.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Cyborg Factory > Sandbot
Sandbot A bot for Gunman Chronicles and They Hunger - by tschumann

Reply
 
Thread Tools
Re: progress
Old
  (#201)
tschumann
Moderator
 
tschumann's Avatar
 
Status: Offline
Posts: 270
Join Date: Apr 2011
Location: Australia
Default Re: progress - 29-09-2019

Quote:
Originally Posted by Persephone View Post
I don't remember if I said your sandbot doesn't compatible with other bots.

Look at this screenshot. HPB_BOT, jk_botti, and Akimbot can join with Sandbot without any problems. At least only Parabot which caused my game couldn't be started. If only the Sandbot's bot_count problem had been solved, I can play Opposing Force with it instead of Parabot
Oh yeah I remember now.
I don't think there's an easy way to solve the bot quota problem and still have Sandbot work properly with other bots - it was a lot of work to get it to work properly the way it works now.

Quote:
Originally Posted by RoboCop View Post
Also I do wonder if it is possible for SandBot to run with another bot like ShrikeBot and self-learn by coping and analysing how ShrikeBot interacts and on capping?

Reason I asked is I'm currently helping and testing RealBot that can self-learn and doesn't clash with POD Bot or even YaPB as RealBots need to "observe" and watch how either human players or POD Bots interact and maybe avoid having to figure out how to import ShrikeBot or SturmBot waypoints into SandBot, rather than wasting too many time and effort remaking the fresh waypoints for SandBot for DOD 1.3.

I mean let's face it we cannot waste our time on having more and more waypoints manually made as well that not many players play on DOD 1.3 or even Op4CTF a lot nowadays.
That's probably much longer term stuff - I'm not too familiar with machine learning techniques etc.
I am trying to get waypoint generation going - see https://github.com/tschumann/sandbot-wptgen (haven't had time to test it yet).
There is now bot code in the Half-Life SDK (the Counter-Strike bot code) but I haven't had a good look at how it works.

Quote:
Originally Posted by Persephone View Post
I have an additional info for you. For some reason, when playing with 4 bots at the same time (including Sandbot too), it seems Sandbot's appearance has an unique effect for another bots.

Look at this screenshot. They are just regrouping for unknown reason without attacking each other at all. Furthermore, all bots who normally great in battle, now they are just roaming around carrying weapon without shooting at other players.
Yeah there are some odd cases where bots try and make unused player slots their enemy - I've fixed a bunch of those edge cases but I think they can still try and target spectators?
  
Reply With Quote
Re: progress
Old
  (#202)
Persephone
Member
 
Status: Offline
Posts: 74
Join Date: Mar 2014
Location: Indonesia
Default Re: progress - 01-10-2019

So, does it mean if I better to not combining Sandbot with other bots? Okay, I will accept it. However even with Sandbot alone, it seems they still need some improvements. I hope you can fix it in the next update
  
Reply With Quote
Re: progress
Old
  (#203)
tschumann
Moderator
 
tschumann's Avatar
 
Status: Offline
Posts: 270
Join Date: Apr 2011
Location: Australia
Default Re: progress - 05-10-2019

Yeah it's probably better not to - other bots get around this I think by kicking all bots at the end of a map or round then respawning them when a new maps loads. Sandbot assumes that it is the only bot running.

Probably a better way to handle it but it's something I'll come back to.
  
Reply With Quote
Re: progress
Old
  (#204)
Persephone
Member
 
Status: Offline
Posts: 74
Join Date: Mar 2014
Location: Indonesia
Default Re: progress - 10-12-2019

Any updates? It's been a long time. I'm afraid if this project has been canceled 😔
  
Reply With Quote
Re: progress
Old
  (#205)
tschumann
Moderator
 
tschumann's Avatar
 
Status: Offline
Posts: 270
Join Date: Apr 2011
Location: Australia
Default Re: progress - 13-12-2019

Still going - just haven't had enough time to do any serious work on it.
  
Reply With Quote
Re: progress
Old
  (#206)
Persephone
Member
 
Status: Offline
Posts: 74
Join Date: Mar 2014
Location: Indonesia
Default Re: progress - 03-04-2020

It has been a long time. Now it's a 2020, and still no updates? I'm still waiting for it, especially bot_count problem.
  
Reply With Quote
Re: progress
Old
  (#207)
tschumann
Moderator
 
tschumann's Avatar
 
Status: Offline
Posts: 270
Join Date: Apr 2011
Location: Australia
Default Re: progress - 04-04-2020

Yeah I know - other side projects taking up my time.
I think I'll have a bit more time now to finish up Opposing Force Capture Point mode and get a new release out.
  
Reply With Quote
Re: progress
Old
  (#208)
Persephone
Member
 
Status: Offline
Posts: 74
Join Date: Mar 2014
Location: Indonesia
Default Re: progress - 15-05-2020

Any updates? I'm still waiting

I hope we don't have to wait until the end of this year
  
Reply With Quote
Re: progress
Old
  (#209)
tschumann
Moderator
 
tschumann's Avatar
 
Status: Offline
Posts: 270
Join Date: Apr 2011
Location: Australia
Default Re: progress - 16-05-2020

Yes, I have done some more work on Opposing Force capture point - it is getting closer.
  
Reply With Quote
Re: progress
Old
  (#210)
Roberto
Member
 
Status: Offline
Posts: 15
Join Date: May 2018
Default Re: progress - 18-05-2020

I am also waiting to be able to play Capture Point properly in OF with your bots There are no good bots for that yet.
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 3 (0 members and 3 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com