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RB AI throws Grenades!
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threat
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Default RB AI throws Grenades! - 11-01-2004

Hi Stefan!

It hasn't really to do with the WIP#6, so I added an own thread about it.

I just played a few maps with RB AI and:

Mostly the hostages got freed.
Often the bomb gets set.
Sometimes the bomb gets defused.
And often the bomb is found when lost.

AND: The bots throw grenades 8o - I noticed that at every map I played with. Mostly they throw Flashbangs. Don't know, why they never buy and use HEs oder SGs.

Besides: In both RB-versions the bots are able to see in dense smoke like there isn't any.
And in both RB-versions the bots seem to have night view implemented. If I camp, where's completely dark, the bots anyhow see me... I don't think, that they use the trick with the centered names... so do smoke and darkness have any effect on the viewing of the bots??

And the bots in RB_AI seldom keep hanging somewhere... if, then mostly where they would have to duck - sometimes the bots check this problem, but not always.

So you already had solved the grenade, the bomb and the duck problems.
Now I don't think anymore, that these problems depend only on bad nodes.

It would be interesting to have RB_MM generate the Nodes, convert these Nodes to Waypoints and then let RB AI take a test with it. And also the other direction - let's test RB_MM with converted RBW-files.

Do you have a "Nodes-Debug"-Mode in planning for one of the next WIP-versions?

I'll keep on testing
  
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Re: RB AI throws Grenades!
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TruB
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Default Re: RB AI throws Grenades! - 11-01-2004

Quote:
Originally Posted by threat
Besides: In both RB-versions the bots are able to see in dense smoke like there isn't any.
And in both RB-versions the bots seem to have night view implemented. If I camp, where's completely dark, the bots anyhow see me... I don't think, that they use the trick with the centered names... so do smoke and darkness have any effect on the viewing of the bots??
rb does not know if theres any light or not.. if you wanne know what bot sees or not. its actually like they are blind. the pogrammers like stefan gives the bots sight.. and now they can see other players and aim at them.. they see paths that they can fallow. but they do not see walls unless if the maker lets them.. in this case i think not.. its the same with darkness..

i know in the old community (ages ago) we talked about this.. its a very intressting topic if i may say so.

it seemed then that you could have some sort of light checker.. but if i remember right it would be too much cpu usage.. and then its the way getting up points that is before decided when you waypoint your self, adding spots where its darker then "normal".. or just how much light in general..


however i dont know about the smoke.. it should work.. but i dont have clue..
  
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Re: RB AI throws Grenades!
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Default Re: RB AI throws Grenades! - 11-01-2004

I really dont think it is too cpu intensive... there must be a solution...
but the bot programmers must have thought of it...
  
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Re: RB AI throws Grenades!
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stefanhendriks
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Default Re: RB AI throws Grenades! - 11-01-2004

I think you are mixing up 2 versions:

RealBOt AI V1.0
this is a total different project compared to the metamod RB AI WIP #x

why?
- total new nav system (still in development)
- total new programming architecture (using classes everywhere)

in short: EVERYTHING is new

so yes, RB AI 1.0 throws grenades, and YES i can do that in the realbot plugin too, but thats OLD code. I want to rewrite all and do it well.

RB AI 1.0 needs MINUTES of caclulation time to make sure it walks, and it does not guarentee to walk superb. It has its limitations, it is to generic, the paths created are boring and not diverse at all.

I bet RB AI WIP #x is better, seeing from a programming perspective. A few months from here, there will be an RB AI version (WIP) that will beat the crap out of V1.0


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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Re: RB AI throws Grenades!
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threat
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Default Re: RB AI throws Grenades! - 12-01-2004

Hello Stefan!

OK, I've understood it - you just need time to make it perfect...

I won't bother you anymore you're doing very well, and I'm sure, in some time it will work perfect...I simply have no clue, how difficult and complicated your work is. It seems, that someone tell's you "hey, this and that doesn't work" and you solve the tasks in minutes.... sorry for that.

With best regards,
  
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Re: RB AI throws Grenades!
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Default Re: RB AI throws Grenades! - 12-01-2004

Don't worry! The best way (I think) to improve sth is to get feedback...
  
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Re: RB AI throws Grenades!
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Ava3ar
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Default Re: RB AI throws Grenades! - 12-01-2004

i think the next code that should be implimented is hover code, that is to say on de_aztec, on the bridge teh bots seem to go back and forth repeatedlly trying to get the points underneath it but not realizing that thre is a barrier in there way (this is on the 2-3 plank on the CT side), I know htis is hard to implment, i am in the process of making a HL2 bot (even before its been released)

the code thats in hl2 sees people as a fixed point in the stomach, they dont see heads or legs, just a fixed point, they dont see walls they see thickness of texture so a wall is 2 thick where as a corner is 1 thick, so they will shoot a corner but not a wall, because they know they cant shoot through it, they also dont see weapons they see points that you set so you can set a point above a weapon and it will pick it up, but they wont on there own pick the weapon up.

the code i am making is to let them see, to find weapons so if they see a weapon they will look to see if its in a danger area and then try to pick it up if it isnt, then they will know how much ammo, if it has non and no ammo is seen to be around, they will drop the weapon

so far i have made the code for them to see, but nothing else, due to me having to make the code morphable because its going to have to be cahnged soon once HL2 is actuallly released.
  
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Re: RB AI throws Grenades!
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stefanhendriks
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Default Re: RB AI throws Grenades! - 12-01-2004

i will probably change my code to connect nodes, but sometimes some nodes CAN get connected, but simply is just a tad to to the left/right. For up/down this is a different story. I will have to add some more code to make this learning better.

i have some ideas though!


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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Connections and Nodes
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Default Connections and Nodes - 13-01-2004

Ehrr, I've just remembered something that was significant on DE_AZTEC and DE_DUST, probably this is a problem for the RB_MM in general.

If I train the bots on a new map, play round after round, and control the function by "realbot nodes draw", so it seemed, that nodes only get a connection the way I am running. So e.g. I ran over a place, made a huge way around and in the next round, the bots seemed to follow this silly way.9_9

So, if a node is set, it surely is connected to the next node, which is planted by me - but is it also connected to other nodes around, which are visible? ??? Doesn't seem so... can the debug-cmds in the forthcoming WIP draw connections, too?

With best wishes...
  
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Re: RB AI throws Grenades!
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Default Re: RB AI throws Grenades! - 13-01-2004

I see what you mean. But I really think it's normal. The bot learn from human players, i.e. YOU! The first time they play, they follow the only path they know, the one you've done just before! That's why the bots get better and better with experience, when a lot of human play with them, like a real human player do...
To conclude, play a lot and be patient.
  
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