Whichbot .2 Release
clamatius
Join Date: 2003-03-27 Member: 14948Members, Constellation
<div class="IPBDescription">Need some aliens to play against?</div> Version .2 alpha for WhichBot is ready! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<a href='http://sourceforge.net/project/showfiles.php?group_id=76903' target='_blank'>Download is here.</a>
Latest features:
<li> HiveMind strategy manager helps to coordinate bots
<li> Completely new navigation system which uses dynamic navigation calculation instead of precalculated paths
<li> Tweaked reactive movement to reduce chances of getting stuck and improved fallback behaviour in case of sticking
<li> Completely new strategy system that blends different behaviours for offense/defense
<li> Communication with rest of alien team (bots tell you the location of new marine structures they find)
<li> Improved waypoints for faster movement and better vent navigation
<li> Config file management for tweaking of strategy values
<li> Waypoint editing and debugging available
The dynamic navigation is particularly interesting compared with the more static strategies that bots often use; an example might be that a bot is going to attack the main marine base, but notices that Reactor Room is near its route. Since the HiveMind tells it none of the bots have been there for a while, it decides to take a slight detour to make sure there aren't any RTs built there before going into the marine base, killing the guard and eating half the proto lab before the commander hops out and shoots it.
In technical terms, we do that by blending the scouting behaviour with the attack behaviour. Future versions will have even more behaviours to blend, like "wolfpack", where bots tend to follow a leader and travel in packs.
In the public test game last night of v0.2, the bots were managing a 1:3 kill ratio, which isn't too bad for skulks against mines, turrets, HA and jetpacks. There was one human alien player (as gorge), in a mostly 5v5 game.
If you've got any questions, check the <a href='http://sourceforge.net/docman/display_doc.php?docid=16096&group_id=76903' target='_blank'>FAQ</a> first in case we already answered it:
The homepage for the bot is <a href='http://whichbot.sourceforge.net' target='_blank'>http://whichbot.sourceforge.net</a>.
In the unfortunate event that you find a bug, bug reports go <a href='http://sourceforge.net/tracker/?group_id=76903&atid=548622' target='_blank'>here</a>.
and finally, bot-specific discussions can go in the thread here or in the forums at <a href='http://sourceforge.net/forum/?group_id=76903' target='_blank'>this link</a>.
Let us know what you think.
Oh, and if you're in a clan, you think you're good, and your clan would be interested in playtesting new versions, please let me know. We're also looking for good demos of games against the bots.
++clamatius (& assorted WhichBot helpers)
{edit}grumble... damn cut 'n' paste... sigh{/edit}
<a href='http://sourceforge.net/project/showfiles.php?group_id=76903' target='_blank'>Download is here.</a>
Latest features:
<li> HiveMind strategy manager helps to coordinate bots
<li> Completely new navigation system which uses dynamic navigation calculation instead of precalculated paths
<li> Tweaked reactive movement to reduce chances of getting stuck and improved fallback behaviour in case of sticking
<li> Completely new strategy system that blends different behaviours for offense/defense
<li> Communication with rest of alien team (bots tell you the location of new marine structures they find)
<li> Improved waypoints for faster movement and better vent navigation
<li> Config file management for tweaking of strategy values
<li> Waypoint editing and debugging available
The dynamic navigation is particularly interesting compared with the more static strategies that bots often use; an example might be that a bot is going to attack the main marine base, but notices that Reactor Room is near its route. Since the HiveMind tells it none of the bots have been there for a while, it decides to take a slight detour to make sure there aren't any RTs built there before going into the marine base, killing the guard and eating half the proto lab before the commander hops out and shoots it.
In technical terms, we do that by blending the scouting behaviour with the attack behaviour. Future versions will have even more behaviours to blend, like "wolfpack", where bots tend to follow a leader and travel in packs.
In the public test game last night of v0.2, the bots were managing a 1:3 kill ratio, which isn't too bad for skulks against mines, turrets, HA and jetpacks. There was one human alien player (as gorge), in a mostly 5v5 game.
If you've got any questions, check the <a href='http://sourceforge.net/docman/display_doc.php?docid=16096&group_id=76903' target='_blank'>FAQ</a> first in case we already answered it:
The homepage for the bot is <a href='http://whichbot.sourceforge.net' target='_blank'>http://whichbot.sourceforge.net</a>.
In the unfortunate event that you find a bug, bug reports go <a href='http://sourceforge.net/tracker/?group_id=76903&atid=548622' target='_blank'>here</a>.
and finally, bot-specific discussions can go in the thread here or in the forums at <a href='http://sourceforge.net/forum/?group_id=76903' target='_blank'>this link</a>.
Let us know what you think.
Oh, and if you're in a clan, you think you're good, and your clan would be interested in playtesting new versions, please let me know. We're also looking for good demos of games against the bots.
++clamatius (& assorted WhichBot helpers)
{edit}grumble... damn cut 'n' paste... sigh{/edit}
Comments
We're going to try to persuade our company to host a permanent test server for it at some point, though.
Be warned, they're most challenging with 1 human to gorge right now (I managed to win 2 games last night with no other human players on the alien sides - some great battles <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->).