Realbot by Stefan Hendriks - Readme - Personalities
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


Thank you for downloading RealBot Version 1.0!

Personalities

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
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.

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.
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.

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
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...

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
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.

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.

Credits

Programmed by: Stefan Hendriks

Testers:
SadBloke
NecromanZer
Tub
Mike
Siro
MikeJ
Ruggie
Neverwinter

Leagle Eagle
Dave Leuven
Ca$h
Siaukia



Special Thanks:
Botman





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