Thank you for
downloading RealBot Version 1.0! In this section, i
will try to explain how the bots develop their personalities. Since they are not
pre-defined like in other Bots, they have to develop their own style of playing.
Partial they save their experience in files. Emotions RealBots have
these emotions to, they get frustrated when they get team-damage, or
team-killed. They get frustrated when they get blocked by team-mates and so on.
When a bot kills a lot of enemies, he will get confident and might get even more
agresive. Emotions are not
saved in files, they are real-time. As a bot joins, he will have random emotions
and he will develop his own emotions on the fly. If he dies a lot, he gets
scared and less confident. The desires are effected by the emotions too. Adding
emotions to a bot make them very unpredictable. Desires RealBot knows the
following desires: Fullfilling objective, do Teamwork, Taking cover, Camp. All
the desires are influenced by the experiences of a bot and the emotions. A bot
that dies constantly will get scared (increase fear) but, he also will learn
that he won't 'survive' with his previous tactics (which where, walking around).
So a bots desire to camp will rise then! A bot that gets killed and does not
kill anybody, is likely to camp after a few rounds. However, when a
bot gets killed, he also might think of doing teamwork. A bot will try to do
some teamwork, and if he keeps alive he knows that doing teamwork is a good
thing! However, if he dies, he will slowely think that teamwork does not work at
all, and will try to do things on its own. At the end, if he still fails he also
might result as a camper. Fullfilling
objective is a great desire. If a bot survives the round, he thinks he
'fullfilled the objective'. In Counter-Strike you can do this by either:
"stay alive" or "plant bomb or rescue hostages". RealBot
does not think about this in VIP missions. The more a bot survives, the more it
wants to fullfill objectives. This desire can swap randomly, sometimes a bot is
just not in the mood for doing this. Or sometimes he is suddendly in the mood
for fullfilling the objective! Experiences Sometimes, it may
happen that RealBots hang around in one area, they will remember where they have
been , and if they still get stuck they might even decide to delete the waypoint
that keeps them hanging there.
Content
Introduction
Getting Started
Version Info
Personality Info
FAQ
Report a Bug
Console
Listen Server
Dedicated Server
Waypoints
Waypoint system
Waypoint editor
Other Stuff
Support Realbot
Contact Me
Personalities
As each human has emotions, so does RealBot has. Fear, Agression,
Confidence, Joy and Frustration are the most emotional factors that has to do
with playing games. As we humans can get frustrated if we get team-killed or
damaged, or we have a great lag and we can't really enjoy the game. Or, we get
very mad (agression) because we are shot for the maniest time by a team-mate and
you think its Payback time. Another example is, if you survive almost every
round, you get confident and think you can handle the entire CS community.
Or, if a bot get shot every time and dies without even getting a kill himself,
he would be more affraid. Looking around like mad just in case it would be an
enemy.
We all have desires, as soon as we start Counter-Strike, or any other game.
We have atleast one desire: Survive! In order to survive we have to be cautious,
look around, take cover, listen good for enemy footsteps and do teamwork or,
last but not least, we could camp...
While RealBot plays on a map, he collects experiences. Each team shares
their experiences. A bot will learn where to camp, or, what the best
team-strategy was. Also, all bots (not team depended) will share the information
about navigating. If a bot comes to the conclusion he can't reach a certain
waypoint. He will save this in his memory (which will be saved in the RBR file)
and won't try to do this again.
RealBot can learn where it is dangerous, where maps seem to have priority. For
example, if you should play on an unknown map (to you!) and you see that a lot
of players appear at a certain point in that map often, you will mark that as
'dangerous' if you don't survive, but you will also mark that as 'important'.
Because, why else would there be so many players? This way RealBot learns some
positions and 'zones' of the map.
Credits
Programmed by:
Stefan Hendriks
Testers:
SadBloke
NecromanZer
Tub
Mike
Siro
MikeJ
Ruggie
Neverwinter
Leagle Eagle
Dave Leuven
Ca$h
Siaukia
Special Thanks:
Botman