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id Tech 3 => Engine => Topic started by: Mandinz on March 08, 2010, 10:02:24 AM



Title: Bot AI
Post by: Mandinz on March 08, 2010, 10:02:24 AM
Hello OpenArena Forums,

For my University Final Year Project I'm looking to improve the multiplayer bots AI of Open Arena, my main focus of which is to dynamically adjust the aim of a bot based on there current action whilst shooting. However looking through the engine of the game I'm having trouble isolating the code which is responsible for the bots shooting. I've found some code which seems relevant to me cause in the file code/game/ai_dmq3.c, however this seems to be a file for the mission pack and not open arena it'self. I have an understanding of how the bot functions and plays but if someone could help me get my head get round this it would help me greatly in my project.

Thanks in advance,

Mandinz


Title: Re: Bot AI
Post by: Bane on March 08, 2010, 01:50:34 PM
um while you are at it can you make it so the bots don't get stuck on evelators and lifts becuase really when you have a bot on your team in CTF and the just sit there while the enemy takes the flag this also happens in FFA.


Title: Re: Bot AI
Post by: Mandinz on March 16, 2010, 10:00:43 AM
Can anyone help me out ?

Mandinz


Title: Re: Bot AI
Post by: RMF on March 19, 2010, 05:10:48 PM
Wish I could, sorry


Title: Re: Bot AI
Post by: Cacatoes on March 19, 2010, 09:55:13 PM
If I'm not wrong the person who implemented the bot AI is dmn_clown, though he doesn't come on this forum anymore. Sago is the one who deals with the code engine and QVM side. Otherwise I'm not sure if seeking help on the ioquake3 board or an ioq3-based project could help.


Title: Re: Bot AI
Post by: Falkland on March 20, 2010, 05:30:22 AM
I found once some resources about Q3 AI bots ....

- http://mag.dsi.unimi.it/qsmodels/level4/index.html
- http://www.rmsmelik.nl/PDF/gamesagents.pdf
- http://portal.acm.org/citation.cfm?id=1719345

and I cannot not to mention also brainworks project : http://code.google.com/p/quake3-brainworks/

and also the official ID guide ( no more available on the ID site ) : http://www.kiv.zcu.cz/~rohlik/vyuka/isw/Q3A/Q3ABotAI_15.pdf


Title: Re: Bot AI
Post by: Mandinz on March 20, 2010, 02:16:31 PM
Thank you for the links and help, my tutor suggested turning to the forums advice and to get pointed in the correct direction.

Mandinz


Title: Re: Bot AI
Post by: ioRu on August 28, 2012, 04:16:47 AM
Hi, i am greatly interested in writting a good AI arena bot, though i have to do a lot of damned work
in the institute and in the company i work for  >:D.
You are welcome to write to email.
It would be good to launch a site for such kind of stuff/find existing one.
Also, i'm searching people, interested in it.

Sincerely yours, ioRu


Title: Re: Bot AI
Post by: ioRu on August 28, 2012, 04:23:28 AM
Also.

About links above.
We have something here on quake
http://mag.dsi.unimi.it/qsmodels/

This project is empty now.
http://code.google.com/p/quake3-brainworks/issues/list



Title: Re: Bot AI
Post by: grey matter on August 28, 2012, 01:14:47 PM
The ioquake3 wiki entry about Bot AI articles (http://wiki.ioquake3.org/Academic_Articles#Bot_AI) also has some entries.

What exactly are you interested in? Just rewrite the bot logic for fun and profit? Use a special algorithm?
Either way I can also recommend Brainworks for starters and the ioquake3 IRC channel for technical help.


Title: Re: Bot AI
Post by: Gig on August 29, 2012, 03:22:48 AM
About bots, Chaoticsoldier (http://openarena.ws/board/index.php?action=profile;u=1690) and Graion Dilach (http://openarena.ws/board/index.php?action=profile;u=1541) may be able to help you... you may try PM them to inform them about this thread.

OA bots scripts have some differences from standard Q3 bots, and I fear such differences are not yet well documented. Fortunately, OA 0.8.8 restored (almost full) compatibilty with standard Q3 bots...


Title: Re: Bot AI
Post by: Graion Dilach on August 30, 2012, 04:40:24 AM
It was quite a while ago since I last tried to understand the botlogics. I don't know if you want to modify the botlogics in the qvms or the botlogics in the compiled-at-mapstart files.

Truth to be told, since 2010 I hadn't looked into Q3A that deeply...  :-[ I ended up shaping Yuri's Revenge lately.