Questions about Quake bots
Posted: Tue Jun 07, 2011 2:32 pm
I thought that, instead of looking into lot of code, I will ask questions. I had AI at school, but have not made bot myself. I understand mostly theory.
I think that even some other people can join this thread and ask questions about bots there. I think that standard format might be nice, so You can look up questions and answers easily. I propose doing for new questions.
Thanks for answers.
How does a Quake bot (QBot) work in general
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I imagine the gather what is around them and then they decide what to do. So if you imagined it as a black box then its inputs are "what is around me", "my state" and output is "my state". From "my state" the movement, actions, ... is derived.
I guess that they should have some "momentum" to their current action because otherwise they might be jumping from action to action each frame; for example: going to left, then right, then left ...; I have seen this behaviour in few games.
There should be some interface by which bot attaches to player, I mean, he takes controll over player character, that is what makes him a game bot. I imagine that it might be done by settting player's attributes, I am not sure if You can override button attributes (If they are those attributes You should not touch), but movement is certainly possible to do this way ...
Is it possible to change arbitrary Quake monster AI into a QBot
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I guess it is by making this interface (setting correct player's attributes).
If it is possible. Has anyone tried it? How smart were these bots?
Are there any QBot standards
=======================
For example standard interface to player character so differend kinds of bots can be exchanged; so You can have several .
Does some QBots use state space search
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http://en.wikipedia.org/wiki/State_space_search , these guys ( http://en.wikipedia.org/wiki/Tree_traversal and http://en.wikipedia.org/wiki/Graph_traversal) are examples of cpecific SSS.
Does some QBots use state STRIPS or some other planning algorithm
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Do these QBots communicate together
==============================
By communication I mean telling each other "hey, there is the other player", "hey, I found a medikit over there". And is there a standard bot language for it?
Are there some QBots who do chat
===========================
By chat I mean some non useluf communication to just amuse the people watching bots. For example "how are you", "fine, what about you", "they killed osama today", "nonsense, he is hiding at mine basement ... oops", "you are a noob", "no u" ...
There used to be Kooky bot. There are some other internet chat bots. Can some Quake bot do that?
in Half Life there is not squad tactics, it is all emergent (having simple rules but appearing complex when You look at it).
I think that even some other people can join this thread and ask questions about bots there. I think that standard format might be nice, so You can look up questions and answers easily. I propose doing for new questions.
Thanks for answers.
How does a Quake bot (QBot) work in general
===================================
I imagine the gather what is around them and then they decide what to do. So if you imagined it as a black box then its inputs are "what is around me", "my state" and output is "my state". From "my state" the movement, actions, ... is derived.
I guess that they should have some "momentum" to their current action because otherwise they might be jumping from action to action each frame; for example: going to left, then right, then left ...; I have seen this behaviour in few games.
There should be some interface by which bot attaches to player, I mean, he takes controll over player character, that is what makes him a game bot. I imagine that it might be done by settting player's attributes, I am not sure if You can override button attributes (If they are those attributes You should not touch), but movement is certainly possible to do this way ...
Is it possible to change arbitrary Quake monster AI into a QBot
===============================================
I guess it is by making this interface (setting correct player's attributes).
If it is possible. Has anyone tried it? How smart were these bots?
Are there any QBot standards
=======================
For example standard interface to player character so differend kinds of bots can be exchanged; so You can have several .
Does some QBots use state space search
===============================
http://en.wikipedia.org/wiki/State_space_search , these guys ( http://en.wikipedia.org/wiki/Tree_traversal and http://en.wikipedia.org/wiki/Graph_traversal) are examples of cpecific SSS.
Does some QBots use state STRIPS or some other planning algorithm
===================================================
Do these QBots communicate together
==============================
By communication I mean telling each other "hey, there is the other player", "hey, I found a medikit over there". And is there a standard bot language for it?
Are there some QBots who do chat
===========================
By chat I mean some non useluf communication to just amuse the people watching bots. For example "how are you", "fine, what about you", "they killed osama today", "nonsense, he is hiding at mine basement ... oops", "you are a noob", "no u" ...
There used to be Kooky bot. There are some other internet chat bots. Can some Quake bot do that?
in Half Life there is not squad tactics, it is all emergent (having simple rules but appearing complex when You look at it).