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General Bot Coding See what a pain it is to get those little mechs shooting around

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Bot Aiming
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@$3.1415rin
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Default Bot Aiming - 11-12-2004

because KWo asked me to tell something about bot aiming, I started some pages in the wiki.

http://wiki.bots-united.com/index.php/BotAim

not yet finished, also no error reading yet, but comments or €diting would be fine nevertheless



Last edited by @$3.1415rin; 11-12-2004 at 14:08..
  
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Re: Bot Aiming
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Pierre-Marie Baty
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Default Re: Bot Aiming - 11-12-2004

I commented a bit what I could understand...



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Re: Bot Aiming
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@$3.1415rin
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Default Re: Bot Aiming - 11-12-2004

At the moment, i'm pretty sure the framerate independant stuff isnt correct. it works, ok, but it can hardly be mathematically correct. added some comments and a little bit of an explanation in the wiki

I guess I can work on that over christmas, or on my 7,5 hour trip back to my parent's place


  
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Re: Bot Aiming
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Cheeseh
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Default Re: Bot Aiming - 11-12-2004

I was wanting to use Fitt's Law to create an aiming offset for bot aiming, I guess it could be adapted to 3d environment, it's currently used for analysis in HCI on 2d planes to get probabilities of peoples ability to hit a button on a screen.

check out Fitt's Law : http://ei.cs.vt.edu/~cs5724/g1/glance.html

I'm sure you've heard of it, ever had a look? (Just the fact it's quite well known and has been tried & tested)

Really this is what you want to use for multiplayer gaming bots, afterall we're simulating real people trying to hit a target with their crosshair on a 2d screen.

Last edited by Cheeseh; 11-12-2004 at 19:12..
  
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Re: Bot Aiming
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KWo
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Default Re: Bot Aiming - 11-12-2004

If I understood good - sPlOrYgOn made something to have botaim depanding of framerates and we have tested it at slower and faster computers. This part seems be OK. Look into podbot source to see this sPlOrYgOn's tweak.
  
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Re: Bot Aiming
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@$3.1415rin
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Default Re: Bot Aiming - 11-12-2004

hm, downloaded http://www.geocities.com/scarletspid...Bot-Manual.zip and it looks like that's also based on my code, just having added some if statements to avoid bad behaviour on low fps systems.

€: also checked those links you posted after this, but they are offline, or telling something about contacting the billing department



Last edited by @$3.1415rin; 11-12-2004 at 22:57..
  
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Re: Bot Aiming
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KWo
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Default Re: Bot Aiming - 11-12-2004

The latest podbot source is here:

http://www.mapzap.org/files/podbot/podbotsrc.zip

or You can take it directly from sPlOrYgOn's PC:

http://splorygon.game-host.org:8080
  
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Re: Bot Aiming
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@$3.1415rin
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Default Re: Bot Aiming - 12-12-2004

the latest source doesnt differ in this aspect with the source I got from the link I posted.


  
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Re: Bot Aiming
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Huntkillaz
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Default Re: Bot Aiming - 12-12-2004

that one (in my geocities site) is proabably 2 builds old


i have to update all the stuff :S


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Re: Bot Aiming
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sPlOrYgOn
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Default Re: Bot Aiming - 26-12-2004

I'm so happy
It's Christmas and I've finally figured out what made the aiming look so strange...

Lets say theres a bot that wants to turn all the way around because there was an enemy on a raised platform behind him..
He'd move his crosshair up then to the right or the left (depends which is faster) then move his crosshair back down right near enemy..

if it was a human in this situation.. he'd turn to the right or the left (depends on which one he thinks is faster) then move his crosshair up at the enemy..

I noticed this on cs_assault when the bot was facing away from the warehouse and there was an enemy on roof and also when the bot was on the roof and enemy was on ground it'd turn down and up to aim at enemy..

then again this info has almost nothing to do with the algorithm made by @$3.1415rin and Killaruna, but is has something to do with the thread('s title).
  
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