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Bid for power botz

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coldskin View user's profile Send private message

Reply with quote Sunday, January 03, 2010

I thinks there is at least out way to convert the bots from Bid For Power or English Bid for Power bots to ZEQ2 lite

ESFER25 View user's profile Send private message

Reply with quote Sunday, January 03, 2010

I'm not sure but, it sounds crazy *intense laughter*

Alex Al Knows View user's profile Send private message

Reply with quote Sunday, January 03, 2010

No. Bots are an aspect of the code. Bid For Power is pretty much just Quake 3 with a different coat of paint so Quake 3's Bots required very little, if any, modification for Bid For Power to work with them.

As ZEQ2Lite plays so very different to normal Quake 3 the standard bots would not know how to play the game. Furthermore, the bot code is actually broken in the current codebase so they don't work in any capacity. Chances are it will need a completely new AI system for bots to work.

Mjuksel Your Past View user's profile Send private message

Reply with quote Monday, January 04, 2010

that's why the bots never flew in Bid For Power..

making bots for ZEQ should be a lot harder Smile

TRL View user's profile Send private message

Reply with quote Monday, January 04, 2010

Mjuksel wrote : that's why the bots never flew in Bid For Power..

making bots for ZEQ should be a lot harder Smile



get to it!

Mjuksel Your Past View user's profile Send private message

Reply with quote Monday, January 04, 2010

*laughing out loud*, want me to create AI without any experience Very Happy

naturemon View user's profile Send private message

Reply with quote Monday, January 04, 2010

*laughing out loud* that would be funny if you suceeded, then you would have the bragging rights to say, the first time I made a script it worked and I possess, scripting is so easy a caveman can do it =D.

TRL View user's profile Send private message

Reply with quote Monday, January 04, 2010

not really scripting will.

more like changing the sourcecode.

naturemon View user's profile Send private message

Reply with quote Monday, January 04, 2010

Ehh, still you would have to be gawd to do this in one try with no experience of knowing how it even works *intense laughter*.

TRL View user's profile Send private message

Reply with quote Monday, January 04, 2010

coding is mostly trial and error anyway.

naturemon View user's profile Send private message

Reply with quote Monday, January 04, 2010

Although that's true, you try doing something you have never done before and is VERY complex, *laughing out loud* lets take brain surgery, if you were put into a surgery room, could you find what was wrong with the patient and do what you need to? Or would you rather go with trial and error *intense laughter*. No but you made your point.

Alex Al Knows View user's profile Send private message

Reply with quote Tuesday, January 05, 2010

Yeah, coding an AI system is very different to "scripting" attacks. The scripts used the game use are hardly much more than configuration files really, you just assign values to properties.

Coding AI bots, on the otherhand, is highly complex, performance restrictive area which depends highly on having it interact with the rest of the game systems and be able to "see" what's around their entity in game to use the data to decide what actions to take. of course, this can be to varrying degrees.

While coding is certainly a lot of trial and error, you still need a basic idea about what you're meant to be doing else you will get utterly lost and no doubt break things through naively trying something bad Wink

Basic turret-like AI is really quite simple, effectively you could just write a Think function for the entity which contains code along these lines:


if(target is set)
{
 
  if(target is in range)
   {
       Attack Target;
       return;
   }

   else
   {
       Unset target
   }   
}

if(target is not set)
{

    if(No Players Within Range)
    {
        Spin around idly
    }

    else for each(player in range)
    {

       if(target no set or found player is closer than target)
       {
           Set target to found player
           Set hasTarget to true
       }

       if(hasTarget is true)
       {
           Attack Target
       }
    }
}


(note: psuedo code, not actual code)

While a full on player-emulating bot would need thousands of lines of code, dozens of states and a lot of itteration before it gets to a fully working state which authentically plays like a human.

naturemon View user's profile Send private message

Reply with quote Tuesday, January 05, 2010

in my opinion NO bot plays the a human, you can always tell in some way, either they are too perfect or they do things which leaves them open too easily, it is improbable to code a perfect bot.

Alex Al Knows View user's profile Send private message

Reply with quote Wednesday, January 06, 2010

it is improbable to code a perfect bot.


Nah, it's relatively easy to code perfect bots, the challenge is to make them have faults and make mistakes in a human like manner Wink

TRL View user's profile Send private message

Reply with quote Wednesday, January 06, 2010

That's what he was saying. The perfect bot is the imperfect bot.

RedHot View user's profile Send private message

Reply with quote Wednesday, January 06, 2010

You know TRL, that's quite a deep thought. We could call it a paradox Smile

TRL View user's profile Send private message

Reply with quote Wednesday, January 06, 2010

It also means that we humans are perfect in our imperfection.

danutbuc View user's profile Send private message

Reply with quote Thursday, January 07, 2010

that is some phylosofical stuff

divinemaniac with a fake title View user's profile Send private message

Reply with quote Thursday, January 07, 2010

But could you just give us the code to make the bots appear in-game? At least I would be able to blast at someone rather than the map. No matter if it has no AI and stays still in one place. I just need them to appear. Please!
I would be able to beat the heck out of someone.

Alex Al Knows View user's profile Send private message

Reply with quote Thursday, January 07, 2010

There is no "code to make them appear." There is currently NO working bot support in the game, as I have repeatedly stated the original Quake 3 bot code is BROKEN. If you mean "just code in the most basic of bots which reacts as to being physics, being hit etc. as a proper player would if they were completely idle" then you're completely misunderstanding the scale of your "simple" request.

of course it is virtually no effort what so ever to code in a spawning mechanism which spawns a dummy character in the game, it wouldn't do anything and by "anything" I do mean ANYTHING. It would just be a model standing there, unable to be hit, unable to be moved, completely and utterly lacking in identifiable function for anything what so ever.

If you want to play against that kind of idle "bot" for training as you're desperate for, then just start the game, load up a map, start another instance of the game running and connect to 127.0.0.1. That will have the two instances of the game playing on the same local game and allow you train til your heart's content.

divinemaniac with a fake title View user's profile Send private message

Reply with quote Monday, January 11, 2010


If you want to play against that kind of idle "bot" for training as you're desperate for, then just start the game, load up a map, start another instance of the game running and connect to 127.0.0.1. That will have the two instances of the game playing on the same local game and allow you train til your heart's content.


thanks for the info Alex. Appreciate it.
And sorry for any trouble I've caused you. Embarassed

Malek View user's profile Send private message

Reply with quote Monday, January 11, 2010

Tequila is testing bots thought Wink

Forza Gerlacious View user's profile Send private message

Reply with quote Monday, January 11, 2010

Alex wrote : There is no "code to make them appear." There is currently NO working bot support in the game, as I have repeatedly stated the original Quake 3 bot code is BROKEN. If you mean "just code in the most basic of bots which reacts as to being physics, being hit etc. as a proper player would if they were completely idle" then you're completely misunderstanding the scale of your "simple" request.

of course it is virtually no effort what so ever to code in a spawning mechanism which spawns a dummy character in the game, it wouldn't do anything and by "anything" I do mean ANYTHING. It would just be a model standing there, unable to be hit, unable to be moved, completely and utterly lacking in identifiable function for anything what so ever.

If you want to play against that kind of idle "bot" for training as you're desperate for, then just start the game, load up a map, start another instance of the game running and connect to 127.0.0.1. That will have the two instances of the game playing on the same local game and allow you train til your heart's content.



That one can be hit though!

Buksna Blaizing View user's profile Send private message

Reply with quote Monday, January 11, 2010

so if I'm well informed...

bots will never be in ZEQ 2 lite, or it could be done but there is noone who actually knows how to create them..

Oldbean Sagacious View user's profile Send private message

Reply with quote Monday, January 11, 2010

Buksna wrote : so if I'm well informed...

bots will never be in ZEQ 2 lite, or it could be done but there is noone who actually knows how to create them..


I'd say the team know *how* to code bots, but it takes a very long time and they have other priorities at the moment (fixing bugs, adding features for Public Beta 2, etc.)

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