Aug 11, 2006, 01:18 PM | |||
Wait for Octopus, then discuss.
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Aug 11, 2006, 06:42 PM | |
Bot ideas? Yes I still have a few. What about them?
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<div style="float: right; width: 100px; height: 70px; margin: 5px 15px;"><img src="http://madskills.org/monolith/idleserver.gif" style="width: 98px; height: 65px;"><img src="http://madskills.org/monolith/theserver.gif" style="width: 98px; height: 65px; position: relative; top: -65px;"></div><div style="margin: 0 3em; font-size: 80%; font-style: italic;">Love is patient, love is kind. It does not envy, it does not boast, it is not proud. It is not rude, it is not self-seeking, it is not easily angered, it keeps no record of wrongs. Love does not delight in evil but rejoices with the truth. It always protects, always trusts, always hopes, always perseveres.</div><div style="text-align: right; text-size: 80%;">1 Corinthians 13:4-7</div> |
Aug 11, 2006, 08:35 PM | ||||
Bots would work a lot more effeciently if specific strategies and paths could be programmed in depending on the level. But the bots should still be able to play smart otherwise.
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Aug 12, 2006, 02:37 AM | |
patrols via area id...
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Earth Mantra, for all your ambient music needs. |
Aug 13, 2006, 08:17 PM | |
I've got an idea, and it's being worked on. With any luck all you sad sacks might even see it someday.
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Aug 14, 2006, 09:18 AM | |
maybe an auto play bot or something. Something that could make like a teamfoo level played by 4 people when you only have 2 other people in the server to make a race against the clock. Actually, that would be more of a macro but whateva.
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Yes, I am, in fact, ALWAYS the one to blame for everything. And none of your are full of yourself. Good job. Do you like Stijn? Take my poll! ![]() ![]() Windows is not a virus. A virus is small and efficient... Note to Stijn: how am i even getting away with this |
Aug 18, 2006, 08:07 AM | |
Bots that attack annoying and spamming players.
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Earth Mantra, for all your ambient music needs. |
Aug 18, 2006, 08:14 AM | |
I think the best solution would not include area ids, programmed paths, or anything like that.
Bots should be able to read the level data and extract the masking information. They should then keep a record of where all players are (which is obviously possible based on the JazzVCR screenies. Rules: 1) Bots are not allowed to use player locations in their decision-making AI unless the player is in range (i.e. on the bot's "screen"). 2) Bots can make assumptions about where a player is going based on his/her last "known" location and direction. 3) Bots cannot "cheat" by searching the level data for power-ups, health, etc., but they can remember locations where they see these items. 4) Bots can use a level's mask data and path-finding algorithms to figure out the best way to get to any given location. 5) I don't know. More stuff. -Nag
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http://www.inocompany.com/ |
Aug 18, 2006, 08:53 AM | |
And won't all that calculating lag the game terribly?
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Earth Mantra, for all your ambient music needs. |
Aug 18, 2006, 09:49 AM | |||||||
opponent bot
I had given bots some thought in the past. Basically what you're creating here is not all that easy to do. Making a decent AI is a very tough job as you have to consider many different possibilities the game might throw at your bot. It works pretty much the Lego's where you have to make the small parts and then put them together the way they fit to form a whole. Based on the parts I mentioned, you easily could break down some of the AI into the following sections:
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I'll give you an example of how I imagined the tactical part of the bot. Personally I would make the bot form a list of preferred actions he can do based on the current game status. Suppose your bot plays a CTF match with 3 players on red, the bot and 2 other human players on blue. The bot currently has the flag in possesion, but is very low on health and close to home base. One of the enemy players also has your flag in possesion. So now the big question... What to do? Quote:
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Here's how the final list of actions would look like: Quote:
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~Ol
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<a href="http://nmap.org/"><img border="0" alt="Nmap Security Scanner" src="http://images.insecure.org/nmap/images/prop/nmap_bnr_matrix_pfos.gif"/></a> Last edited by Cpp; Aug 18, 2006 at 11:56 AM. Reason: Typos fixed |
Aug 18, 2006, 08:05 PM | ||||
If you aren't doing this already, you might want to make this a group project. Others seem to really know what they are talking about, and you seem to need a lot of suggestions.
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Aug 18, 2006, 11:58 PM | |
One idea could be also different AI-smartness, or difficulty better said. While in game with multiple bots all they could be set on custom difficulties, so the bots-controller(mainly considered as host) could balance teams by his favor.
The difficulty could affect several things on the AIs. -General movement and flow over the level(lower AI-level slows down the bot.) -About the earlier mentioned smartness to switch to a suitable ammo-type for a certain situation, as in actually smartness to search for decent ammo(Could be done with some dice-concept.) -Smartness to actually shoot in case an opponent encounters. The bot could either shoot some even in possible regions he might be facing the opponent, or spare some important ammo also(done a lot by experienced players.) If lower AI-level, it would shoot only when it clearly notices an opponent in it's area of vision, and with worse aim perhaps. -In team-games a bot with lower AI-level could as well limit it's team-chat(optionally), for example if the bot had the flag it could just forget reporting it's health-change unless it is requested, most likely with "h". Then something I thought also about, was how the bot would act with it's specified character. More of floating as Jazz, better flow as Spaz. Or are the bots supposed to be only Spazzes? However, I am not familiar with any kind of programming(yet at least.) So all I can do are some suggestions for now.
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Aug 20, 2006, 04:27 AM | |
Also here's a nice history thread on this topic (please don't revive it):
http://www.jazz2online.com/jcf/showthread.php?t=5409
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Aug 21, 2006, 05:10 PM | |
I'm interested in recruiting a team of talented individuals to work on creating a successful bot for JJ2. I've got the general plans, I've got the hex addresses we'd need, and I've got a need for programmers. Please PM me if you think you have skills I'll need. Also, Neobeo, I need to talk to you about this. Please PM me when you get the chance.
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