![]()
Visiting guest. Why not sign in?
|
|
Quake 3 bot navigation | |
Quake 3 bot navigation
Hi, wargasm |
|
Strategies
Indeed, tactics can vary quite a lot based on the map. It's a good idea to think of specific behaviours at first, and then find a way to abstract them later -- so they can apply to any map. You sound like you've thought about this quite a lot... what kind of specific tactics did you have in mind? To detect patterns in movement, you'd have to remember all the enemy's motion. If you're using a waypoint mesh to represent the level, then you could increment a path counter everytime the enemy uses it. Or even better, you could have an array of counters at each node: based on the incoming path, which path was used to leave the node? Do this using an n*n array, where n is the number of paths connected). Though I haven't experimented much with this at all, it should be sufficient to predict the movement fairly accurately. Anything more would be really tough; you'd have to predict the state of the other player too, and simulate what he would do! Anyway, using that data would suit a search algorithm nicely (basically planning). You simulate the possible options in the future for the bot, and the enemy. It can then decide which is the best moment to pounce, where to go, or how to intercept. Does that make any sense to you? |
|
tactical terrain handling
Have a look at my 2001 GDC talk on 'terrain reasoning for 3D action games' ( http://www.cgf-ai.com/docs/gdc2001_slides.pdf ). The tactical terrain analysis with on-line reinforcement learning creates a tactical annotation of the terrain (sometimes dubbed 'smart terrain'). If you're able to use that info in your AI's reasoning and navigation, you've got most of your problem solved. William |
|
Q3 Bot navigation
I am working on a navigational bot too. This bot is using its own waypoints, constructed from its exploration of the map. I am working on the AI engine for now, so I am interested in any informations on rpogramming bot for Quake3 (not the parameters changed, I would like to plug my engine in this game). If someone has any informations... |
|
Q3 & Navigation
It's often difficult to get the AI coded as you get bogged down with practical engine interfaces. Q3 should be fairly easy to modify given the code, as the bot framework is already in place. You just need to remove the existing code, and put your own in there. I haven't done this yet, but plan to once my Q2 bot is fully polished. I'll let you know. |
|