AI BOT

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ZAXTOR<.|.>EDS
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rUnThEoN?!
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Re: AI BOT

ehm no.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

Miguel
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Re: AI BOT
rUnThEoN?! wrote:

ehm no.

ehm yes. you can manipulate IA of bots , only you need to be a good programmer.

here you got it zaxtor!

PASTA'
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Re: AI BOT
rUnThEoN?! wrote:

ehm no.

give him an argument, so you can discus about it, than fight about and send a video of you two fighting

ZAXTOR<.|.>EDS
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Re: AI BOT
Miguel wrote:

rUnThEoN?! wrote:
ehm no.

ehm yes. you can manipulate IA of bots , only you need to be a good programmer.

here you got it zaxtor!

i don't know anythings in programation, but maybe some know and can make it for a custom game Happy

rUnThEoN?!
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Re: AI BOT

we can not write a bot with intelligence, sorry.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

equinox
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Re: AI BOT
rUnThEoN?! wrote:

we can not write a bot with intelligence, sorry.

hahaha yes u can, i've played vs many of them Big grin

BOZO
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Re: AI BOT
rUnThEoN?! wrote:

we can not write a bot with intelligence, sorry.

Oh please...

madbringer
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Re: AI BOT
ZAXTOR<.|.>EDS wrote:

I saw now on Gab we can do chatbot who got AI (artificial intelligence)

so why can't we do same in the game?

First of all, no, we can't manufacture bits of sentient code that possesses the capacity to learn and understand abstract concepts, yet.

Second, are you aware that chatbots are nothing like actual game bots? You might as well say:

"I saw now on internet a hovering frozen magnet

so why can't we terraform mars and turn it into a habitable planet?".

Yeah.

Third, coding bots is a pain in the ass. It is "theoretically" possible to code a bot that could emulate the behaviour of a human player faithfully, however you would have to not only spend an insane amount of time coding triggers and responses for every single scenario possible (to emulate decision-making and intelligence), you'd have to do it for every map and gametype separately.

That's not even touching things like movement, weapon selection and map awareness based on visual and aural cues (or lack of thereof in situations they should be expected).

Not to mention spontaneous, seemingly random choices and actions players make because of a gut feeling, surge of emotions or their current, circumstantial mindset. You can't account for that with any amount of clever and meticulous scripting.

The only real question here is, why any thinking, adult human being with enough wits about him/herself to press the "power" button on the PC chassis, would even contemplate presenting a question as immensely dense and tragically moronic as this? We might never know, as i refuse to process this thought in my head for fear of growing a tumor inside my brain.

Good day.

Miguel
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Re: AI BOT

well ofc we can't emulate the human behaviour (yet) 100%. but you can make a specific bot for a specific .aas file. is not what spiterbot mod do??? the bots from this mod can do strafe jumps.. circle jumps (from upper floor to rail gun), they can timed properly the map items and more.. is not a human behaviour??

*ZMB*KENSHIRO*
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Re: AI BOT
rUnThEoN?! wrote:

we can not write a bot with intelligence, sorry.

What he saying is true, you can't program bot with ia. Bots just react by something on maps/events. While you make a bot file, you just give few parameters about aiming/weapons blablabla nothing else. Sorry guys, q3 doesn't allow it.

You 're already dead!