Talking about bots, I would like to have your thoughts on what aspects a bot
could be considered a good bot.
In my opinion, there are several considerations:
1/ Navigation thing; Obviously, the bot's navigation ability depends on the
waypointing method of the map. But bots are good if they can find a reasonable
and human-like respond when they cope with the shortcoming of waypointing. (Bots
in HL2 said: "Excuse me, Gordon if they bumped into you" is a good response :)
Bots (AI in general) in Vietcong sometimes stack up to one dead-end room, that
you have no way to go out....Sometimes I have to resort to throw a grenade inside
the room, killing myself and other of my team to escape the situation and it is
ironically hilarious :)
2/ Bots are aware of movements of other bots, not only opponents but also team
mates.
3/ Bots have the ability to learn each time they play the map. (Sturmbot of DoD
seems to have this capability).
4/ Inaccuracy of weapon versus distance, bots can make random mistake in aiming
and dynamic level of accuracy as a result of health, fatigue, wound etc...
5/ Psychological response : Stunned for a split second when caught by a camping
human for example...Move slower and more careful when wounded etc...
I'm not a bot programmer and have no knowledge about programming, so all this
would sound like bollocks to you. But I just would like to get the ball rolling
to have your feedback on what constitures a good FPS bot.
Regards,
Post by Raymond MartineauPost by DougThe UT2004 bots are monsters. At the higher skill levels if they're after
you you're dead...period. At godlike difficulty the merest sliver of a crack
in a wall is sufficient enough for them to get a headshot.
That simulates online play, correct? :)
Post by DougThe bots tactics
OTOH still need improvement...at least in assault mode.
They'll waste time fighting other bots rather than moving on the objective.
Haven't noticed that - they're ususally very capable of taking the shortest
route to the objective and destroying it as quick as the human players.
The greatest reason they tend to fail is because they don't vary their
paths enough, and get killed by a well-timed supressive fire.
Most of the AI problems are shown in Bombing run, where the bots don't
understand planning tactics to allow the ball to be passed down quickly
into enemy lines (e.g. infiltriation), as well as defence against this form
of attack.