Interesting Bot Observations v2.0

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JOURNEYMAN
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Interesting Bot Observations v2.0

Post by JOURNEYMAN »

The bots seem to be standing still on random locations around a map, especially on large maps (Dev server). Only moving to attack when enemies are near them. Sometimes when they are in their base, they don't even move to defend even when enemies are attacking the base.

Grab reality by the balls and squeeeeze!

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JOURNEYMAN
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Re: Interesting Bot Observations v2.0

Post by JOURNEYMAN »

The human bots tend to bend over too often, even when fighting against larger aliens. Sometimes they just walk around bent over.

Grab reality by the balls and squeeeeze!

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kharnov
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Re: Interesting Bot Observations v2.0

Post by kharnov »

That sounds like the "camper" behavior tree we've included by default.

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JOURNEYMAN
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Re: Interesting Bot Observations v2.0

Post by JOURNEYMAN »

Even if they have programmed "camping" behavior, shouldn't they attack the enemy in range? Some of the bots don't move or attack enemies even if they are looking straight at the attackers.
Also, when the bots get caught on wall protrusions or other obstacles, they either just stand there or try to move forward through the wall or the obstacle. The alien bots seem to show this behavior more than human bots, especially the dragoons and tyrants.

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seana11
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Re: Interesting Bot Observations v2.0

Post by seana11 »

kharnov wrote:

That sounds like the "camper" behavior tree we've included by default.

Why in the world would you include a behaviour that you've specifically identified as being boring and unfair in the default bot decision tree?

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Fuma
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Re: Interesting Bot Observations v2.0

Post by Fuma »

seana11 wrote:

Why in the world would you include a behaviour that you've specifically identified as being boring and unfair in the default bot decision tree?

It isn't in the default bot decision tree.

It is an option.

There is currently:
default.bt ( regular bot behavior, default loaded behavior tree if none is specified )
camper.bt ( bot stays in base close to om/rc, buys weapons, heals, evolves, attacks enemys they see )
reckless.bt ( bot always rushes straight to the enemy base without any regard to its current equipment / class )

The behavior trees allow you some customization capability, and these were the ones I came up with when testing the system.

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Fuma
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Re: Interesting Bot Observations v2.0

Post by Fuma »

JOURNEYMAN wrote:

The bots seem to be standing still on random locations around a map, especially on large maps (Dev server). Only moving to attack when enemies are near them. Sometimes when they are in their base, they don't even move to defend even when enemies are attacking the base.

Probably stuck on a navmesh island, and they probably got there when fighting an enemy. No solution for this other than not allowing bots past the navmesh boundry and adding more connection information.

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ViruS
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Re: Interesting Bot Observations v2.0

Post by ViruS »

I don't have the bot build but maybe if it doesnt exist, you could edit navmeshes in-game like you could with the old pathbot system for perfecting things... Such as to get accorss a gap, you build, instead of making the bot do a U-turn

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KenuR
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Re: Interesting Bot Observations v2.0

Post by KenuR »

JOURNEYMAN wrote:

The human bots tend to bend over too often, even when fighting against larger aliens. Sometimes they just walk around bent over.

Maybe they just really like you wink wink

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JOURNEYMAN
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Re: Interesting Bot Observations v2.0

Post by JOURNEYMAN »

Is there a minimum distance or a position a bot has to approach an Armory in order for them to use it?

http://picpaste.com/ca06542d90aa538dd99 ... 645063.jpg

There is an armory under those two bsuits, and instead of reloading or changing weapons they just dance around on that stairs.

Grab reality by the balls and squeeeeze!

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