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Re: Work In progress (WIP) #6
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  (#11)
Orgazmo
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Default Re: Work In progress (WIP) #6 - 06-01-2004

I have played CS with your bot (first time in more then a year I use your bot)
and I mst say I am impressed with this release.

I do have some thought though.

To improve playability
1) Make the bot react when hit. e.g. make it its hghes priority to neutrilize the threat
2) Make it more aware of important things gameplay wise eg once bomb has been planted make ct's want to go both bomb sites and try to defuse once they think it is safe
3) also make T try to use a path to reach a bomb site (now (at least in my exp and waypoint file) they try to get to the others spawn(well i have trained them ok i think))
4) on some maps more then others even after retraining the bots tend to want to use the same route and be in a large group, while this is not to nice gameplay nice it is ok behaviour by me. But the thing is bots in a group are not aware (or so it seams ) of covering each others back.
eventhough it makes good fun the first few times to punish this kind of behaviour.



To improve useability
I like to use the realbot debug nodes draw commandbut it doesn't always seem to draw all nodes maybe its a bug im not sure


Please note that I understand this is a preview release and by no means perfect.
And this is not to shoot the bot down by any means.

I like it and I want to give feedback.
  
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Re: Work In progress (WIP) #6
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T!m
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Default Re: Work In progress (WIP) #6 - 06-01-2004

Quote:
Originally Posted by T!m
I gived the new wip a quick try, but the T won't plant the bomb (played about 25 rounds on 3 maps) and if i planted myself the ct run just by it except for ones, a ct ran up to it and hold still about 4 meters before the bomb and just looked at it without defusing ito_O .
hmm, fixed using debug nodes init and noding the maps again!
is this always supposed to be done?


in/out
  
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Re: Work In progress (WIP) #6
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LordOfSteel
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Default Re: Work In progress (WIP) #6 - 06-01-2004

I realy like the bots but I thing u realy need to get the bots to use the AWP bether bacaus they are runing around and trying to shoot me att the same time. why don't they Stop and then shoot I u shoot the AWP ehit running it is No chanse in hell to hit.
  
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Re: Work In progress (WIP) #6
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stefanhendriks
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Default Re: Work In progress (WIP) #6 - 06-01-2004

good point, this is weapon specific stuff though. But it will be nice to have bots understanding how to use a Sniper rifle properly.

@tim, not that i know off. It worked with my 'old files' as well! I have nodes files over weeks old (pretty well learned).


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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Re: Work In progress (WIP) #6
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threat
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Default Re: Work In progress (WIP) #6 - 07-01-2004

Hello Stefan!

I've downloaded and tested every WIP-version of your RealBot until now - but since WIP#4 I didn't really find a significant improvement in the behaviour of the bots.

First: I always test with random bots and end the tests with godlike bots.
So I get a feeling of the improvement of the bot-skills. And I always test them on DE_DUST and CS_ITALY to check, if they still take the same routes...

And I don't always want to moan around, but give positive criticisms. So I will always try to give a advantage suggestion to each problem.



They still have problems with the bomb (setting it, camping, getting it if lost, give backup for the bomb carrier) and the hostages (don't free them, don't lead them to the free zone, but running around somwhere).

And still they have the problem, that they keep hanging somewhere, jittering around, mostly on corners or thin objectives. Or they try to get a way back, where I had jumped down.

Suggestion: I already mentioned, that bots should run a distance randomly, when sticking at a place for a certain time without coming forward.


They mostly take the same route and mostly the come in groups - I only need to hear e.g. at de_dust, from which door they come from, throw a Flashbang and fire in the hole - kill'em all.
The bots don't learn from that, if they get shot there and come always this way. Only the godlike bots seem a little bit to check this problem.

Suggestion: Bots should first take ways, they don't know good and then should take ways, that are save.


Also the bots don't learn from getting flashbanged or killed by a H-E somewhere or get shot in the back or get annihilated (in CS_ITALY there's a little way near the market - there you can wait, hear the CT-bots run to the hostage house, get behind them - and bangbangbang...)

Suggestion: the nodes should have infos for T's and CT's (I think you did so, but the nodes should have much more information) - if a bot get's shot there, the node should have info, from where the bot got shot. And if a bot comes there after that, the bot should scan, if there could be a threat. And some sort of statistic info (I think, the whole bot-thing works this way ) "In 2 of 10 tries there camped an enemy" -> scan and then run by. Or "In 8 of 10 tries there camped an enemy" -> Attention!


If I try to learn bots camp sites, they don't use them - they even don't camp anywhere. The buy a sniper rifle and run through the map like they had bought an MP. And nevertheless they get their Headshots - very unrealistic.

Suggestion: I thought, the bots learn sites, where I like to camp around. So it's strange, that I like to camp in DE_DUST in front of the doors - but the bots still like to storm in. Bots should get infos, where others (players or bots) succeeded with camping...


Bots still don't react on my commands 8D ("Hold position" or "Give me Backup" doesn't make any sense) or interact through commands. They even don't give "Sector clear" or "Set position"... and very often, the bomb carrier leads the way ???, although he should be the last but one to come, and one behind to protect the back.

I don't know, how this works with the bots, so I can't make suggestions here...


And they freeze when got flashbanged. Easy target! 9_9

Suggestion: They should react after what they hear and flee backwards or sthg.


And, last but no least, bots don't buy and throw grenades!

Suggestion: Is this integrated in the bots? Don't know...???

If I play with friends, we always discuss a route and split up in groups and buy appropriate weapons to solve our tasks. I don't know, if the bots work "from node to node". They should plan a mean route and in case of loss they should take alternative routs. I think, WE "work" this way - I know, I have no problems moaning around... would it be a very hard problem to add some strategy to the bots? I cannot appreciate the complexity.

I simply try to give you infos to make it better, so I hope, that you don't get it wrong

Positive:
Bots now seem to react, if they get shot in the back, but not always.

One thing: Sometimes it seems to me, that the RB AI 1.0 worked a little bit better. Don't know why... ???

And I think, you shouldn't release one WIP after one so fast - it would be better, if you would take yourself more time to test the bot extensivly, with the infos gathered here.

OK, I hope I could help in some way!

With best wishes,
  
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Re: Work In progress (WIP) #6
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Pancak3
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Default Re: Work In progress (WIP) #6 - 07-01-2004

hello i got some good news. My realbot works now in map changes. I think itz becuz i installed meanmod
  
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Re: Work In progress (WIP) #6
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Perfect Cell
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Default Re: Work In progress (WIP) #6 - 07-01-2004

Same here. I'll see if I can't post a brief installation guide on my node site in the next couple days
  
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Re: Work In progress (WIP) #6
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Fooska
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Default Re: Work In progress (WIP) #6 - 07-01-2004

Quote:
Originally Posted by T!m
hmm, fixed using debug nodes init and noding the maps again!
is this always supposed to be done?
So will this fix the bomb planting problem... perhaps the old experience isn't compatible with the new code so it doesn't work correctly... I will try this as well...

After testing I noticed no difference... they still don't do their objectives as often as they should...

Last edited by Fooska; 07-01-2004 at 06:50..
  
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Re: Work In progress (WIP) #6
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gotdilbert
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Default Re: Work In progress (WIP) #6 - 07-01-2004

Using the default metamod (non-custom) fixes the crash at mapchange. IT COULD be the custom metamod that causes some of the problems. I'm looking foward to when the linux plugins are available again.
  
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Re: Work In progress (WIP) #6
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stefanhendriks
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Default Re: Work In progress (WIP) #6 - 07-01-2004

i think it is the 'fixed metamod dll' that causes these trouble. I will try to find the cause , but since i cannot reproduce the error i will have a helluva time to figure that out.


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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