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Asteroid Mapping Project
Hi, I noticed the server for the asteroid mapping project went down a few days ago, does anyone know whether it will be coming back?
I noticed this too. In a pandemic, I wonder if everyone involved is ok?
Should be back. Sorry I had a power outage and had to restart my Raspberry Pi !
Working fine now. Thank you for the plugin. Pleased to contribute to this project. :)
You've been making a fantastic contribution :-
Asteroids scanned: 26564 (455 sectors)
http://web-adventures.org:3000/
Asteroids scanned: 26564 (455 sectors)
http://web-adventures.org:3000/
I was just wondering how you keep track of every single asteroid in three dimensions without counting one of them twice by accident.
Asteroids (and, as far as I understand, all other objects) have an ID of some sort plus the sector they can be found in; we cannot get object coordinates in VO. asteroid mapping projects only list what can be found in each sector; its up to a plugin to tell the game to target "this ID" once you get there.
I'm the author of the Asteroid Mapping Project. Luxen is right, each asteroid has a unique ID, so the database keeps track of unique ID, sector and composition. However, most ID's tend to be close together as they're probably numbered sequentially so for searching it finds the closest ID to the one you're searching for. If you fly to that one and seatch again, there's a good chance it will now be in radar range and therefore can be targeted.
It would be really nice if the radar API returned 3d coordinates and then you can do some pretty cool stuff with plugins e.g. auto-docking, robot flying, auto-targetting etc. It would be really nice to have the Vendetta version of 'crobots' so we could each build our own AI bots. It's a real pain to have to use screen capture and USB commands emulatiing the contrller ;)
It would be really nice if the radar API returned 3d coordinates and then you can do some pretty cool stuff with plugins e.g. auto-docking, robot flying, auto-targetting etc. It would be really nice to have the Vendetta version of 'crobots' so we could each build our own AI bots. It's a real pain to have to use screen capture and USB commands emulatiing the contrller ;)
It's a real pain to have to use screen capture and USB commands emulatiing the contrller ;)
Hi Slash. Any chance you will be sharing the code to do this stuff?
Hi Slash. Any chance you will be sharing the code to do this stuff?
Let's hope the Devs find a way to obstruct that sort of coding and API. We don't need hundreds of bots roaming around the verse.
The devs have foreseen and prevented this already.
They couldn't prevent that at all. I was thinking of a Jetson nano with a usb cam pointing at the PC host screen. (An alternative could be to run VO on the same nano and just capture the framebuffer directly). I'd then use Yolo object detection trained up on VO objects to return screen objects, 2D coordinates, trajectories and velocity as input vectors into another deep network which is trained up to be a pilot, the output of this network would be vectors which represent controller commands which are fed via USB into the PC / Android host. A lot of trouble to go to but I'm ready for my next ML project and this would all be very achievable. There's no way Incarnate and the guys could detect this other than by behaviour, i.e. this user spends 24 hours a day connected to VO.
I just thought it would be nice to have some user contributed AI into the game and have a proper API to do it. Then we could have a league table like the recent F-16 Man Vs AI challenge.
I just thought it would be nice to have some user contributed AI into the game and have a proper API to do it. Then we could have a league table like the recent F-16 Man Vs AI challenge.