Shockbot - taking its first steps

Discuss Artificial Intelligence and Bot programming.
Electro
Posts: 312
Joined: Wed Dec 29, 2004 11:25 pm
Location: Brisbane, Australia
Contact:

Post by Electro »

It's pretty much up to the engine if it wants to carry them over from map to map. I will probably code it in manually for the engines that don't have this working though.

QW engines that I know of that will have the required extensions will be: FTE (when the bugs are ironed out), ezquake, zquake, mvdsv
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
Orion
Posts: 476
Joined: Fri Jan 12, 2007 6:32 pm
Location: Brazil

Post by Orion »

I see.

What about fuhquake? Won't it work?
I have mvdsv here, if I create a server in mvdsv and connect to it using fuhquake or a regular QW engine will it work?
Electro
Posts: 312
Joined: Wed Dec 29, 2004 11:25 pm
Location: Brisbane, Australia
Contact:

Post by Electro »

Yeah that would work. It's the server running the bot (which in that case is mvdsv) so you could then connect with any client. :)
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
Electro
Posts: 312
Joined: Wed Dec 29, 2004 11:25 pm
Location: Brisbane, Australia
Contact:

Post by Electro »

This morning I wrote up the early signs of rocket jumping... again like the rest of the bot it's still in early stages and will be improved upon later on.

A cheeky little piece of emergent behaviour is that if they stuff it up sometimes, they will attempt again if they like ;)

I've sliced together some footage of the bots playing some different maps, to show their jumping abilities currently (although as basic as they are, it's sometimes cool to watch). As well as some combat and general stuff.

The vid is up here - http://www.youtube.com/watch?v=bIBPrCvxAl4

I think the video quality is even worse than last time... if that's possible (seems so! hah)

Let me know what you guys think :)
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
xaGe
Posts: 465
Joined: Wed Mar 01, 2006 8:29 am
Location: Upstate, New York
Contact:

Post by xaGe »

..What do I think?! ..ummm.. awesome?? 8) ..They RL jump pretty player like and its great that they miss once in a while and try again sometimes...
Nash
Posts: 95
Joined: Fri Oct 19, 2007 5:56 pm
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

I'm just wondering, is your bot anything like Nexuiz's bots? I really, REALLY hate Nexuiz's bots because they are either too dumb or too perfect. Hopefully yours is balanced.

(I will play your bot later this week... work's been pretty hectic)
xaGe
Posts: 465
Joined: Wed Mar 01, 2006 8:29 am
Location: Upstate, New York
Contact:

Post by xaGe »

..Nash as far as I know ShockBot is not released yet... The bot is still in early development...
Nash
Posts: 95
Joined: Fri Oct 19, 2007 5:56 pm
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

My bad!

I was watching the videos, but my brief scan-through of the original post led me to believe that it was out by looking at the link with an EXE (which turned out to be the personality editor). Just goes to show my crappy post-reading skills. :P

The AI does look very impressive. But I hope they won't suck like Nexuiz's. They're just no fun to play against.
Electro
Posts: 312
Joined: Wed Dec 29, 2004 11:25 pm
Location: Brisbane, Australia
Contact:

Post by Electro »

Shockbot is meant to be like humans. I haven't seen the Nexuiz bots so I have no idea what they're like.
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
Orion
Posts: 476
Joined: Fri Jan 12, 2007 6:32 pm
Location: Brazil

Post by Orion »

Hey Electro... do you have a beta release prevision?
Electro
Posts: 312
Joined: Wed Dec 29, 2004 11:25 pm
Location: Brisbane, Australia
Contact:

Post by Electro »

Things I'd like to do before making a first release:
  • Ledge avoidance
    Jumping AI (removing the need for jump flags on nodes)
    Button support
    Lift support
    More human-like turning
    Making more use of bot personality files (take into account reaction times/reflexes etc)
I think the bot would be in a good state for a first release at that point.
I'm not sure when the first release will be, it really depends on how much time I get to spend on the bot. I've been really sick lately so that's really hindered development :(
Benjamin Darling
http://www.bendarling.net/

Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
redrum
Posts: 410
Joined: Wed Mar 28, 2007 11:35 pm
Location: Long Island, New York

Post by redrum »

Quake Rocks!!!
Orion, any luck with that enforcer?
Welcome to the Overlook Hotel: The-Overlook-Hotel.game-server.cc
Urre
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon
Contact:

Post by Urre »

Electro: still sick? :o

EDIT: how can this -> :o resemble a surprised face? Looks too much like it's smiling. Anyone wanna make new smileys for I3D? The tongue out smiley (:P) is crap too, the tongue shouldn't be in the middle!
I was once a Quake modder
Nash
Posts: 95
Joined: Fri Oct 19, 2007 5:56 pm
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

The "shocked" smiley looks more like it's about ready to take a load in the mouth...
Orion
Posts: 476
Joined: Fri Jan 12, 2007 6:32 pm
Location: Brazil

Post by Orion »

Redrum: I'm trying to fix, but I'm getting many bad vector errors with the waypointed maps. :(
Post Reply