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InsideQC Forums • View topic - Shockbot - taking its first steps

Shockbot - taking its first steps

Discuss Artificial Intelligence and Bot programming.

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Postby Electro » Wed Nov 14, 2007 1:13 am

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Postby frag.machine » Thu Nov 15, 2007 9:57 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Electro » Tue Nov 20, 2007 4:34 am

thanks frag.machine!

The beginnings (very damn good beginnings i might add!) of Ledge Avoidance is in place now :) MASSIVE thanks to Urre for helping out with the intricacy that is traceline madness ;)

Next up methinks is jumping AI, and getting that to work with the ledge avoidance to completely rid the need of and 'jump' flags on nodes.

Getting the jumping predictions to take into account air control will be tricky :)
Getting them to do run-ups if they need to shouldn't be too much of a drama.

I'm packing/moving within the next 2 weeks... so that'll probably slow things down even more (as if they weren't slow already).
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Postby scar3crow » Tue Nov 20, 2007 10:02 pm

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Postby Urre » Wed Nov 21, 2007 9:10 am

I think he's nuts :P
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Postby Orion » Sun Nov 25, 2007 9:14 pm

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Postby Electro » Mon Nov 26, 2007 1:42 am

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Postby frag.machine » Mon Nov 26, 2007 3:07 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Urre » Mon Nov 26, 2007 7:45 am

Electro: It's not even possible to do the in-air turning stuff you can do in Quake on bots, since they don't have that weird client bug which causes the extra directional speed you gain from slowly turning in mid-air. It comes from mouse movement interpretation, and bots currently don't have fake mouse input, you set their angles directly in the code. Even if fake mouse input was implemented, I'm very unsure it'd still be possible, since it runs on the server, and would most likely be treated very differently.

You could obviously do it by adding specific code for this kind of behaviour on bots, that they get more forward momentum if in-air and their view-angles change at a steady speed in a particular direction. But ehh... yes...

You should just do jump-test predictions with STW or something similar, and stopping in mid-air wouldn't be hard to do either if you just find a use for it, and define where it's used. The latter is the hard part, but not even nearly as impossible as the turning stuff. You could just tracebox down until trace_endpos is where you want it to be, and make the bot do input in the reverse direction of his current velocity.

Just my two cents. I'd just really like you to get this out and playable, rather than get stuck on something no-one's ever considered sane :P
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Postby Electro » Mon Nov 26, 2007 10:44 am

Lies! All of it! hehe

I'm determined to get it working, and it's definitely possible, even if faked.
Frogbot had it, which is what is telling me that it's definitely possible and I shouldn't give up so easily. There's definitely other parts of the bot that need more attention first, so i'll be doing those in favour of predicted air control of course ;)

I'll probably actually add button support before i add projectile spamming.
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Postby Electro » Mon Nov 26, 2007 10:17 pm

*sneaks in button support before anyone realises*

Image

The bot obviously starts 'outside' and understands the sequence of buttons and doors required to get to the red armor.

I don't support buttons that get shot to activate yet, but easy to add in now ;)
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Postby Orion » Mon Nov 26, 2007 11:45 pm

Cool! :)

Electro, can you implement random accuracy, colors, etc in the profile editor?
Because it's too many things to tweak, it would be nice if you implement a random button that will pick random shirt and pants color, accuracy, and all of his behavior, except the names and chat messages, of course. :wink:
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Postby Electro » Tue Nov 27, 2007 12:50 am

Orion: sure can, and will do! :)

There's a few more things i want to do with that little app to polish it up. :D
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Postby Urre » Tue Nov 27, 2007 10:19 am

I was once a Quake modder
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Postby scar3crow » Tue Nov 27, 2007 10:13 pm

FrogBot had it to the extent where I would go "Yup, I am playing a bot."

Seriously, blast a bot with a rocket in dm6 in the ra/rl room, without an ounce of mistake he would always manage to find himself up in the air, and guide himself EXACTLY onto the ra spot, usually right as it respawned... It happened so consistently, with such ridiculous accuracy many times, that it was most definitely a bot, rather than an emulated opponent.
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