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When are we getting deep enemies and/or bots huh ? :D 
 
Basing bot behaviours on neural networks / genetic algorithms shouldn't be too hard TBH.

Give the bot some fitness factors, damage done / damage taken / deaths / time since last damage dealt.

Give the bot some basic pathfinding, projectile, and sound identification routines.

Allow the bot to learn against "traditional bots", then against humans.

I linked these not so long ago, but they're fun to watch, so I'll link them again.

https://www.youtube.com/watch?v=qv6UVOQ0F44
https://www.youtube.com/watch?v=xOCurBYI_gY

Literally minutes of learning and entertainment. 
Quake 1 AI? 
Anyone know how Carmack and iD coded and developed the AI in Q1? Any documentation except for going through the code?

AI navigation is calculated when I compile right, in the bsp step? Perhaps the vis step? 
 
what ai? 
Lol 
 
 
Quake AI. Lol.

"Move towards player. If I hit something that's not player, then move in a random direction for a while, then move towards player again".

There is no pathfinding in Quake. To be honest, the game doesn't really suffer from the lack of it. 
Hipshot 
If you want to learn the bread-and-butter of actual game AI, then just grab this book: LINK. It has been my bible since forever, and in my opinion it is (as the vernacular goes) the puppy's privates. 
50$ ;_; 
Looks cool, but as a underage with absolutely no money, I cannot buy it. When I get a job, I'm going into a mathematics and programming job. Then I can buy the book :D 
 
Also there's JPvW's thesis about developing the Q3 bots: http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf

He's the same guy who did the Omicron bots for Q1: http://mrelusive.com/oldprojects/obots/ObotDoc/index.htm

(and the Gladiator bot for Q2)

So that's pretty interesting stuff IMO. I don't think there's an equivalent level of documentation out there for the other most popular or competent Q1/Q2/Q3 bots. 
CS Bots 
Port the bots from CS to Quake.

Professional campers for Quake :) 
What Was Considered The Best Bot For Quake? 
In the early days I used bgbot. It was laughably poor.

I ended up using reaperbot for the longest time. I recall people saying good things about frogbot, I did like the feature to "watch" the game from the bots perspective but it never felt as "playerlike" as reaperbots.

Were there any others that were considered good? 
Frogbot 
was probably the best one IMO but it had to be properly coded to work. I believe Reaperbot was the least hassle to get working on a map 
ZUES 
ZUES is an oldie but goodie. It may not be the best, but it works well. 
FrikBot X Is Great 
The code is great, easy to implement and behaves really well. 
 
Yeah frog and frik are both pretty darn good.

Omicron actually isn't bad either. If you are playing a map that has waypoints for all the bot types then probably frog or frik are better? The neat thing about Omicron tho is that it can learn on-the-fly, so for a waypointless map you can still get some good fun from Omicron. It's also decent at rocket arena. 
Re: Alpha Go 
AlphaGoingToKillYou 
 
Fuck This Guy In His Silly Face 
(Bloodborne boss spoilers)

Finally killed this guy after 6 days of trying! https://www.youtube.com/watch?v=uTu4aGdOU0U

Seriously, by the time I got good enough to kill him I could practice fighting him in my sleep because I knew all the attack timings so well :P

Fuuuuuuck this game is so good :o 
 
what an awesome encounter! 
Yes Please 
 
Quake 2 Levels? 
Anyone know some great custom Q2 levels? 
 
Google's car is a good test for modern AI.
But I for one, will never be getting in the car with it.. though i think it's probably better than the average asian backpacker driving around our country town. Scary. 
Hipshot 
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