Create an account


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[SUGGESTION] Bot suggestions

#26
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.
Reply

#27
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)?
Reply

#28
(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.

As a result, I practise with bots offline to improve my aim and to help compensate for the delay whilst playing online games and I have to say that what I notice is the inconsistency of quality of waypoints placed in levels. I don't recall the name of the map( has a pond, everything is futuristic blue with some grass) where the bots would constantly get stuck in certain areas like the underground pipes or just be immobile when nothing is obstructing them.

This, to me at least, makes the existence of so many bot skill levels highly arbitrary the level s dependent on level and the level-designer's skill with making botwaypoints. I'm suggesting to have modes like "godlike" and "inhuman" removed entirely and for the number of skill levels to be cut down to simply "easy", "medium" and "hard" and also that bot waypoints are revised for levels released in 0.6.

The least we can do for people playing xonotic for the first time is not alienate anyone through inanimate bots.

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.
My contributions to Xonotic: talking in the forum, talking some more, talking a bit in the irc, talking in the forum again, XSkie
Reply

#29
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...6&start=15

http://quakeone.com/forums/quake-help/ge...-c-ai.html

http://quakeone.com/forums/quake-mod-rel...ypack.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.
Reply

#30
QuakeC is a language. Integrating the AI into the existing game code is not straightforward.
Reply

#31
How come? Is it due to differences in the code?
Reply

#32
Differences between what and what? Xonotic and Quake? If so, yeah, there's quite a bit of a difference Tongue

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.
Reply

#33
UPDATE:

Spoken to Divverent on the forums. See this pastebin file for the details regarding bots:

http://pastebin.com/UuFY1h9A
Reply

#34
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.
[Image: 2405.png]
Reply

#35
(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.
Reply

#36
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 Big Grin

http://phys.org/news/2012-09-artificiall...uring.html
[Image: 2405.png]
Reply

#37
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.
Reply

#38
(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 Big Grin

http://phys.org/news/2012-09-artificiall...uring.html

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.
My contributions to Xonotic: talking in the forum, talking some more, talking a bit in the irc, talking in the forum again, XSkie
Reply

#39
(10-01-2012, 03:00 AM)Cyber Killer Wrote:
(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 Big Grin

http://phys.org/news/2012-09-artificiall...uring.html

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.
Wow! And this was in 2004?
Reply

#40
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.)
My contributions to Xonotic: talking in the forum, talking some more, talking a bit in the irc, talking in the forum again, XSkie
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  [SUGGESTION] Some "modern" Suggestions (Wipeout Mode, Electro Color) NoClue 1 2,525 10-05-2020, 12:13 PM
Last Post: Mario
  [SUGGESTION] Add pickup bot to official IRC channel? poVoq 2 2,353 06-12-2020, 02:13 PM
Last Post: poVoq
Question Bot behavior Snowmane 1 2,149 03-03-2018, 05:35 AM
Last Post: martin-t
  [SUGGESTION] Movement + sound related suggestions Smilecythe 13 10,955 12-13-2017, 05:37 PM
Last Post: Mario
  [SUGGESTION] A couple of suggestions Lee_Stricklin 0 2,527 12-05-2016, 03:56 AM
Last Post: Lee_Stricklin
  [SUGGESTION] minstagib mechanics & suggestions lister 10 8,970 12-01-2016, 02:44 PM
Last Post: lister
  [SUGGESTION] Screw the brain dead bot campaign, this is what singleplayer REALLY should be Lee_Stricklin 7 7,600 05-09-2016, 01:52 PM
Last Post: Lee_Stricklin
  [SUGGESTION] Suggestions for controls and HUD Denterroquet 15 16,397 01-06-2015, 01:10 PM
Last Post: asyyy
  [SUGGESTION] Aim-training dummy bot (fast bunny jumping without fighting back) Ferk 2 5,788 11-01-2014, 04:08 PM
Last Post: GoregeousGuy
  [SUGGESTION] Reversion Balance - Feedback / Suggestions asyyy 0 3,460 10-19-2014, 04:22 PM
Last Post: asyyy

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum software by © MyBB original theme © iAndrew 2016, remixed by -z-