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-   -   V3B19n Bugs Report (http://forums.bots-united.com/showthread.php?t=6889)

dor123 15-08-2008 02:42

V3B19n Bugs Report
 
I've tested the new beta and there are few things that I wanted to report:

The bot's wallhack seemed to be approved.
Now, they know where anyone is, anywhere. Sometimes they look up at the ceiling when there is in all cases something above them, an enemy.
They look up suspiciously at the ceiling, not shooting, just walking, and they swtich to HE grenade, and throw it up and in most cases they are beneath a lower ceiling than before when they throw the granade, which increases their chance to get hit by it.

Not only that, they now shoot/spray the wall just like that even when they are far because an enemy is there, in 100% of the cases.
No way they heard him, neither his shooting, they simply know.

About the HE throwing, it seems that they don't only do it when there might be an enemy, they also decide, while doing nothing, maybe looking for enemy, to switch to HE grenade and throw it at the wall or anywhere else with no good reason. They do it quite alot.
For example - a T went by, suddenly noticing an enemy that just disapeared behind the wall. He shot one time at the wall where he last seen the enemy CT, switched quickly to a grenade, and threw it up high on the wall, again for no good reason(it was beraly the enemy's direction).

The also fall from high places.

Sometimes, they also discover an enemy in their sight of vision, aim at him, let him run a bit, then remember to shoot. And sometimes, they simply stop. Stop like they are thinknig of something, maybe drinking their cup of coffe, and come back from the day-dream. Well, as for AI, it's pretty good they rest like human-beings.

~Note~
I only played for about half an hour or even 15 minutes, but they were clearly issues that might pop up often.

There might be more things that I haven't review here, will keep checking and adding to this thread.


dor123:thumbup:

Sc0Rp 15-08-2008 17:57

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by dor123 (Post 58815)
The also fall from high places.

That has all to do with the waypoints of the perticular map(s) and nothing with bot-coding.
So it isn't KWo's fault.

dor123 17-08-2008 00:42

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by Sc0Rp (Post 58828)
That has all to do with the waypoints of the perticular map(s) and nothing with bot-coding.
So it isn't KWo's fault.

yeah, i thought so.

KWo 17-08-2008 10:11

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by Sc0Rp (Post 58828)
That has all to do with the waypoints of the perticular map(s) and nothing with bot-coding.
So it isn't KWo's fault.

Yes and no. During short distance combat playing the bots are doing unwaypointed movement and they are supposed to check if they can go safetly to the place they are trying to go (without falling down).

ProRaiL 19-08-2008 21:55

Re: V3B19n Bugs Report
 
Also sometimes bots starting to run everywhere as usual, but always looking straight up in the sky and not get bothered by any actions around, until next round starts. Also they still have problems with bomb defusing (crouching around bomb).

Sometimes they freeze while 2 or more bots gets stuck in 1 waypoint, so they in a couple of seconds absolutely do nothing, so there's no problem to kill them.

Server load is better now, but still I think it can be improved more.

dor123 21-08-2008 01:44

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by KWo (Post 58844)
Yes and no. During short distance combat playing the bots are doing unwaypointed movement and they are supposed to check if they can go safetly to the place they are trying to go (without falling down).

Actually, a bot fell down from a pretty high spot with no enemy in the certain area. There was a CT down (the bot that fell was also CT), he looked at it, then on the floor (from the high spot, while walking), and then he just walked towards the edge of the high edge and kept walking 'till he fell down. He didn't even check if it was safe to go there. I think it's a waypoint problem, but not sure. By the way, since a binary or two, the first map i'm checking the bots with is de_nuke, and mostly I found alot of problems there including the "wallhack" issue.
Maybe it got alot to do with the map?0_o

KWo 21-08-2008 09:15

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by dor123 (Post 58876)
Actually, a bot fell down from a pretty high spot with no enemy in the certain area. There was a CT down (the bot that fell was also CT), he looked at it, then on the floor (from the high spot, while walking), and then he just walked towards the edge of the high edge and kept walking 'till he fell down. He didn't even check if it was safe to go there. I think it's a waypoint problem, but not sure.

Enable Waypoint Editor (to let You see waypoints and make the screenshot of the place they are falling down. You can post also the link to the map and to the pwf (but don't post any files here).

Quote:

Originally Posted by dor123 (Post 58876)
By the way, since a binary or two, the first map i'm checking the bots with is de_nuke, and mostly I found alot of problems there including the "wallhack" issue.
Maybe it got alot to do with the map?0_o

Are they really hitting You through the wall or they are just fireing somewhere near You (and sometimes You got hurt)?
How about looking bots at the sky? Do they really do that still same often or they are looking only at the ceill if the enemy is above them?

ProRaiL 21-08-2008 15:11

Re: V3B19n Bugs Report
 
some new bugs I have spotted so far:

1) "pb remove" isn't working
2) the bot may start camping after calling "follow me", so the other bot which follow him, will just stupidly stand and watch him camping, rather than taking any position or just run away
3) they still switch to the knife and not reload pistols very often, I'd better think they should try to hide and reload if the distance isn't very close (use knife only in extreme situations)
4) wallshooting with awp, he just stand and shoot randomly to the wall with awp without scope, so he's 100% miss his guessed target (they must shoot maximum 1 or 2 shots and then proceed another task)

KWo 21-08-2008 20:38

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by ProRaiL (Post 58878)
some new bugs I have spotted so far:
1) "pb remove" isn't working

It IS working (I have just checked on 2 maps - first on de_aztec (as the first map), then - after changelevel on de_dust2).
Note:
If You are removing the bot by userid
pb #userid
You need to know what userid is. Just write in the server console the command "status" and You will see such lines:
# name userid uniqueid frag time ping loss adr
# 1 "[POD]Harvey_Keitel (96)" 33 UNKNOWN 1 08:56 0 0 00000000:000000000000:0
# 2 "[P*D]Jack_Palance (99)" 34 UNKNOWN 1 08:56 0 0 00000000:000000000000:0
So the userid is not the number from the first column (1-32), but it is the number in the third column.
So if You want to kick the first bot [POD]Harvey_Keitel (96) by userid, You need to write in this case this line:
pb remove #33
If You want to kick the bot by the name, You need to use quotes if its name contain the space:
pb remove "[POD]Harvey_Keitel (96)"
I hope that clearly describe for You how to use pb remove command.

Quote:

Originally Posted by ProRaiL (Post 58878)
2) the bot may start camping after calling "follow me", so the other bot which follow him, will just stupidly stand and watch him camping, rather than taking any position or just run away

The task to follow the player was designed to get bots to go somewhere together. After certain time the bot stops following his "user" and he is doing something else. The bot also stops following his "user" after seeing the enemy. Well - it may happen some leader would go somewhere to just camp. When the time of following user task expires, the bot will do something else. Also when he will see the enemy, he will stop watching his user as well. This what You caught may happen, but rather rarelly. I wouldn't say it's a bug. It's just some issue. To prevent it I would need to add a check in the code what is the bot "user" doing during certain time (it may also be a human-player - not always another podbot mm bot). So I would need to add a check-timer if that "user" is moving or not in the certain time. I don't know if that is really worth to implement such thing. I cannot extend infintely the bot structure (with adding some new parameters into bot structure).

Quote:

Originally Posted by ProRaiL (Post 58878)
3) they still switch to the knife and not reload pistols very often, I'd better think they should try to hide and reload if the distance isn't very close (use knife only in extreme situations)

If that happens in short distances - that's normal. You have the right to dislike it, but this is expected behaviour (not a bug). They are using knives better than humans, so it's a point to let them to use it in short distances instead waiting for reloading the pistol. If they are switching to knives in longer distances instead reloading the pistol - it might be a bug.
Quote:

Originally Posted by ProRaiL (Post 58878)
4) wallshooting with awp, he just stand and shoot randomly to the wall with awp without scope, so he's 100% miss his guessed target (they must shoot maximum 1 or 2 shots and then proceed another task)

How many times did he shoot? I mean how many bullets? It should happen during about 2 seconds (I believe it's about 3 bullets), then he shouldn't shoot through the wall during at least next 15 seconds. This is how it's coded (desired).
Some of the behaviours You have pointed here - maybe they are odd or stupid for You, but they are just their playing style. Different players are using different styles. I have seen a lot of players just trying to shoot (even from mp5navy) through the wall if they expect some enemies behind it (just hearing somebody there). Haven't You? Look - even these settings in botskill.cfg - HEAR_SHOOTTHRU and SEEN_SHOOTTHRU - they were there since the very begininng - I remember it from PODBOT 1.4x (very old, non metamod version of podbot, released by its original author - Count Floyd). You have 2 choices - You can edit botskill.cfg to decrase values of
HEAR_SHOOTTHRU and SEEN_SHOOTTHRU (they are just frquencies of probability it may happen the bot will start to shoot something behind the wall after hearing/seeing something) or You can just completly disable it by the setting - pb_shootthruwalls (which by default is 1). I believe that should solve all Your problems with shooting through walls.

ProRaiL 21-08-2008 21:09

Re: V3B19n Bugs Report
 
I just seen them rushing from the corner with knives and empty pistols, so they killed another bot so they had time enough to reload, but they just continued running with knife.

About awp he shot about 5 bullets.

All things I mention that they do "not like that they should do it" only as notes to you to improve their skill, I think the first goal of the bot should be "playing as the real human does, with skill, not cheated aim or wallhack", so that's why I'm pointing to the errors in their playing style.

Blakhart 22-08-2008 02:18

Re: V3B19n Bugs Report
 
Do the bots use weights in decision making?

dor123 22-08-2008 03:09

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by KWo (Post 58877)
Enable Waypoint Editor (to let You see waypoints and make the screenshot of the place they are falling down. You can post also the link to the map and to the pwf (but don't post any files here).


Are they really hitting You through the wall or they are just fireing somewhere near You (and sometimes You got hurt)?
How about looking bots at the sky? Do they really do that still same often or they are looking only at the ceill if the enemy is above them?

1) I don't have a Waypint Editor (could you link?).

2) I didn't test if they attack me from behind the wall, but I did notice one time, when I was dead, that a T is shooting at the wall. I spectated the last CT alive and he was behind the wall that the T shot at.
But overall they didn't do it just like that, and they didn't do it to me, and they didn't do it alot (please don't forget I only played for about 15-30 minutes, and I haven't played for about a day or two).

3) I'll test the bots again soon (as I said before, haven't played for a day or two).

EDIT: about the looking at the sky thing, I think it happened quite alot but i'm not sure. I'll tell you after I test again (this time i'll tst longer, when I have more time).


*ON A SIDE NOT*
KWo, I really hope you understand i'm not the smartest kid (yes, i'm a youngster) around, and I only play for about 15-30 minutes per day (because I really suck at CS), so don't rely on my bugs reports TOO much since there might be some mis-understanding or something.:blushing:

Hope that cleared a thing or two?



dor123:thumbup:

KWo 22-08-2008 08:56

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by dor123 (Post 58883)
1) I don't have a Waypint Editor (could you link?).

You do have it. It's built-in in the podbot mm binary. It works only on the listenserver (when You are creating the game and You are playing from the same PC). The command in the console:
pb wpmenu
Then You should select 9 (options) and then 1 (WP on/off).
More info about Waypoints is here:
http://podbotmm.bots-united.com/doc_..._wp_basic.html

dor123 22-08-2008 14:41

Re: V3B19n Bugs Report
 
Ok, i'll check that out.

by the way, I don't know if it means anything, but i'm testing the bots in a listenserver.
if that's doing any bad affects, I can use dedicated. but i can't buy a server (or a test server).

Here is the path they should've go.
Here is where the bot fell down from (it only happened once).
This is where they should've been after following the waypoint.

And sorry for my stupidity, but does this means they have to fall down to get to the marked places?

KWo 22-08-2008 18:14

Re: V3B19n Bugs Report
 
They shouldn't fall there. Only in the case they are really stressed while attacking (reloading the weapon or so). Those marked places are just points the bot should look at while camping...

dor123 24-08-2008 03:37

Re: V3B19n Bugs Report
 
first, it only happened once so i'm not sure it's a major problem that will happen alot.
second, I think that the bot had noticed an enemy and he shot at him together with the CT that was down and I think he fell few seconds after they killed the enemy T, but, exept for that, there was no reasonable stress... again I don't quite remember if there was an enemy or not it happened few days ago...
third (nothing to do with falling down), about the HE throwing, they still throw it to some wierd, unreasonable directions, and sometimes they throw it with no enemy around/no good reason...
fourth, about the looking at the sky thing, I played for about 30-45 minutes and it didn't happen alot (if at all).
What did happened, was that when a round starts, and there are alot of bots (maybe even if there aren't alot), they stay at their team spawn (in this case, CT), everyone together, doing nothing exept for walking around a bit in the base untill they remember to go fight... Almost like the mp_freezetime cvar is set to more than 2 or 3...
lastly, there's a problem with the "Follow me." radio command. Sometimes they listen, sometimes they don't. A bot at the start of the round used that command, most of the bots replied "Affirmative.", only few, if at all, followed that specific bot. And if I used the follow me radio command right after a bot used it, alot say "Affirmative." (to me, not to the bot because i used it after everyone responded to him) but only 1 or 2 actually followed me.
No matter how high the numbers of "Affirmative." that followed my command, beraly half of the bots that responded to me actually came.

Hope you understand what I say.

Sc0Rp 25-08-2008 11:45

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by dor123 (Post 58905)
lastly, there's a problem with the "Follow me." radio command. Sometimes they listen, sometimes they don't. A bot at the start of the round used that command, most of the bots replied "Affirmative.", only few, if at all, followed that specific bot. And if I used the follow me radio command right after a bot used it, alot say "Affirmative." (to me, not to the bot because i used it after everyone responded to him) but only 1 or 2 actually followed me.
No matter how high the numbers of "Affirmative." that followed my command, beraly half of the bots that responded to me actually came.

You need to look inside podbot.cfg at the "pb_numfollowuser" command. The default value is set to 5 so it means that maximum 5 bots will follow you. If you have changed it to a lower value, fewer bots will follow you like you mentioned in your problem.
You also must stand on an easy to reach place for the bots, otherwise I guess they reach your destination as close as possible and then give up trying reaching you.
But it also looks strange to me that more bots respond to the command than there are executing their respond.

KWo 25-08-2008 14:10

Re: V3B19n Bugs Report
 
The bot also has to see You to follow You. Otherwise - if You disappear for him behind a door or some obstacle - after 10 seconds they cannot see You - they'll stop to follow You.

dor123 26-08-2008 23:21

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by PODBotmm changelog
+Changed a bit the check for throwing grenade direction - it should prevent to throw the nade in weird directions (at least 50% reduced).

That's not the only problem. They also throw them sometimes when it's not needed at all. But i'll check the new binary.

By the way, I was behind the wall when I used the follow me command... i'll guess that was a mistake.
And Sc0Rp, my maxnumfollowers cvar is set to default (5) but no bot actually followed me (exept maybe for 1...).

Sc0Rp 27-08-2008 10:26

Re: V3B19n Bugs Report
 
Quote:

Originally Posted by dor123 (Post 58930)
And Sc0Rp, my maxnumfollowers cvar is set to default (5) but no bot actually followed me (exept maybe for 1...).

Try to test it by using the command on the spawn right after a new round is started ( a place where you are surrounded with the largest amount of teammates throughout the round and mostly straight visible ) ( also the place where the chances are the smallest of seeing an enemy so they would break the followme command ) If then still more bots reply to you than they are really following you, there's something wrong.
p.s.: Maybe a silly question but how many bots are in your team?
Chances could increase that when you have 6 bots on your side and your numfollowuser is 5, the preset value cannot be reached.
I used to play 8 vs 8 most of the time so there were 7 bots on my team and my numfollowuser was set to 3 and never experienced any inconvenience.

KWo 27-08-2008 12:47

Re: V3B19n Bugs Report
 
I'm closing this topic, since V3B19o is available. You can report any bugs in the new topic dedicated to that version instead here.


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