pc.
This happened yesterday. was going to ddos the server. :( jk
http://www.weebly.com/uploads/7/2/7/0/7270302/6997666_orig.png

Scourge
03-01-2013, 09:06 PM
I don't even play weapons/siege ,and i had to try and drag a team with broken legs, you don't see me moaning :p. Who won that game anyway i got bored and left?
The only thing i can do in siege is defend, the buildings lag the shit out of my pc.
This happened yesterday. was going to ddos the server. :( jk
http://www.weebly.com/uploads/7/2/7/0/7270302/6997666_orig.png

Blue actually lost because all the heavy hitters left and a guy named Thor came in and removed all of their buildings.

UT-Sniper-SJA94
03-01-2013, 09:08 PM
rofl :)
This is when i left.
Shocked red won though.
http://www.weebly.com/uploads/7/2/7/0/7270302/8908857_orig.png
Teams look quite even there.

[R]^EnZ|nO!zTeR*
03-01-2013, 09:41 PM
http://img803.imageshack.us/img803/506/shot0057.png

finish!

Moskva
03-01-2013, 10:51 PM
See? it wasnt really unbalanced (look at SJA's screenshot, dont think about the faggot removing)