• Quake 3 Arena' Bots Evolve World Peace After Four-Year War On Pirate's Server
    139 replies, posted
[QUOTE=Nitro836;41279205]Didn't know a videogame could have a learning combat AI. Why isn't this used in other games?[/QUOTE] It often is. It's just done by the developers, then the adaptation is disabled for release, so that the AI in the game is the result of an evolutionary process rather than starting dumb as rocks and undergoing evolution in real-time. FEAR's AI was developed through a variant of this process and it's very smart.
[QUOTE=catbarf;41279272]It often is. It's just done by the developers, then the adaptation is disabled for release, so that the AI in the game is the result of an evolutionary process rather than starting dumb as rocks and undergoing evolution in real-time. FEAR's AI was developed through a variant of this process and it's very smart.[/QUOTE] FEAR 1 is still the only FPS I've played that I haven't beaten on the highest difficulty setting because those troopers because utterly insane.
This is fake, there are many versions of this story. One being about the CS 1.6 bots
I'm not buying this. First, bots are meant to get kills and win, not survive. Second, bots would still pick up ammo and weapons scattered throughout the map. The author makes it seem like the bots were just chillin with the Machine Gun until he killed one of them, which I find highly unlikely. Even if the bots had some sort of truce, I don't see why they wouldn't arm themselves to the teeth. Finally, a server wouldn't just get stuck on a map. My experience is limited to UT2k4, but if a server has problems with map loading, it would crash and either need to be rebooted manually or have a fall-back that would restart at another map. Considering how old Q3 it, it would probably just plain crash and need a manual reboot. Even if it did have some sort of fall-back, I doubt it would lead to the same map.
[QUOTE=thisispain;41278568]uhhhhh 1990 happened memory paging is kind of a thing now[/QUOTE] A 32-bit program can't address over 4 gigabytes of memory. There's nothing the OS can do about that.
I don't know why this is even being considered as true, the technology for this level of learned behavior didn't exist then, and is hardly starting to become viable now. The AI learning in the game likely only handles things like your dodging and shooting patterns. No matter what learned behavior they do pick up from playing, it would never overwrite the hard coded goal of killing for points, or the very least moving. It's a deathmatch game for Christ's take, use some common sense.
[QUOTE=Nitro836;41279205]Didn't know a videogame could have a learning combat AI. Why isn't this used in other games?[/QUOTE] I dreamed about an AI that could learn from nothing in a game and play it according to humans. AKA it learns only the best weapons and paths and records fuckloads of statistics. Eventually its a server where its 1v6 x 6. People have to team up just to stop the bots.
[QUOTE=RichyZ;41279640]and on top of all of the other evidence that this is fake big one its a fucking thread on 4chan[/QUOTE] Are you seriously implying that people on 4chan would lie? That's a serious accusation.
[QUOTE=Desuh;41279676]Are you seriously implying that people on 4chan would lie? That's a serious accusation.[/QUOTE] Tons.
I would love to see an online game where the bots are handled by a game-wide cloud that learns from every players playstyle.
There's an interesting thesis about Quake III bots that you folks should take a look at. [url]http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf[/url]
There should be a Q3 server with 1 bot on nightmare difficulty.
Oh fuck someone posted it fuck you guy. I will say I've seen this story enacted so many times on /v/ (in often very creepy ways) but this is the first time I've seen it with AI Logs at the end.
[QUOTE=Roll_Program;41277103]4 years without a power cut or any maintenance? The server machine would have been clogged up with dust after running non stop for that long. Come on. Quake 3 is old enough to be able to run the game at something like 50x speed on modern machines, someone could turn up the simulation rate and try out this theory.[/QUOTE] It doesn't take much to run a server for quake so I would expect the pc to be running it fans at pretty low speeds also depending where he put it; it could have been on a shelf or someplace that rarely gets dust. I'm actually tempted to try doing this. I want to believe.
[QUOTE=.FLAP.JACK.DAN.;41279825]It doesn't take much to run a server for quake so I would expect the pc to be running it fans at pretty low speeds also depending where he put it; it could have been on a shelf or someplace that rarely gets dust. I'm actually tempted to try doing this. I want to believe.[/QUOTE] Finally, a use for my raspberry pi. Also, on the subject of AI in FPS games: [URL]http://botprize.org/[/URL] The winning team made bots that hold grudges and act irrationally like real players
An AI that can hold a grudge Imagine Skynet with a grudge
-didn't read article-
[QUOTE=Socram;41279599]The technology for this level of learned behavior didn't exist then, and is hardly starting to become viable now. The AI learning in the game likely only handles things like your dodging and shooting patterns.[/QUOTE] Umm I don't think this is true either, but ever heard of the Reaper bot for quake 1? No waypoint system, it learned any map, official or custom, by interpreting what the player does and because of that it could figure out how to use things that normal bots couldn't, like lifts that were made out of doors instead of actual func_plats, or how to execute a grenade jump. The guy got hired by Epic and codes their AI, for UT and other shit. Keep in mind this was for Quake 1, before Quake 2 was released and before Q3 existed.
It sounds like that one video game SCP that was designed to have really good AI, and as the player progresses through the game the AI characters start doing things to mess with the player IRL and eventually drives them to suicide or something. It also generates AI logs but I don't remember the SCP number
This reminds me of IRobot.
[QUOTE=catbarf;41279272]It often is. It's just done by the developers, then the adaptation is disabled for release, so that the AI in the game is the result of an evolutionary process rather than starting dumb as rocks and undergoing evolution in real-time. FEAR's AI was developed through a variant of this process and it's very smart.[/QUOTE] Just to expand on this, FEAR's AI was a pretty big deal when it was originally released and is still a step ahead of the systems many games use. You can read the details [URL="http://web.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf"]here[/URL], it's a fantastic read and I highly recommend it to anyone interested in AI development. To summarize, what made FEAR's AI interesting was that it didn't exist in specific states like a finite state machine would, which is how most game AI works. With a FSM, the AI might, for example, be in a 'kill player' state, working within those boundaries until it goes into a 'retreat' state. The FEAR AI is stateless, it instead balances goals and actions. The AI prioritizes its goals, then determines what actions it can perform and how they'd contribute to those goals, and then takes the best option. This allows it to do incredibly realistic things- taking cover when under fire (survival goal overrides attack goal), flanking the player (movement more conducive to killing the player than staying still), dodging grenades, and working as a team. By varying the weights assigned to those actions, the behavior can be tweaked. Make survival less important, and the AI becomes extremely aggressive and reckless. Make movement less important, and they find cover and stay there. The key is, if you implement an evolutionary system for development, then this tweaking can occur systematically in real-time until it fine-tunes the model into an effective combat AI. Freeze the values at whatever they come to and hard-code them and you now have your AI. Or, put the player in control of the evolution process, and you have [URL="http://www.cs.rochester.edu/~brown/242/assts/termprojs/games.pdf"]Black & White[/URL]. My point is, evolutionary algorithms in AI development have been around a while, and although they do have a lot of potential and can be extremely effective they're not going to revolutionize the industry. This technology has been around, it's just under-used. It's interesting to note that despite all the improvements in graphics, sound, voice, controls, and other technical aspects of games, artificial intelligence is still mostly crap.
This reminds me of short circuit.
[QUOTE=Rufia;41278712]Wait, Quake 3 bots learn from you? Why don't more games employ this feature? I mean I realise it must have been fucking hard to do, but if it's been done once...[/QUOTE] I know Supreme Commander 2's AI did this, kind of. They didn't learn from you after the game was played but how they made the AI was basically by pitting them against each other in neural networks over and over and over so they developed complex strategy and how to handle certain situations. Updates post-launch improved this even more as the guy in charge of the AI put more and more variables and curveballs into the algorithim. Currently, SupCom2 has some of the best RTS AI on the market, its a shame the game was so financially unsuccessful and that GPG is basically under the water at the moment. People rail on SupCom2 a lot because it wasn't exactly like the first game, but it did a lot of things really well and was still a ton of fun to play. That's why I was super excited for Kings and Castles, the mid-evil SupCom game they were making. It was looking to take the best parts of Sup Com 1 (the scale, a myriad of complicated strategies), and the best parts of SupCom 2 (more refined, better performance, amazing AI) into one ultimate RTS package. But the game indefinitely went on the backburner when they went broke and had to start working for Age of Empires online, and now the company is officially toast with only a tiny amount of people working there on unrelated projects for some company that bought them out. It's really sad, because Kings and Castles would have released as one of the more original, and enticing RTS's released in a long time in a period where we hardly get any RTS games anymore for some reason. At least we have Planetary Annhilation on its way..
I'd expect a creepy paste based on this, like that this guy rejoins the game and he finds out that the teams are starting to both attack the real players more and more.. .. Or something, could be a good read.
[QUOTE=KorJax;41281805]I know Supreme Commander 2's AI did this, kind of. They didn't learn from you after the game was played but how they made the AI was basically by pitting them against each other in neural networks over and over and over so they developed complex strategy and how to handle certain situations. Updates post-launch improved this even more as the guy in charge of the AI put more and more variables and curveballs into the algorithim. Currently, SupCom2 has some of the best RTS AI on the market, its a shame the game was so financially unsuccessful and that GPG is basically under the water at the moment. People rail on SupCom2 a lot because it wasn't exactly like the first game, but it did a lot of things really well and was still a ton of fun to play. That's why I was super excited for Kings and Castles, the mid-evil SupCom game they were making. It was looking to take the best parts of Sup Com 1 (the scale, a myriad of complicated strategies), and the best parts of SupCom 2 (more refined, better performance, amazing AI) into one ultimate RTS package. But the game indefinitely went on the backburner when they went broke and had to start working for Age of Empires online, and now the company is officially toast with only a tiny amount of people working there on unrelated projects for some company that bought them out. It's really sad, because Kings and Castles would have released as one of the more original, and enticing RTS's released in a long time in a period where we hardly get any RTS games anymore for some reason. At least we have Planetary Annhilation on its way..[/QUOTE] Funfact: the guy who made the AI for SupCom2 is working on Planetary Annihilation. And it should be even better for PA because he's in the development from the start instead of joining it in the middle or the end, don't remember exactly. He was hired to do it for SupCom2 after making a pretty damn good AI mod for SupCom1. He even has a blog: [url]http://soriandev.blogspot.com/[/url] Another funfact: I'm pretty sure I played LoL with the guy once.
[QUOTE=Roll_Program;41277135]Rented a server with 100% uptime for 3 years, paid, and just forgot about it?[/QUOTE] Bots don't forget everything when the server goes off, it could have been turned off for weeks or months and it would boot right back up with the bots memories intact. [editline]2nd July 2013[/editline] Though there's a really easy way to tell if this is true, just run a quake server and find a way to speed up the timescale. If someone told me how to, I could run it overnight on my desktop and see what happens.
now if only the civ AI could learn to make peace [url]http://www.reddit.com/r/gaming/comments/uxpil/ive_been_playing_the_same_game_of_civilization_ii/[/url]
I'll try to install openarena (it should have the same ai code right) and run a local server with timescale as high as possibly [editline]2nd July 2013[/editline] Hm I can't make it go faster than 10x without either having the game being close to crashing or bots being not responsive
As some have pointed out, this is fake ([URL="http://www.huffingtonpost.co.uk/2013/07/01/quake-3-arena-world-peace_n_3529082.html?utm_hp_ref=technology&ir=Technology"]from the Huffington Post link in the OP[/URL]): [QUOTE]Update: Alas. As we suspected (see our note at the end of the original story), it appears that this wonderful tale was too good to be true. We've been tipped that the original post was actually a joke, and that it was subsequently taken too seriously by the Internet - and, well, us. Apologies for those who found hope in the tale, but we still feel there may be a lesson in it for humanity, somewhere. Put down the guns, Quake 3 aliens, robots and killing machines. All you need is love - and a taste for viral internet humour.[/QUOTE]
[QUOTE=En Ex;41283658]As some have pointed out, this is fake ([URL="http://www.huffingtonpost.co.uk/2013/07/01/quake-3-arena-world-peace_n_3529082.html?utm_hp_ref=technology&ir=Technology"]from the Huffington Post link in the OP[/URL]):[/QUOTE] someone should try it anyway, just to see what happens
Sorry, you need to Log In to post a reply to this thread.