Bots: Aiming

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Tue Jul 18, 2006 6:30 am

  • Would any of the dev's mind if i try to change the way bots aim, and thus making them more human ?
    But at first glace it looks like i'll need some help locating the right source files (need to add a few variables)
    Qantourisc
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Tue Jul 18, 2006 8:31 am

Tue Jul 18, 2006 2:20 pm

  • Qantourisc wrote:Would any of the dev's mind if i try to change the way bots aim, and thus making them more human ?


    hehe :) a few days ago i spectated a bot... how funny it is :) sure they don't play like human beings.. they're always watching on walls, never where they go
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    obi_wan
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Tue Jul 18, 2006 3:53 pm

  • Well i don't plan on fixing that :) but currently they use a turn towards player system... I'd like to program a mouse aiming bot :) one that acts normal :)
    i COULD also try to fix the wall looking, If i get really board i might even change some stuff :)
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Tue Jul 18, 2006 3:59 pm

  • i don't know anything about programming such things (mouse aiming)... but i would say Good Luck ;)
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    obi_wan
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Tue Jul 18, 2006 5:48 pm

  • Basicly bots do like this now: wanted angle ? move X degree towards it ... Done ... That's not even NEAR how we work ... (yes i'll be studing the movies i recorded of you :) to see how different peaple use there mouse....)
    We can suddenly turn a large amount of degrees into a general direction, and we also have a delay, we don't folow them imediantly , also we tend to overcorrect, or have trouble tracking a player well ...
    This if i find the time, and it is easy ... you will find the bots more human when using the machinegun :D
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Wed Jul 19, 2006 8:28 am

  • ok i'm doing SOMETHING wrong :) where do i put the folder qcsrc2 so when i change something and 'compile' it it would work ?
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Wed Jul 19, 2006 8:45 am

  • Just copy the qcsrc folder into Nexuiz/data. So when you go into Nexuiz/data/qcsrc/server and compile the code with fteqcc it should put progs.dat / lno into ../.. which is Nexuiz/data and things should just work then. Or you can choose every other position you like as long as you move ../../progs.dat into Nexuiz/data. Or maybe even better if you just want to try stuff is: Create a directory Nexuiz/mybots and copy qcsrc into it, compile it and then start Nexuiz like this: nexuiz(.exe / -sdl.exe / -linux.sh) -game mybots
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    esteel
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Thu Jul 20, 2006 10:45 am

  • For all I care i'm done with chaning the wya they aim :)
    but the old skill levels don't match with the new ...
    I could try to make them the same, but the results would not be the same, as differnt skills now matter more or less depening upon the skill level ...
    So I need some kind of "standard" to change the campaign settings ...
    Who do I adress for this please ?

    (What I changed (for the better or the worse))
    - bots now have a faster enemy scan rate as the skill goes up, normally this results in problems, but i added a "sticky", that keeps track of a certain enemy ....
    - low level bots run a lot less then before
    - higher level skills bots (+5) now consider dodging a higer priority
    - bots now aim like this: take random offset from the perfect aiming angle, estimate where i would have to move the "mouse", try to move the mouse.

    Skill level 0, is my mother playing a fps shooter, skill level 10 is god playing. (Aldo the bots doesn't have the brains of god, in that case it would be unbeatable, now you might be able to kill him once in a while).

    EDIT: There is a delay, i manged to delete my code :(
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Fri Jul 21, 2006 2:59 pm

  • man.. hope this goes in to the next relise..
    by the "looks" of it i think that u maby can make it..
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    Gego
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Sun Jul 23, 2006 7:30 am

  • I betatested it with peaple yesterday, they seemed to like the code, if the bots wouldn't run so dump, you'd have a hard time saying who the bot is :)
    These thins i added (since i started over stuff changed a bit, for the better luckly).
    • Put stuff trough N^"order" fitler,(to try and extrapolate your movement) this helps the bot predict where you will be.
    • Seperared ping an reflexes, so bot have more packages / second.
    • Added a mouse interface
    • Added a keyboard interface (bots now only use the 8 direction on your keyboard)
    • Bots now don't always target the closest enemy, now they try to keep hold of a single enmy until it disapears out of view, the bots health is to low, the distance is to large or it is dead.
    Bugs I found (and other found): (of witch i will TRY to see if i have the skill to fix them)
    • Bot's don't crouch, crouching can be an extra trick to win, so higher skill players will use it
    • Bots use litle or no secondary fire
    • Bots try to pick up a 'weapon stay' weapon they already have...
    • They don't always detonate the rocjet even when they should
    • Current bug, I caused, rockets are slow, extrapolation where they player would be a second from here, when he dodging left right , causes big issues... Will need to fix that somehow.
    • When the bot determens where to shoot, he seems to ferget gravity, will check if this is true and try to fix it if possible
    • Curerntly sys-timer has a large impact on my extrapolation .... must fix that
    Could someone who POWNS evryone with a roccket launcher tell me how to aim ? Cause I have no clue how I can solve the: strafe to the righ, strafe to the left, and try to hit me stuff ...
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Sun Jul 23, 2006 11:24 am

  • Qantourisc wrote:I betatested it with peaple yesterday, they seemed to like the code, if the bots wouldn't run so dump, you'd have a hard time saying who the bot is :)
    These thins i added (since i started over stuff changed a bit, for the better luckly).
    • Put stuff trough N^"order" fitler,(to try and extrapolate your movement) this helps the bot predict where you will be.
    • Seperared ping an reflexes, so bot have more packages / second.
    • Added a mouse interface
    • Added a keyboard interface (bots now only use the 8 direction on your keyboard)
    • Bots now don't always target the closest enemy, now they try to keep hold of a single enmy until it disapears out of view, the bots health is to low, the distance is to large or it is dead.
    Bugs I found (and other found): (of witch i will TRY to see if i have the skill to fix them)
    • Bot's don't crouch, crouching can be an extra trick to win, so higher skill players will use it
    • Bots use litle or no secondary fire
    • Bots try to pick up a 'weapon stay' weapon they already have...
    • They don't always detonate the rocjet even when they should
    • Current bug, I caused, rockets are slow, extrapolation where they player would be a second from here, when he dodging left right , causes big issues... Will need to fix that somehow.
    • When the bot determens where to shoot, he seems to ferget gravity, will check if this is true and try to fix it if possible
    • Curerntly sys-timer has a large impact on my extrapolation .... must fix that
    Could someone who POWNS evryone with a roccket launcher tell me how to aim ? Cause I have no clue how I can solve the: strafe to the righ, strafe to the left, and try to hit me stuff ...


    wow nice work, will be fun to try.

    i dont pwm the world with the rl, but i have my moments with it ;)
    * Only use over medium-large distances as a tactical weapon.
    * Fire down at ppl while jumping down, fire in a spread pattern. this creates kinda a rocket shotgun effect..
    * Fire and detornate rockets to force a player into a spot where dodgning is hard/impossible :twisted:
    * Spam rockets in a players general direction to make em bsy hidning / dodging and switch to another weap. rocket dodgning is diffrent from nex dodgning so this can be horrible effective at times.. ;)
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Sun Jul 23, 2006 12:24 pm

  • yeah one technic wich is really effective with the RL for a face to face fight (more on silvercity) :

    Shoot on the left,
    shoot on the right,
    shoot on the left,
    shoot on the right,
    shoot on the left,
    shoot on the right,
    shoot on the right AGAIN..... ploup :)

    If you see the enemy and he doesn't, its better to avoid a pure face to face. The better way for shooting somebody with the RL imo is to be at 90 degrees from the enemy's running line and shooting where the guy runs. (with the nex i really prefer to face the enemy and shoot him when he changes his strafing direction.
    A last thing : rockets go by pair ;) i mean if i shoot one rocket on somebody the second one is shot as fast as possible at a 60 degrees angle in the enemy's overbounce direction.

    Something i noticed while spectating bots is that they really seem to be blind guys with some telepathic capacities. I think the first thing to do to get them more human is making them more concentrated on what they see.
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    obi_wan
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Fri Jul 28, 2006 12:29 pm

  • Ok submitted the patch to div0, he immidantly scoops out some mistakes :) but that's good, so we don't get crappy code :)
    Qantourisc
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Fri Jul 28, 2006 1:22 pm

  • ^^ Nice to here that Qantourisc, great work. :)

    Is your test server still running? I really enjoyed playing against those, at times, really human-like "Bots". When they're not acting all funny while you were testing them. :P
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Fri Jul 28, 2006 8:38 pm

  • good work!

    the next nexuiz will hav enven better bots... (i am ganna ger pwn:d by lvl 1 bots......:P )
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    Gego
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Sun Jul 30, 2006 7:27 am

  • GDI+ wrote:Is your test server still running?
    No sorry ... not always a lot of peaple joined my server :) And it would be laggy from time to time :) And due to all the programming and playing against bots, I fail to predict the routing of real human beeings :) As thus i need to train again (I didn't work on the routing(waypoints) system)
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