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https://developer.valvesoftware.com/wiki/Dota_Bot_Scripting https://developer.valvesoftware.com/wiki/Dota_Bot_Scripting > Bot scripting in Dota is done via lua
by mIREdeRMedeFLaO 9y ago
https://developer.valvesoftware.com/wiki/Dota_Bot_Scripting https://developer.valvesoftware.com/wiki/Dota_Bot_Scripting
> Bot scripting in Dota is done via lua scripting. This is done at the server level, so there's no need to do things like examine screen pixels or simulate mouse clicks; instead scripts can query the game state and issue orders directly to units. Scripts have full access to all the entity locations, cooldowns, mana values, etc that a player on that team would expect to. The API is restricted such that scripts can't cheat -- units in FoW can't be queried, commands can't be issued to units the script doesn't control, etc.
- hhmc 9y agoI wouldn't be surprised if they had access to a less restricted AI. Until we see more concrete information I remain sceptical that they are only using the official API.
- mAritz 9y agoWhy? Everything it needed for that 1v1 was available. There was nothing in the FoW that needed to be known, it can keep timers about enemy cooldowns, gold and xp (approximations at least since it's somewhat random).
- hhmc 9y agoI'm not suggesting they had information that a human player wouldn't (i.e. cheating), I just suspect that they may have access to a richer api.
- jsmthrowaway 9y agoWhich would give them what? The second clause of your sentence contradicts the first.
- hhmc 9y agoThe statements are not contradictory - they can have a superior api which doesn't permit 'cheating'. For example they could expose c++ api rather than a lua api for performance concerns. Furthermore some of the api calls (e.g. GetNearbyCreeps) have arbitrary restrictions.