Discussion:
WolfBot For Return to Castle Wolfenstein Too Difficult?
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Lacuna
2005-05-04 14:07:46 UTC
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Have you tried the Wolfbot for RTCW offline?
The bots are the only bots in existence for RTCW besides the french
Bobots For Enemy Territory.
The bots are well written, the only complaint is they are too difficult,
they shot me every time, spot on...from afar....I died eveytime and have
no time at all to respond.
I even edit the addall.cfg file inside the pk3 file to make them on easy
skill, but they are still too difficult to beat.
Have you felt the same?
Or I am suckered at FPS?
Maybe.
DalienX
2005-05-05 02:34:06 UTC
Permalink
Post by Lacuna
Have you tried the Wolfbot for RTCW offline?
The bots are the only bots in existence for RTCW besides the french
Bobots For Enemy Territory.
The bots are well written, the only complaint is they are too
difficult, they shot me every time, spot on...from afar....I died
eveytime and have no time at all to respond.
I even edit the addall.cfg file inside the pk3 file to make them on
easy skill, but they are still too difficult to beat.
Have you felt the same?
Or I am suckered at FPS?
Maybe.
ever since the days of hl1 bots i have thought what they really need is
an inacuracy value that multiplys over distance.
As they are i know exactly what you mean, your trying to pick a bot off
from the other side of the map with a sniper or crossbow, and the
basterd turns around and takes you out with a .22 pistol.
Its stupid.
--
DalienX
Raymond Martineau
2005-05-05 02:36:42 UTC
Permalink
Post by Lacuna
Have you tried the Wolfbot for RTCW offline?
http://www.planetwolfenstein.com/wolfbot/

Based on the front page, the AI player seems to have an equivalent strength
to most introductory bots - they merely rely on accurracy for the weapons
they understand. In this case, it doesn't seem to be loading anything
other than the front page, for some very strange reason.

It's not currently of use to me, as I've only played ET. Howver, there is
Bobots 0.2.0.

(Low-quality bots is the exact reason Bot AI writers should have their
source code available - if development stops, others can pick it up. The
failure of the Omicron bots to play Rocket Arena should have raised these
sort of flags. )
Post by Lacuna
I even edit the addall.cfg file inside the pk3 file to make them on easy
skill, but they are still too difficult to beat.
Have you felt the same?
Or I am suckered at FPS?
It's best to practice against Quake 3 or UT2004 bots before going to the
RTCW. Those two games have AI players that are written well enough to be a
threat for a variety of skill levels, which qualify as good training.
Doug
2005-05-05 06:23:32 UTC
Permalink
The 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. The bots tactics
OTOH still need improvement...at least in assault mode.
They'll waste time fighting other bots rather than moving on the objective.
--
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Post by Raymond Martineau
It's best to practice against Quake 3 or UT2004 bots before going to the
RTCW. Those two games have AI players that are written well enough to be a
threat for a variety of skill levels, which qualify as good training.
Raymond Martineau
2005-05-05 13:55:20 UTC
Permalink
Post by Doug
The 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 Doug
The 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.
Lacuna
2005-05-05 15:37:13 UTC
Permalink
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 Martineau
Post by Doug
The 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 Doug
The 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.
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