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Re: Interesting bot observations.

Posted: Thu Sep 20, 2012 10:10 am UTC
by ViruS

I think the best solution, yet hard is somehow to get bots to detect doors and buttons etc.
For example when nearing a door, don't just run face-first into the door as a human, get close and move back a bit like how players do when they're concious. Actually, do you guys know any games where bots actually can "detect the map?" Usually they just follow path meshes or so...


Re: Interesting bot observations.

Posted: Thu Sep 27, 2012 3:45 pm UTC
by Amazonian1515

I don't know what map I was on, but it looked like a remake of ATCS, with a few difference, namely no bunker in middle, it's entrance was in the middle, but on the side.

Anyways, the 4 bots all started to huddle in one dead-end, jumping on each other, and when killed, went back there.


Re: Interesting bot observations.

Posted: Thu Sep 27, 2012 3:48 pm UTC
by KenuR
ViruS wrote:

I think the best solution, yet hard is somehow to get bots to detect doors and buttons etc.
For example when nearing a door, don't just run face-first into the door as a human, get close and move back a bit like how players do when they're concious. Actually, do you guys know any games where bots actually can "detect the map?" Usually they just follow path meshes or so...

Honestly, it wouldn't be too hard to code, but I don't think it would be all that useful really.


Re: Interesting bot observations.

Posted: Thu Sep 27, 2012 5:10 pm UTC
by Amazonian1515
Amazonian1515 wrote:

I don't know what map I was on, but it looked like a remake of ATCS, with a few difference, namely no bunker in middle, it's entrance was in the middle, but on the side.

Anyways, the 4 bots all started to huddle in one dead-end, jumping on each other, and when killed, went back there.

Ah, the map is Platform 23.


Re: Interesting bot observations.

Posted: Fri Sep 28, 2012 3:27 pm UTC
by JOURNEYMAN

That's a known issue on Platform 23 and other maps that has stage up doors. See a couple of previous posts. That dead end is actually a stage up door that opens when each team reaches certain stage. Same thing happens on Citadel.


Re: Interesting bot observations.

Posted: Fri Sep 28, 2012 6:08 pm UTC
by Amazonian1515

I do know of them, but wouldn't the bots take the route that is first available?

Also, are the paths set when creating a map, or do the bots' AI analyse the map and create them?


Re: Interesting bot observations.

Posted: Fri Sep 28, 2012 8:35 pm UTC
by rhez

The navmeshes are set on the map (as you can tell from the separate pk3s in the main folder, i.e. all the atcshd-*.navMesh files in navmesh-default-0.2.pk3 are associated with map-atcshd-gpp2.pk3), so the bots already know their possible paths. However, they must decide what path to choose before actually traveling anywhere (i.e. if a human bot has low health, take the path to the nearest medistation, or if an alien bot decides to flank the enemy, etc).


Re: Interesting bot observations.

Posted: Fri Nov 16, 2012 1:26 pm UTC
by JOURNEYMAN

When an alien bot is directly on top of a human bot they just don't do anything. They just stand still and face off each other. Other bots in the vicinity, especially the human bots, don't do anything either. They just stand there and watch. Unfortunately I don't have the screen shot of this but this usually happens at the corner when an alien bot somehow jumps on top of a human bot.


Re: Interesting bot observations.

Posted: Sat Nov 17, 2012 2:38 am UTC
by seana11

Image

In this case, the entire alien base was gone and that dretch was the only alien left.


Re: Interesting bot observations.

Posted: Sat Nov 17, 2012 2:55 am UTC
by kharnov

I've spoken to Fuma about bots, and he's working on some navigational fixes. Let's see where it goes.