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  1. #51
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    Originally Posted by Frooples View Post
    Updated main post.

    - Added relative and absolute playback.
    - Added BasicInfo commands.
    - Upgraded /bot record and /bot play to be more robust.

    Recordings are really finicky. Some commands interfere with each other. Not to mention lost commands during playback and desyncing issues, which I suspect is due to locked semaphores. I gotta fiddle with this spaghetti some more.

    How did u not apply for dev yet? xD

  2. #52
    Michi's Avatar spread kindness

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    What's your guys thoughts if he were able to make a full team of NPC's with a TDM on hard level ONLY
    and handing out EXP to the winners? (obviously not the same amount as a real person, but what if an EXP system were created for this, similar to quests I'd say, honestly)

    So say if you made a TDM by yourself, the player would only be able to have one NPC on the other team, and 2 with 2, and so forth, until the NPC's get kicked out after a 4v4 of real people have joined. Or just mix people and NPCs like some other games have, they just would get less EXP since it is a computer after all.

    Overall, I don't think I've been able to reply to this thread saying how impressive this is, especially incorporating it into a mess of code that I've heard GunZ is built with.

    Cheers to you!


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    Frooples (04-08-2021)

  4. #53
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    Erm, so is there a final version of AI bot that we can fight against? If not, how about launching the AI bot for us to play against, so that the BOT gets trained as there are more play times against real player? Or does the bot can self train better over time? I am really looking forward to fighting the best version of AI bot. 4 AI BOT versus 4 real players. What are the expected timeline of a very good version of AI BOT to be launched into fgunz?

  5. #54
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    Just so it's clear, this training bot won't have AI anytime soon. Implementing AI is a massive undertaking and deserves it's own discrete project. You can't make a self driving car without building a car first.


    Michi's suggestion is a good one and would be simple to implement given the infrastructure is already built, but it won't be built anytime soon.

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    Jonathan pls (04-09-2021), Victory (04-10-2021)

  7. #55
    Ommadawn's Avatar Bird + Trash = ?

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    Reopened (thread got autoclosed after 2 weeks)

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    Frooples (06-13-2021)

  9. #56
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    MASSIVE update on main post.

    Done:
    • Fixed playback syncing issue.
    • Freshly spawned bots now get a copy of recordings.
    • Fixed /bot sf. Bots are now able to be juggled.
    • Added pushing bots out of way for /bot follow.
    • Fixed crashing when setting a target for /bot follow.
    • Bot now spawns in your team.
    • Added /bot mimic [is_possessing].
    • Added /bot ammo.
    • Lowered hp/ap/ammo to 9999999.
    • Reworked /bot aim and /bot follow. Can now detect nearest enemy.
    • Reworked /bot record and /bot play. Now records/plays mapped key+mouse events.
    • Fixed massives not hitting bots.
    • Added pitch and yaw to /bot counter.

    Todo:
    • Bot recording code is too intertwined with MyZCharacter during prototyping. Use overridden functions in rework. Edit: done.
    /bot record needs to constantly record the hero's direction, not just only when an action is sent. Edit: Actions list becomes way too bloated and bot can't kstyle anymore. Gonna ignore this unless really needed.
    • Finding the closest enemy currently has time complexity O(n). Use Octrees to reduce to O(log(n)).
    • Add /bot norecoil. Edit: done.
    • Fix bot gunfire doing no damage.
    • Fix lunges not stunning Hero.
    • Implement /bot save and /bot load and load items using saved files.
    • Make bots server-sided.


    I made the big decision to record mapped keys and mouse events instead of the previous Mcommand. This allows physics to affect the bots and makes for a much more interactive human-like playstyle. Additionally the code is far more streamlined for future development, namely AI. The caveat is that the bots are no longer precise in its positioning and can be interrupted by players, terrain, or randomness.










    By following a set of simple rules, you can get very complex results. The rules here are face the nearest enemy and go in one direction.









    Misc Images
    Spoiler!

    Last edited by Frooples; 06-29-2021 at 10:10 PM.

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    Bunny (06-14-2021), Ommadawn (06-14-2021), TopTeam1 (06-14-2021)

  11. #57
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    Again, how are you not in the dev team yet?

  12. #58
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    Context: https://freestylersworld.com/showthr...aining-Program


    I need to borrow y'alls brains. What do you think is a good way to create an interactive Gunz tutorial?

    The bot should eventually be able to record and save recordings, so you can display the key/mouse events ahead of time. Problem is I'm not creative enough to think of a nice layout.



    I'm thinking a layout could follow these guidelines:

    ○ Displays what to press and when to press it.
    ○ Is intuitive.
    ○ Does not obscure incoming instructions no matter how much button mashing the recording contains.
    ○ Sleek and elegantly designed.
    ○ Non-distracting.



    I'm imagining something like these.





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    TomasEdison (06-15-2021)

  14. #59
    Ommadawn's Avatar Bird + Trash = ?

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    Reopened (thread got autoclosed after 2 weeks).

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    Frooples (10-08-2021)

  16. #60
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    Updated main post.

    • Ported training bot over to JetMan's source.
    • Fixed bot charinfo not initializing correctly.
    • Fixed bots not doing ranged damage.
    • Fixed bots shooting blanks.
    • Fixed bots holding block.
    • Fixed bots not charging massives.
    • Fixed bots not switching to reserved weapons.
    • Bots now aim dead center.
    • Added Unique ID to each bot name.
    • Bots can now aim at NPCs .
    • Fixed bots not taking ranged damage.
    • Fixed bots not getting knockdown by dagger lunges.
    • Added save/load/delete recording file system.
    • Fixed /bot ammo crashing when no weapons.
    • Can now clear recordings by starting and stopping right away.
    • Bots now counter randomly if no parameters are set.
    • Reworked /bot god.
    • Reworked /bot ammo.
    • Fixed bot not aiming at player on ground.
    • Made saving/loading system more robust.
    • Added keystroke simulation system.
    • Fixed bots doing unauthorized commands.
    • Minor rework to the record/playback system. Bots can now use absolute positioning.
    • Added some Easter eggs.

    Edit:
    Oh right forgot to mention the main feature of this batch of updates: /bot save, /bot load, /bot delete.

    Introducing the training bot saving/loading system. It is custom made from scratch to encode your best training bot recordings into a file where you can send it to friends (or enemies). You could record a tutorial for our newcomers, challenge others to beat your personalized fighting style, or leave your buddy something to remember you by.

    When you load a recording, the bot will seamlessly equip the necessary weapons & items mid-combat and continue fighting in a wildly different style without missing a beat.



    Big thanks to JetMan et al for letting me use his source!




    Can you spot when the weapon loadouts change?
    Last edited by Frooples; 10-28-2021 at 11:57 AM.

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    Amamin (10-10-2021), BerS (10-08-2021), Eeksdee (10-08-2021), Faky (10-08-2021), Fay (10-08-2021), Lenny (10-16-2021), Love Donna (10-09-2021), Ommadawn (10-08-2021), StephanM (10-08-2021), TomasEdison (10-08-2021)

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