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Distance Measure Units Confirmed By Centimeters [Technical]

Posted on November 17, 2014 at 4:55 PM Comments comments (0)

Measurement of Cityscape [cm] Confirms DMU 

by Unknown, 17.11.2014

Game: We Are The Robots


New measurements of one of the maps in Robots support Distance Measure Units (DMUs) introduced by Mustafa and ConnorX (Mustafa & Connor, 07.11.14) for Cityscape. The map was measured in centimeters and the length of ns was greater than the length of we - exactly what was measured by second-walking in DMU performance. Because the ns length measured 25.5 and the length of we measured 24.5 [25.5-24.5=1] we can conclude that [1cm=0.5s] this increases the accuracy of second-walking. 


Introduction of Distance Measure Units [Technical]

Posted on November 6, 2014 at 6:05 PM Comments comments (0)

Introduction of Distance Measure Units [DMUs]

Game: We Are The Robots

by Mustafa & ConnorX, 07.11.14


 

Abstract. This distance measure unit will be based on seconds and DMU data from all the maps will be measured from (n) to (s) / (w) to (e) and reported in this paper.


Introduction. This game does not include steps like CS nor does it include coordinates like MC. This unfortunate fact makes it difficult to perform further tests for explorers. There is nothing simpler than DMUs measured in seconds. The pro would be that the numbers are relatively short and the con would be that the numbers are not perfectly accurate, although they are accurate enough to coordinate, point out positions on map. This sec-DMU lacks the accuracy to perform C.E. scans (ZName, 12.10.14) 


Navigation ns and we are based upon the structure of the map. If the majority of the buildings point in a specific direction that direction is north south. If the number of buildings pointing in two different directions are equal, the size of the buildings are taken into consideration. The same applies when searching for the n of ns and w of we. DMUs in city (12.5ns/12.0we); powerstation (12.9ns/12.9we); refinery (15.9ns/15.9we); launchpad (12.4ns/12.4we); venus (approx. 26.5ns/we) the map venus was different from other maps because of its circural and non-flat ground. Seconds were calculated by measuring the circumference of the flat area and dividing it by pi (3.18) to find the diameter, it may not be very accurate due to uneven climbing areas at certain points, specifically near buildings interfering with the circumference line of the map.

Venus Spawn Position Statistics [Semi-Technical]

Posted on October 18, 2014 at 12:05 AM Comments comments (0)

Venus Spawn Position Statistics

Game: We Are The Robots

by ZName, 17.10.14



In an attempt to determine if there are any specific patterns / what the chances of spawning on a specific position are, I performed this experiment. The measurement was performed by re-joining 57 times on venus 1. Spawn positions were counted and here is the result: Behind Control Room and Below Tower are the most likely positions. Hotel Room and Yellow Circle and Control Room are the most unlikely positions. Rocket and Behind Rocket are in between.

How To Determine Unknown Position Values [Technical]

Posted on October 12, 2014 at 10:25 AM Comments comments (0)

How To Determine Unknown Position Values

Game: We Are The Robots

by ZName, 12.10.14


(THIS PAPER WAS CENSORED AS A RESULT OF NEW POLICY - NO CHEAT RESEARCH)

 

 

Abstract. This method is essential when it comes to teleportation or flight. It provides a way for us to uncover or find the [censored] that display our position. Once we are aware of the values, we may change them to fit our needs.

 

Introduction. The program used to perform this is [censored] because of its ability to display various values by the use of advanced scanning tools. We will [censored] to pin point the value that we need, be it [censored]


 

The optimal place to perform scans are flat areas. Identify two flat areas, one higher than the other, [censored] at one of the two areas, in this case: higher. When such area is found, we can turn to [censored], we switch the value type to float and the scan type to unknown initial value. [censored]. We now receive several million random results, therefore we need to jump onto the lower platform and switch the scan type to decreased value, because we have lowered our unknown value by lowering the player. Next scan. Move the player to the higher platform and switch the scan type to increased value and [censored]. This process should be repeated until [censored] results are reduced to anything from several hundred to a thousand. At this point, you will be able to identify the UPV value. The position value is different from other values by this: It has two or more identical values next to eachother. The number is anything from several hundred to thousands. It changes as you move the player, [censored] depending on your increase/decrease performance (x, y or z). Important note: even if you identified the correct value, there might be identical values that do not work, always test several. In the above text, we have performed the method that will identify the z value. However, if you are interested in [censored] and such, you will need to identify the x and y values. This can be done by increasing/decreasing from north/south.

Are Hacks Really Undefeatable [Research]

Posted on October 6, 2014 at 6:35 PM Comments comments (0)

Are Hacks Really Undefeatable

Game: We Are The Robots

by ZName, xUNDERTAKERx, 07.10.2014

(THIS PAPER DOES NOT VIOLATE THE NEW 'NO CHEAT RESEARCH' POLICY)


Since the beginning of the game, players had constant conflics and as we all know, new methods of victory would be invented, hacks. Because of the human nature, these will spread to the entire gaming community and eventually lead to unfair gameplay. Many have quit because of this unfairness. Are these hacks really that powerful?


Hacks / Cheats are generally used to defeat stronger opponents in the game, using programs such as the Cheat Engine to edit values in the game, such as health points, ammunition, location and other. These hacks once performed might seem undefeatable to the average player - however, they are not. In this paper we will look on the most popular hacks and how to defeat them. I will not be explaining how these hacks can be performed for the safety of the game.


1 ) The jump hack is a hack where a player is able to jump great heights using a hotkey. The height can be adjusted by the player. This will enable the player to go under ground or travel great distances in short time. It also makes the player a hard target. The way to defeat this is to create a clone that has the name of the hacker with a space after the name. This will enable you to kill the player through the clone. This is known as remote kill. 2) Clone hack is a hack where a player is able to increase the speed of walking and be immune to instant bullet weapons. This type of hacker can be killed with travel bullets. Remote kill clones are not very useful in this case because these type of hackers do not have their original name but instead they use another name that will not respond to the remote kill clone. Only way a remote kill clone can kill this hacker is to know their original name. You could always change your name to the name of the hacker to make yourself invisible to the hacker. As a last resort you can launch a shockwave attack through WPE Pro. 3) Shockwave hack is a type of attack where a player can literally send a shockwave through one or several rooms at once using WPE Pro. There is no real way to stop this entirely, however, you can make yourself immune to shockwave attacks that the player is launching. Use WPE Pro to capture the part of the code that the attacker has corrupted to make the shockwave, and then you filter it out. If the attacker changes the corrupt code by one letter you have to re capture it. Bonus ) If the king of all hacks appears and there is no way to defeat it, the way to go is to create your own server. This can easily be done through Cheat Engine (C.E.) and you can meet other players there. The simple answer to the question is no. All hacks have counter hacks.

Is There A Correct Way of Fighting [Research]

Posted on October 6, 2014 at 6:25 PM Comments comments (0)
Is There A Correct Way of Fighting
Game: We Are The Robots / Russias Army
by ZName, 07.10.2014

Is there a ‘correct’ way of fighting in this game or is it up to you and your specific skills? You have six weapons, are you going to use one of them all the way or is each weapon designed for a specific scenario? The answer might affect your style and the way you see other players, it might enable you to kill players that you have never killed before and make you feel comfortable in all situations.


Many starters use ak47. The reason they do this can be because of their logic: “Fast weapons do more damage because of their speed”. This may be very reasonable in reality, but in We Are The Robots you have greater chances of killing someone with weapons that have a slower fire rate.. Spas12 is the best weapon in the game. However, you might want to consider the following scenarios. Enemy is inside a house - Use rg6 or RPG. Enemy is on a tower - Use sniper / RPG. Enemy is near you - use spas12. Once a person has a good grip of the gun / get used to spas12, people will be eliminated in no time simply because it takes only three shots to kill someone with the gun spas12. Movement is one of the most, or the most important thing to do in a fight; movement makes you a hard target, especially if the opponent is using travel weapons. Do quick movements to left/right and do a jump once in a while. “Is There A Correct Way of Fighting” would not be complete without the mention of the most famous fight maneuver in the game. Unfortunately, you will often find yourself running away from 2-3 robots that have ak47. This may take some practice - You need to select RPG, jump in the air and blow up the robots that are stalking you. This must be done in such a short amount of time that the enemy will observe the RPG approaching before the robot itself performs the turn. Get used to your mouse sensitivity and how much you have to push it for a 180 turn to unlock this amazing ability.


Story Behind The Rooms [Research]

Posted on October 6, 2014 at 6:20 PM Comments comments (0)

Story Behind The Rooms

Game: We Are The Robots

by Tony, 07.10.2014


The roomlist is full of rooms that enable you to use the game and play on different locations. Players have requested new maps over the years but the creators of the game have not done anything yet and they don’t have any future plans to do anything therefore we might as well explore the rooms that we have. These rooms can be used to escape from players that you do not like, they can be used to help you meet your friends at a specific location, they can be used to occupy the game and there are many more creative purposes of the amazing rooms that we have. There are 30 rooms available. Each room can hold 10 players. There are 5 different maps: Cityscape, Powerstation, Refinery, Launchpad and Venus. The story behind this is that robots started in a city. They had a dream about moving to another planet. They went to a powerstation to gain power. When they were finished with their work there, next step was a refinery. There they made rocket fuel and more! They then went to a Launchpad, prepared the rocket and went to Venus. There are six cityscapes, six powerstations, six refineries, six launchpads and six venuses. The most popular room is cityscape 1, obviously. You have greater chance of meeting ‘noobs’ or ‘new players’ at that map because of its position on the list. More experienced players will meet at lower maps. I will now describe each of the maps. Cityscape is the best place for social meetings and chatting. It is quite small and enables you to watch the robot you’re talking to. Powerstation is a map of hide ‘n’ seek. This map has extraordinary hiding spots! If you are a camper or assassin, this is the map for you! Refinery looks like Powerstation but it is more open. Good for parkour and such. Launchpad is probably the best room for Snipers. It has a tower with 5 floors, and the rocket is quite amazing. Venus is the largest map there is. It is good for fighting. It has a very flat and open area in the middle. However, there may be some snipers up in the tower. Those are easy to get rid of using RPG (speed ftw)


Translation of the Robot Code [Technical]

Posted on October 5, 2014 at 3:45 PM Comments comments (0)

Translation of The Robot Code

Game: We Are The Robots

by ZName, 05.10.2014

(THIS PAPER DOES NOT VIOLATE THE NEW 'NO CHEAT RESEARCH' POLICY)

 

Abstract. The game is known for the its simple textures, motions and goals. Is the code of the game simple as well? This question has been asked by many players, however, the curiosity did not start great research projects, instead, it turned this question into a mystery - viewed by many players as a complex topic, and therefore not worth researching. It is the instruction code for every aspect of the game, in this paper we will focus on the code of the robots and for the first time start a serious attempt on translating the encrypted code of the game, which will boost our capabilities greatly.


Introduction. The program used for this research project is the packet editor WPE Pro. The old school program C.E. was considered, but rejected based upon its function, editing values of the game - which would not help any in the code research project. Packet editors on the other hand are helpful when we want to scan, edit and perform research on the code that is being sent to the server and from the server. The code consists of standard letters and numbers. In this research project I will explore the code from the start to the end by carefully editing the code on clones and mapping the results, from which I will draw conclusions.


The Code Project

The standard code as revealed by WPE Pro

r.........4../[email protected]...F......rot....J........P.......wea.......pistol......type......GI

Starting the examination of the code, we begin with the very first meaningful part of the code, where. ‘where’ is the code that reveals to us whether the player is alive or present at a location. It can be changed to ‘dead’, the results will produce a clone that is ‘dead’ while the original player will be alive. The word ‘where’ has 5 letters while the word ‘dead’ has 4 letters. When re writing ‘where’ to ‘dead’ the last remaning letter ‘e’ or ‘65’ in hexadecimal has to be replaced with ‘00’. You can also change it to ‘talk’ and it will spell out information about the player. ‘znameOP’ is the name that I was using while performing this. Changing this will make an independent clone that will disconnect in short time. ‘@level1’ is a code that reveals to us what level / room the player is at. Cityscape 1 is @level1 Powerstation 1 is @level2 etc. ‘pos’ is the code for position. The fourth, eighth, ninth, twelfth and thirteenth letter after ‘pos’ determines the position of the player. The fourth letter will produce a clone that is east of the player. The eight letter will produce a clone that is north of the player. The ninth letter will produce a clone that is south of the player. The twelfth letter will produce a clone above the player. The thirteenth letter will produce a clone above the player. The distance of the clone is determined by the letter position in the alphabet. The distance between A / B multiplied by 3 is the distance between B / C. The distance between B / C x 3 is the distance between C / D etc. Illustration:

‘rot’ is the code for rotation. To point north the twelfth, thirteenth and fourteenth letter after rot are changed to A, to point west the twelfth, thirteenth and fourteenth letter are changed to F, to point east the twelfth letter is changed to F, to point north-west the twelfth, thirteenth and fourteenth letter are changed to B. To point south-west the twelfth, thirteenth and fourteenth letter are changed to K. To point south the twelfth, thirteenth and fourteenth are changed to C. To point south-east the twelfth, thirteenth and fourteenth letter are changed to R. The rotation degree is determined by the letter position in the alphabet. Changing the twenty first letter will result in a shockwave error. ‘wea’ represents weapon. The weapon type that the player uses will be displayed in the text after ‘wea’. These weapons may appear: pistol, spas12, ak47, rg6, rpg and dragunov. ‘type’ is the code for the type of the robot that you have chosen. Blue or Red. GI2 (with an i) is the code for the blue robot and Gl (with an L) is the code for the red robot. Note: the speculation that 'talk' performance might be associated with the code is verified. Further research should be able to crack the new discovery.

Uncovering the Laws [Research]

Posted on October 5, 2014 at 3:40 PM Comments comments (0)

Uncovering the Laws

Game: We Are The Robots

by ZName, 05.10.2014


There are laws that govern reality. In the same way, there are laws that govern We Are The Robots. Most of the players play the game and use its laws without giving it a second thought. This project was powered by the answer of Vicky when asked how he/she knew where a player will spawn: ‘you will find out [n.e.]’. Even though this project has failed when it comes to the laws of spawn, it has done a great job nevertheless.

 

These laws were discovered using repetition, mathematics, experience and events recorded in the history of the game. Ten of the laws that direct our everyday play have been mapped by this project with great precision. The fact that we are able to map these laws in such short and simple sentences further demonstrates that the code of the game itself is simple. Laws are reflections of the code.


These are the laws that rule the game: 1 ) The law of sharp jumping states that the player will jump higher if the jump is performed at a sharp edge. 2) The law of point up jumping states that when the player jumps once the second jump will be higher if the player looks up while jumping 3) The law of powered jump states that if the player shoots the ground beneath with a bullet that uses time to travel at the point of touchdown from the previous jump the player will be pushed. The power of the push depends on the power of the bullet used. 4) The law of invisibility states that if all ammunition except dragunov is used the player will become invisible. However, when new players enter the room the ghost player will be visible to them. 5) The law of shock void states that if a player falls too far down then a shockwave error will occur. 6) The law of crash name states that if a player enters a crashed room with a name containing only numbers enters then the player will be able to see other players that are unable to see eachother. 7) The law of room interference states that two rooms can meet and the players from one room can see the players from the other room. The chances of this occuring are 1 in 395000 rejoins. 8 ) The law of top point states that the player is able to get on top of the highest buildings on any map using either the law of sharp jumping or the law of powered jump. 9) The law of bullet damage states that the damage from instant bullets are constant and that the damage of travel bullets are not constant. 10) The law of chat limit states that the longer name you have the less letters you will be able to type while chatting. The shorter name you have the more letters you will be able to type while chatting.


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