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Re: The ultimate aiming algorithm ?
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Pierre-Marie Baty
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Default Re: The ultimate aiming algorithm ? - 21-01-2004

Quote:
Originally Posted by A$$A$$IN
What I would regard as "human-like" is a system that has a dynamic jitter factor that logarithmically decreases to basically zero over a period of about 3 seconds or so (depending on skill level) if the bot is not moving or changing the angle it is facing (vertically or horizontally) more than a small amount. This can be fairly easily done by giving the jitter factor a half-life (no pun intended) of approximately 1 second. So if the max jitter factor is X, after 1 second it will be .5X, after 2 seconds it will be .25x, etc. If the bot starts moving, or turns more than say 30 degrees vertically or horizontally, then the jitter factor starts over at its maximum value and the bot has to restart the aiming process.
Well this is exactly what I was doing before with RACC, and that's also the "alternate aiming algorithm" that I put in the BotAim plugin. Unfortunately this method does not adapt well at all with moving targets, because in such cases you'll quickly realize that the bot's crosshair NEVER gets on the enemy. Anyway I thought all modern bots already had this sort of time-feedback in their aiming algorithm ; if RealBot doesn't, then it must be one of the rares who do.

I'd be curious to see what the BotAim plugin gives on a RealBot. Anyone to try this ?



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