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.:: Bots United ::. (http://forums.bots-united.com/index.php)
-   RACC (http://forums.bots-united.com/forumdisplay.php?f=11)
-   -   hehehehe (http://forums.bots-united.com/showthread.php?t=3121)

stefanhendriks 03-12-2004 17:06

Re: hehehehe
 
ah, i got it compiling now btw with interface.cpp, i forgot a path in msvc ;)

Code:

void BotSense (player_t *pPlayer)
{
  // this is the first step of the bot Think() trilogy. In nature, every behaviour that can be
  // associated to intelligence is resulting of three invariable steps :
  // 1 - sensing the environment and the character's state
  // 2 - working out the changes to commit onto the environment and the character's state
  // 3 - performing these changes, and experiencing this action, looping back to step 1.
  // Here we deal with the first step, sensing, which is a correlation of three "input vectors"
  // (actually there are more of them but these three together are sufficient to be said
  // symptomatic of the human behaviour), respectively in order of importance the sight, the
  // hearing, and the touch feeling. Since FPS players experience this last one mainly by proxy,
  // the game simulating it by visual and auditive means, the touch feeling of the bot will be
  // a little more efficient than those of the players, giving them a slight advantage in this
  // particular domain. But since we're very far from emulating the two other vectors (vision
  // and hearing) as accurately as their human equivalents, it's just fair that way :)
////////////////////////////////////////////////////////////////////////////////////////////////
////  CUT AND PASTE THIS CODE WHERE YOU WANT THE BOT TO BREAK INTO THE DEBUGGER ON COMMAND  ////
////                                                                                                                                                                                ////
if (DebugLevel.is_broke) _asm int 3; // x86 code only                                                                          ////
////////////////////////////////////////////////////////////////////////////////////////////////
  BotSee (pPlayer); // make bot see
  BotHear (pPlayer); // make bot hear
  BotTouch (pPlayer); // make bot touch
  return;
}

i especially like the comments at the top. Exactly the same as my principle on RealBot ;) Yay!

stefanhendriks 03-12-2004 17:16

Re: hehehehe
 
ok. Another post heh. I see that a lot of logic is involved here. If you rip one part, you have to rip a lot more. So , before ripping at all. I better read it.

Pierre-Marie Baty 03-12-2004 17:23

Re: hehehehe
 
<------ smiles and pops a beer 8)

Pierre-Marie Baty 03-12-2004 17:33

Re: hehehehe
 
oh btw have you had a look in the knowledge directory ?

stefanhendriks 03-12-2004 18:28

Re: hehehehe
 
hehe.

Yeah. But the only really usefull thing i found was the weapons.cfg file ;) I mean, the question is: Does a bot have to know what kind of sound it heared? Metallic/wooden etc? i think not.

FrostyCoolSlug 03-12-2004 18:40

Re: hehehehe
 
Quote:

Porting it to another game engine is a matter of minutes.
Doesnt that depend though? cause navmeshes wont work the same :D

still VERY good work, its quite an achievement, maybe you should make the main cognative functions 'modules', so how the bot behaves depends on what module is loaded.. will make coding the bot for different mods MUCH easier, create a file, change an include, and b00m, RACC for say, Firearms ;)

Pierre-Marie Baty 04-12-2004 06:21

Re: hehehehe
 
ah, indeed. I had forgotten that part, the map file format. That's very true :)

As for the modules, I want for starters that the bot works well on the few games it's already supposed to support.

FrostyCoolSlug 04-12-2004 16:40

Re: hehehehe
 
well, if you implemented the module support, those would be example modules, showing how the bot could be implemented into other mods / games :)

stefanhendriks 04-12-2004 17:10

Re: hehehehe
 
Well you could also try to make it work on other engines with just an other navigation engine... or let other bots try that. If the framework works well... it could prove itself in various ways i think ;)

FrostyCoolSlug 04-12-2004 17:16

Re: hehehehe
 
lol, i've mentioned this in the United Bot forum, because with the major step thats been made here, it might seem benificial to use RACC as the base for it :)


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