AI techniques used in Quake3 / Unreal - BOTS
Posted 03 February 2000 - 11:22 AM
The author didn''t actually implement all of this, but he did sugeest how games did such a thing, and made a demo with ants who walked around, ate, and swapped information.
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Posted 03 February 2000 - 11:40 AM
I haven''t had a chance to dig in yet, but you can basically see how all the gameplay elements were set up. id also released a brief tut of kit (not sure which, even though I downloaded it) on how to make your own bots.
Man, I think Quake is a pretty boring game, but I had to buy it anyway to goof around with that virtual machine code.
TC Coming soon
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Posted 07 February 2000 - 12:37 PM
When designing a level for ut, you can set simple ways for the bots. All weapons in a given distance can be reached easily by the bots.
A good example of this technice is the ctf-face level. When the bots start, they all run on exactly the same way (easy to head shot them *g*).
Enjoy the AI (since its "A"I, its not real Intelligence )
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Posted 12 February 2000 - 11:47 AM
Bots in Unreal move around following a serious of predefined waypoints. Basically, they decide what they want and try and go and get it - pretty much the same as the old ReaperBot (no surprise, Steve Polge being the author of both UT''s bots and the Reaper) and others. A degree of randomness is added in.
The Quake 3 bots are basically souped up Gladiator bots, by Mr. Elusive.