FPS AI...
Posted: 10 Sep 2008, 22:25
While playing UT2004 against bots. I just can't how easy and with that unrealistic the bots are made. They see you if you are in the air jumping behind them. They have some circular aiming which just makes random shots until hit(The Crosshair position doesn't matter for them just to be faced to the enemy). Basically bots use game information.
So wouldn't it be possible to make a bot/AI(going with Bot later on) that does not take any information about the game.
1) Visualization - So we place the bot in a map alone and it could create 3D model of the map... Here is how I think it might work. Ever had a bug with a video codec that just sticks some image or grey stuff to things and the camer moves around but the corrupted parts in the movie follow the motion. So I think it would be possible for a bot to create a 3D model by taking two pictures every 2 FPS and compare(though this would mean the bot should be always on the move unless it has memorized the whole level).
2) Sound recognition - While playing solo on a map the bot could record all sounds that are created after it has done some action(basic gameplay would be needed to be scripted for the bot). Then when playing against other players or bots it could measure the distance of the event by the volume and react if needed.
3) Detection - Don't know how to tell a bot what is a weapon or what is a player model. But if the bot has memorized the whole map then it would know what things shouldn't be in the map and that is players, projectiles, debris and corpses. But how to tell the bot that the enemy is really an enemy player model. Maybe by the height of the object(standing/crouched). This all is a problem that might be called "check if close to model desired". Player models are different as are their colors.
Another thing in making a bot that doesn't use game info is the possibility of having it for other FPS games.
Hmm how was Chess AI made...
I just wanted to share thought's on this. There are just programs that can do stuff which could be used for bots. Off course game designers don't go to something that material.
So wouldn't it be possible to make a bot/AI(going with Bot later on) that does not take any information about the game.
1) Visualization - So we place the bot in a map alone and it could create 3D model of the map... Here is how I think it might work. Ever had a bug with a video codec that just sticks some image or grey stuff to things and the camer moves around but the corrupted parts in the movie follow the motion. So I think it would be possible for a bot to create a 3D model by taking two pictures every 2 FPS and compare(though this would mean the bot should be always on the move unless it has memorized the whole level).
2) Sound recognition - While playing solo on a map the bot could record all sounds that are created after it has done some action(basic gameplay would be needed to be scripted for the bot). Then when playing against other players or bots it could measure the distance of the event by the volume and react if needed.
3) Detection - Don't know how to tell a bot what is a weapon or what is a player model. But if the bot has memorized the whole map then it would know what things shouldn't be in the map and that is players, projectiles, debris and corpses. But how to tell the bot that the enemy is really an enemy player model. Maybe by the height of the object(standing/crouched). This all is a problem that might be called "check if close to model desired". Player models are different as are their colors.
Another thing in making a bot that doesn't use game info is the possibility of having it for other FPS games.
Hmm how was Chess AI made...
I just wanted to share thought's on this. There are just programs that can do stuff which could be used for bots. Off course game designers don't go to something that material.