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

Shockbot - taking its first steps

Discuss Artificial Intelligence and Bot programming.

Moderator: InsideQC Admins

Postby FrikaC » Tue Nov 27, 2007 10:35 pm

Thank god for FrikBot's utter stupidity.
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Postby scar3crow » Tue Nov 27, 2007 10:42 pm

Frikbot only ever feels inhuman with its aim a little bit, and its movement in spots, which can be due to how the waypointing was done.

But they never do things that are just ridiculous, like consistently landing exactly where they need to using absurd amounts of air control. It feels like they have limitations akin to the player.
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Postby Electro » Wed Nov 28, 2007 12:31 am

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Postby scar3crow » Wed Nov 28, 2007 1:14 am

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Postby frag.machine » Wed Nov 28, 2007 1:24 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 scar3crow » Wed Nov 28, 2007 1:33 am

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Postby Electro » Wed Nov 28, 2007 1:48 am

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Postby Orion » Wed Nov 28, 2007 2:56 am

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Postby Lightning Hunter » Wed Nov 28, 2007 6:25 am

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Postby Electro » Wed Nov 28, 2007 7:13 am

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Havocbot

Postby LordHavoc » Wed Nov 28, 2007 7:59 am

I recently upgraded the havocbot aiming code, and it IMMENSELY improved their believability, it may be worth a look.

Basically I used to have them kind of interpolate between old and new aiming angles.

But now I made them calculate the delta between the old and new, multiply by 1/frametime to get a rate of change (avelocity), and then blend a bit of that onto a new avelocity-like vector field, so they're basically just adapting their motion tracking to better match what the opponent is doing, and obviously this takes every form of relative motion into account simply by how it works (if they're getting juggled, they'll have a hard time aiming because their motion vectoring is getting hosed).

And I made them fire whenever their motion vectoring is getting close to correct (where "close enough" varies by weapon and bot skill), rather than when the enemy is in a cone of fire, this also immensely improved their believability - the lower skill modes often have them doing strafing attacks with nailguns or lightning, looks very convincingly human.

At higher skills they adapt faster to the motion vectoring, and become uncanny in their aim, and tend to use shorter burst attacks with the nailguns/lightning since their tolerance gets tighter - this is still rather convincingly human, just feels more like you're up against a skilled show-off rather than a newbie or average player.

- search for w_aimdir.
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Postby scar3crow » Wed Nov 28, 2007 10:08 pm

Bunnyhopping in QWTF is the main reason I don't play anymore, it just broke it down into a race in my opinion, less class or team oriented... Just... going fast... Basically a capture race.

Electro - I've always been fond of Tutorbot for nodeless navigation, simply because it makes sense... the bots are fundamentally blind to many things without waypoints, and so the next best way is feeling what is near - because in most cases, a room has an exit, and it is connected to the walls... I always found that to be charmingly simple and effective.

LordHavoc - I love that. New version of DPmod with them intact uploaded?
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Postby Orion » Wed Nov 28, 2007 11:34 pm

For me the main objective in TF is capture the enemy flag.
As TF was made to capture a flag, you should go for it as fast as possible, ignoring, concing and throwing caltrops in the enemies if possible (that's my play style).

Too bad that in the QWTF server I play it doesn't allow snipers in the game because of the aimbots, and it's the only brazilian server that have players online. The international servers I get a very high ping, because my connection is via radio, 1 mbps speed, but the signal is too unstable, causing me to get high ping on international servers.

A few time ago I was playing CustomTF (way better than normal TF), it was a great server because even if it is far away I got a nice ping, BUT the bunnyhop was limited to 500 speed, when a player passes from 500 speed he loses all speed causing an UGLY disadvantage. I hated that, but I try to don't pass from 500.

Too bad the server isn't online anymore.
Do someone know any other CustomTF servers?
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Postby Up2nOgOoD[ROCK] » Fri Nov 30, 2007 3:39 am

-up2
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Postby Orion » Fri Nov 30, 2007 2:52 pm

I already got an active customtf server before you post up2.
But thanks anyway. :)
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