The very first bot that learns from players seems really interesting to me, especially with how much machine learning is used nowadays. To bypass the problem of starting as a blank slate, couldn't you have playtesters "train" them before release?
Or did I miss something else would pose a big problem there? You'd obviously need cleverer machine learning for more complex games and iron out some perfections like flawless accuracy, but it seems like that concept's more scaleable than having to manually place nav nodes for example.
Hopefully as computer AI gets better, mods for these games will arise allowing bots for any multiplayer game.
Really like Superbunnyhops videos. They're always well researched and interesting, and he has a pretty good release schedule for these types of videos. This one's no different.
Surprised titanfall didn't come up somewhere in that.
What is that accent on the Bohemia guy
[QUOTE=KillRay;50136777]What is that accent on the Bohemia guy[/QUOTE]
Sounds like a New Zealander who's spent time in the States.
I flat out don't play multiplayer games. so I have singleplayer and w/ bots.
and people don't make bots anymore so for a lot of games I just can't play them.
The new Doom had bots tucked away but we have no idea if they'll be easily accessible in the final product unfortunately due to so many mysteries around that game in the air. I'd buy more shooters nowadays if they had bots, especially console shooters since without Xbox Live, I've basically got no reason to ever touch Halo 5 due to not even having local multiplayer anymore (or most games on Xbox One, much less multiplayer-focused games on Playstation 4 since my PS+ ran out).
[QUOTE=PieClock;50136710]Surprised titanfall didn't come up somewhere in that.[/QUOTE]
Titanfall does not simulate AI pilots (Players) - only grunts and titans when you're not piloting them. Even if you want to play today, you can't if there's no other pilots in the game. It's not true multiplayer bots, it's just that it uses bots to fill the battlefield of minions to kill like in MOBAs.
[QUOTE=Feuver;50137398]Titanfall does not simulate AI pilots (Players) - only grunts and titans when you're not piloting them. Even if you want to play today, you can't if there's no other pilots in the game. It's not true multiplayer bots, it's just that it uses bots to fill the battlefield of minions to kill like in MOBAs.[/QUOTE]
The closest to bot the game has is that horde-type coop mode.
Makes me wonder why a studio or company hasn't came up with the idea of a middleware bot AI that actively learns from the people playing the game, having a sort of hivemind AI where it doesn't rely on waypoints or the map its self, instead it looks at landmarks and player movement and all this information is synced to a server where it can be either then streamed live to the game or shipped in updates, sure it might mean the initial AI is potato if they never bothered to give it a complex profile from gametesters just running around the worlds playing the game for a month or so but I can see it certainly helping in a way, specially if its middleware where it can just be attached onto any game engine much like some anticheat (punkbuster, EAC) and video playback systems (Bink) which are commonly used.
[QUOTE=Marik Bentusi;50132522]The very first bot that learns from players seems really interesting to me, especially with how much machine learning is used nowadays. To bypass the problem of starting as a blank slate, couldn't you have playtesters "train" them before release?
Or did I miss something else would pose a big problem there? You'd obviously need cleverer machine learning for more complex games and iron out some perfections like flawless accuracy, but it seems like that concept's more scaleable than having to manually place nav nodes for example.[/QUOTE]
These days you could hook up a similar system and leverage the now ubiquitous "always online" trend with games. Maps would be played by many players, the server would record player actions and that could be offloaded for "training", to be later incorporated ingame (patches, or server-only). Extensive playteting would provide the initial sample data.
However, many modern engines these days can do a pretty good job of generating navigation nodes and information, rather quickly, and end up with great results with very minimal tweaking. There's a lot of work involved in setting up the architecture for the "learning" navmesh technique I described, and these days I'd expect the simpler method to win out.
That said, the best of both worlds would be perfect pre-laid-out navmeshes (they're 100% good to go, easy to debug and completely change up maps), but with player influenced behaviours. I'm more impressed by the way bots act, and impressed when they could fool me into thinking they're actually players (if only for a moment).
I remember bots in Enemy Territory Quake Wars, they had a set of programmed "personalities" that tried to mimic real-life players so you would have a bot that always rushed, one that camped and even one that AFKed until you got close to him or shot him or you had a objective being taken.
Sorry, you need to Log In to post a reply to this thread.