Bot names

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Fri Mar 03, 2006 9:18 am

  • I have just played a quick match on chr's test server, and I noticed, maybe some bots were playing. Dunno though, but they were such an easy prey.

    Currently only the name doesn't show corretctly, if it's a bot or a human player. I remember the first time I played q3 online, I was playing and having fun on a server, owning a guy, who's name Doom. Then I realized, I was playing against a bot :D

    So how about nameing the bot in the next version with [BOT*]TheNameOfTheBot or something like that? This way everyone should know, it is a bot.

    :?:
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    C.Brutail
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Fri Mar 03, 2006 9:22 am

Fri Mar 03, 2006 10:07 am

  • Its not tjhat hard. If you play agains a player with the same name as the model, its a bot. :) And yes. There are two bots on the server to make its possible to test the charging nexgun without opponenents. I think Kadaver is working on some code to make the bots disconnect if real players connect, a minimum number of players or somehting.
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    tChr
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Fri Mar 03, 2006 10:17 am

  • Still I'd like to see a separete very clear name for a bot.

    I don't think adding [BOT] is a big thing to do.
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Fri Mar 03, 2006 10:57 am

  • I think that bots should have normal names so that you can't really tell. You have to notice the AI traits to tell that it's a bot. Afterall, if you can't tell the difference between a bot and a player then the AI has passed the turing test.
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Fri Mar 03, 2006 11:18 am

  • Wrong... in any quake-based games I can clearly divide humans from bots in 1-2 minutes...

    1.:
    Bots do not strafe-jump. ;) Most ppl do.

    2.:
    If you own them, and try to help to play better, bots do not reply, or is they do, you can recognise it.

    3.:
    If they ge REALY 0wn3d, most ppl levae the server. Bots don't
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Fri Mar 03, 2006 11:55 am

  • I support C.Brutail's suggestion. I think it is good to know if a player is a BOT. The name prefix is good, but it should be impossible to set a player name with this prefix.
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Fri Mar 03, 2006 12:10 pm

  • It could easily be a server variable.. anyone?
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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    tChr
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Fri Mar 03, 2006 2:57 pm

  • From what little bot-code i have seen so far this should be rather easy but this is soooo low priority... Maybe a variable holding a botname prefix with default "AT-" would even be funny..
    Last edited by esteel on Thu Aug 31, 2006 2:27 pm, edited 1 time in total.
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Fri Mar 03, 2006 3:13 pm

  • esteel wrote:From what little bot-code i have seen so far this should be rather easy but this is soooo low priority... Maybe a variable holding a botname prefix with default "AT-" would even be funny..
    Yes it ouwld.. :lol:
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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    tChr
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Fri Mar 03, 2006 9:22 pm

  • If you say the word "bot" many times over, it loses all meaning. Bot bot bot...
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    Gannin
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Sat Mar 04, 2006 12:31 am

  • C.Brutail wrote:Wrong... in any quake-based games I can clearly divide humans from bots in 1-2 minutes...

    I never said you couldn't. This was my point too. If you can tell the difference between bots and humans anyway, why have [bot] names? I don't think they're such a good idea as it spoils part of the illusion that they might be a real person.

    I've just been on a server called 'All out war' or something which had [bot] names. It's also running a whole load of other custom settings I haven't seen before. The physics are different for a start.
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