147 lines
6.1 KiB
Plaintext
147 lines
6.1 KiB
Plaintext
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Challenge ProMode Arena: Enhanced Bots
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Date: 28 Apr 03
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Well, go figure...
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Thanks to Qrealka and Diamant, I've put some effort into the bots.
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None of this would have happened if they hadn't been willing to help
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out, because it would have taken more time than I have to spare.
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Pretty much all the DM AI has been improved over CPMA1.1 with new
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decision-making code. The bots are quite a bit smarter than before,
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and at times you can even "see" what they're thinking if you watch
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them. They're still completely ignorant of many things though, and
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unfortunately are still dependent on AAS files, which are invariably
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flat out wrong about level connectivity. Swelt or I may write a guide
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to how mappers can fix some of the worst problems if we ever get time.
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I've ONLY focused on DM, so I expect they're still absolutely awful
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at TDM/CTF/etc.
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Fixes are generally for the new bots only, but some have been applied
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to the standard bots as well if the bug is too pathetic to tolerate.
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Those are marked with an 'I' (e.g. the 1.1 RL aim bug was a "fixI")
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and are implicitly id bugs, obviously.
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The skill thresholds are:
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79- has pretty sucky aim
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81+ enables evil RL
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86+ tries to avoid "bad" RG shots **
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bot_challenge 1
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enables evil hitscan at skill 91+ after you're open for 0.5-0.25s
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doesn't degrade accuracy at close ranges
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aims faster after using a tele
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does NOT otherwise affect aim skill
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uses the "alternate" weapon choices (more hitscan)
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** At 86+, you'll see a noticeable jump in hitscan accuracies.
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This DOESN'T mean that they've suddenly become all-aim bots. They
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actually still only hit as many shots as they do at 85, but since
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they FIRE far less often when they know the shot is a "bad" one,
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the percentages become much higher.
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Skill level also affects movement speed to some extent.
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There are some new bots as well, with slightly better strategic
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play and some "personal" properties. They can only be used at
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skill 6 and above (CPMA AI).
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Apheleon
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faster than all other bots
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has improved RL
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uses the "alternate" weapon choices
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arQon
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only slightly faster than normal bots
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has godlike RL
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uses RL a LOT
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rat (the LPB version)
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faster than normal bots
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has godlike RL
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uses RL a LOT
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add: strafejumping, yay!
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Qrealka and Diamant get all the credit for this one
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add: tanked bots will hunt you down and spawnrape you >:)
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add: evil RL prediction (quite ratlike at times :P)
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add: a bit of dodging and ducking for cover
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chg: skill 6-100 uses the new AI (1-5 are the id bots)
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chg: rewrote item choice management (esp wrt health and armour)
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chg: weapon selection now biased towards killshots
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chg: removed bot_boost
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fixI: bots completely ignoring enemies 3ft away from them
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fixI: bots unable to hit enemies at very narrow angles
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Date: 20 Mar 03
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CPMA's bots have undergone several dozen bugfixes and tweaks over the past
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few years, especially wrt melee, but have continued to use the id code for
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the bulk of their "decision" making, which is essentially "wander around
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at random collecting items until we blunder into someone."
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I've generally been reluctant to work on the AI as I don't consider it a
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particularly challenging or interesting area, since the vast majority of
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its problems are buried deep within the engine itself and the BSPC/AAS
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process, improvements generally have to be made by fighting against Q3
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every step of the way.
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However, the continually decreasing "quality" of my ISP, the staggeringly
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inept Charter Communications, has forced my hand. You can thank their sheer
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incompetence and near-total inability to run a network that functions at
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all, let alone at an acceptable level, for these improvements. :/
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With 1.1, the "strategic" gameplay behaviour of the AI has undergone some
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fairly drastic changes, which is to say it actually exists now. :P
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Bots are aware of armour and health, and will time them to a reasonable
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degree. They also have a basic understanding of the relative value of
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items, i.e. given the choice between an RL and a box of MG ammo they'll
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usually go for the RL; and they will no longer walk within inches of a YA
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and ignore it completely to collect a shard 20ft away instead.
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How well this approach works is however strongly dependent on the map.
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Since bots still use the id code for their movement, they will still play
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fairly poorly on the vast majority of maps, including id's own. In many
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cases, the combination of defective AAS files and limitations of the
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movement code will result in them performing WORSE than before as they
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continually try and fail to reach certain items.
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The CPM maps have always been designed for the most highly-skilled human
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players, and as such are usually something of a "worst case" environment
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for the Q3 bots. CPM3a however (Swelt's remix of jude's classic CPM3) has
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undergone extensive tweaking to make it as bot-friendly as possible,
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while retaining the exact same human-gameplay as the original.
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The other key bot-related change in 1.1 is a fix to some defective math in
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their use of projectile weapons. While it's historically been true that
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there is nothing LESS dangerous than a bot with an RL, this is no longer
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the case. While still very much inferior to a good human player, they can
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now be quite a threat.
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Bot skill as used by g_spSkill and the addbot command now ranges from 1-15.
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1-5 is "vaguely-id" AI, which is to say that it uses the id melee code but
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otherwise doesn't really have much in common with baseq3. I'm not going to
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back out 3 years of bugfixes.
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6-10 is "standard" CPMA AI, i.e. what 1-5 was in 1.0
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11-15 is "enhanced" CPMA AI, as outlined in this file. Since I've barely
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spent a day on this, it's really only DM-aware so far. When I get time
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I'll teach them about TDM and CTF: splitting the map into zones of
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responsibility; sharing weapons with teammates; etc etc.
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Regardless, skill 100 bots will absolutely thrash normal "Nightmare" bots,
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and when combined with friendly maps and bot_boost 1.5 can actually be
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decent opponents rather than mindless cannon fodder. They're fun. :)
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