[SUGGESTION] Bot suggestions - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Suggestion Box (https://forums.xonotic.org/forumdisplay.php?fid=20) +--- Thread: [SUGGESTION] Bot suggestions (/showthread.php?tid=2451) Pages:
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RE: Bot suggestions - tZork - 06-28-2012 you can also try: g_waypointeditor 1; g_waypointeditor_auto 1 and *walk* (do not bunny) around the map for a while. In some instances it freaks out and dumps to many waypoints in one place, but you can clean those up later by standing close and using g_waypointeditor_remove until there's just one left. RE: Bot suggestions - Justin - 06-28-2012 Ok, lets assume I made a waypoints for my map. so its a BOT friendly right now. BOTs move from one to another in any certain way? Cause I ve noticed that they jump from time to time! How random and how specific they moves really are? If they 'see' an item near the waypoint, they take it automatically? How smart they are? Changing the bot level we change only their aim or mabye something else (movement as well)? RE: Bot suggestions - Cyber Killer - 06-28-2012 (06-28-2012, 03:01 PM).Danny. Wrote: Hmm I'm a english colombian player living in colombia where the lowest ping I can get is 150 and that's for about 5 servers in the southern USA. I think that map is called Solarium and there's a problem not that much with waypoints there but (as I was told) with bots handling movement in water. RE: Bot suggestions - rocknroll237 - 09-27-2012 Hmmm. I'm thinking about making a mod for Xonotic where I can port some advanced AI code into Xonotic. http://forums.inside3d.com/viewtopic.php?f=1&t=56&sid=68cf8aaaf532acaf12072614ac29ed56&start=15 http://quakeone.com/forums/quake-help/general-help/8215-quake-c-ai.html http://quakeone.com/forums/quake-mod-releases/finished-works/5154-definitive-frikbot-waypack.html http://www.quakewiki.net/ The links above will help a lot. I will sign up to a Quake forum and see if I can ask around. If Xonotic uses QuakeC, then there shouldn't be any problems right Mr B? I just have to take into account Xonotic's balance and of course the AI models and stuff. RE: Bot suggestions - Mr. Bougo - 09-27-2012 QuakeC is a language. Integrating the AI into the existing game code is not straightforward. RE: Bot suggestions - rocknroll237 - 09-27-2012 How come? Is it due to differences in the code? RE: Bot suggestions - Mr. Bougo - 09-28-2012 Differences between what and what? Xonotic and Quake? If so, yeah, there's quite a bit of a difference You should talk to actual devs on IRC, #xonotic on irc.freenode.net. And perhaps have a look at the current AI code in Xonotic too. RE: Bot suggestions - rocknroll237 - 09-28-2012 UPDATE: Spoken to Divverent on the forums. See this pastebin file for the details regarding bots: http://pastebin.com/UuFY1h9A RE: Bot suggestions - Micha - 09-28-2012 Yes I remember a Quake Bot, I think it's called Zeus, that was really hard to beat. The Xonotic Bots tend to stand around and look at the wall. RE: Bot suggestions - s1lence - 09-28-2012 (09-28-2012, 07:28 AM)Micha Wrote: Yes I remember a Quake Bot, I think it's called Zeus, that was really hard to beat. The Xonotic Bots tend to stand around and look at the wall. Found it, But it's a co-operative bot for campaign. you can find the features list here: http://easttown.co.uk/quake/zeus.html The guy also made a bot for fighting in DM that seems pretty good, probably what you're refering to. http://easttown.co.uk/quake/reaper.html Judging by the feature list it seems like an excelent opponenet, it's tactical and doesn't rush unless it is stacked. Maybe someone interested in ai development could email the guy, the bot is written in QC as well so it might even be possible to port. RE: Bot suggestions - Micha - 09-29-2012 Ah yes, reaper it was. Just found this article about an AI competition. They created bots for UT2004, and some of them passed the Turing test. That means people found them more human than the actual human players http://phys.org/news/2012-09-artificially-intelligent-game-bots-turing.html RE: Bot suggestions - .Danny. - 09-29-2012 Hmm sounds realy good to me. I was watching a playthrough of crysis 2 and I was surprised by how lacking the bots were in terms of reaction time and how inhuman they were (especially the aliens lol). I'm not sure if the game was played through on easy or if there even was an easy difficulty setting. The behavior was strange though. If we had the option to have a high level of bot A.I. in Xonotic it would really boost one of the lacking areas in the game. RE: Bot suggestions - Cyber Killer - 10-01-2012 (09-29-2012, 03:40 AM)Micha Wrote: Just found this article about an AI competition. They created bots for UT2004, and some of them passed the Turing test. That means people found them more human than the actual human players Read about this too, it's a pity that they decided to create those great bots for a closed source game instead of giving some love to a FLOSS project. RE: Bot suggestions - .Danny. - 10-01-2012 (10-01-2012, 03:00 AM)Cyber Killer Wrote:Wow! And this was in 2004?(09-29-2012, 03:40 AM)Micha Wrote: Just found this article about an AI competition. They created bots for UT2004, and some of them passed the Turing test. That means people found them more human than the actual human players RE: Bot suggestions - Cyber Killer - 10-01-2012 Not in 2004, it's recent work (from last month or so), 2004 is in regard to UT2004 ;-). (So yeah, they made some great bots for a half decade old, awesome but old, game.) |