Doom Bot / AI by Sunbeam

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Doom Bot / AI by Sunbeam

Postby Sunbeam » Wed Mar 18, 2020 1:42 pm

Hey everybody!
I've worked on a new Doom bot project for quite some time. Please take a look and tell me what you think of it! :)




Have a good day!

(I'm not sure this is the right sub-forum because it is neither a TC, a game engine nor a separate utility...)
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Re: Doom Bot / AI by Sunbeam

Postby Cherno » Wed Mar 18, 2020 2:12 pm

Impressive stuff! I wonder, what would the application of a bot that can traverse most levels on it's own be, though? A coop partner, sure, but how does it handle combat?
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Re: Doom Bot / AI by Sunbeam

Postby Solid-Head » Wed Mar 18, 2020 3:09 pm

When I thought that TDRR bots were the best things ever. Automatic waypoints ? Color me impress ! I'm curious to see how you did it.

As I can see right now, it look more intelligent than AUTODOOM (which can't beat MAP02 because of that jump). Does it shoot enemies ?
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Re: Doom Bot / AI by Sunbeam

Postby Tormentor667 » Wed Mar 18, 2020 3:13 pm

Extremely impressive. Is it ZScript based? By the way, where are you from? :)
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Re: Doom Bot / AI by Sunbeam

Postby Sunbeam » Thu Mar 19, 2020 11:39 am

Thank you all! 😊

Cherno wrote:Impressive stuff! I wonder, what would the application of a bot that can traverse most levels on it's own be, though? A coop partner, sure, but how does it handle combat?

A coop partner for one. And on the other hand: Just entertainment. 😉
It doesn't handle combat at the moment. I focused on pathing first. Of course somewhere along the way it should be able to handle some demons.

Solid-Head wrote:When I thought that TDRR bots were the best things ever. Automatic waypoints ? Color me impress ! I'm curious to see how you did it.

As I can see right now, it look more intelligent than AUTODOOM (which can't beat MAP02 because of that jump). Does it shoot enemies ?

As I said: No enemies at the moment. I've seen Autodoom and it looks interesting! Yes, at least in that one specific feature my bot is a step ahead. 😉

Tormentor667 wrote:Extremely impressive. Is it ZScript based? By the way, where are you from? :)

No, it's completely implemented in the engine.
It seems I'm from the same country as you. 😉
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Re: Doom Bot / AI by Sunbeam

Postby Rachael » Thu Mar 19, 2020 12:12 pm

Sunbeam wrote:No, it's completely implemented in the engine.
It seems I'm from the same country as you. 😉

Colour me interested. Would it be possible to get this as a code patch to include directly in GZDoom itself?

Obviously that means you get credit.
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Re: Doom Bot / AI by Sunbeam

Postby Nash » Thu Mar 19, 2020 12:15 pm

I'd definitely like to see this merged into the mainline engine. It's time to dump the cajun bots for good.
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Re: Doom Bot / AI by Sunbeam

Postby Tormentor667 » Fri Mar 20, 2020 2:20 pm

Tormentor667 wrote:Extremely impressive. Is it ZScript based? By the way, where are you from? :)

No, it's completely implemented in the engine. It seems I'm from the same country as you. 😉[/quote]
According to your accend, I assumed that :)

Regarding the whole thing: Adding this to GZDoom and replacing Cajun would be awesome!
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Re: Doom Bot / AI by Sunbeam

Postby NightFright » Fri Mar 20, 2020 4:17 pm

I tried AutoDoom and was disappointed that it didn't even pass the first vanilla Doom levels. This looks like it could actually beat the entire game at some point. An amazing achievement!
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Re: Doom Bot / AI by Sunbeam

Postby Sunbeam » Sat Mar 21, 2020 4:20 am

Rachael wrote:Colour me interested. Would it be possible to get this as a code patch to include directly in GZDoom itself?

In general: Yes. BUT for one there are still several cases that the bot can't handle (I only showed the things that worked in the video 😉) and the code would probably not meet your requirements at the moment. Still needs cleanup.

NightFright wrote:I tried AutoDoom and was disappointed that it didn't even pass the first vanilla Doom levels. This looks like it could actually beat the entire game at some point. An amazing achievement!

Thanks! I didn't try AutoDoom myself, but from what I saw in videos I already found it quite impressive.
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Re: Doom Bot / AI by Sunbeam

Postby Enjay » Sat Mar 21, 2020 4:34 am

I have to say, that's impressive. The way it can figure out quite complex constructs and map/switch logic is really cool.

Obviously it's not ready to replace Cajun just yet because Cajun can fight enemies and can be used in DM but I hope those things might be along the road at some point.
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Re: Doom Bot / AI by Sunbeam

Postby Sunbeam » Sat Mar 21, 2020 4:43 am

Enjay wrote:I have to say, that's impressive. The way it can figure out quite complex constructs and map/switch logic is really cool.

Obviously it's not ready to replace Cajun just yet because Cajun can fight enemies and can be used in DM but I hope those things might be along the road at some point.

Thanks!
Theoretically I could combine the pathing of my bot with the fighting ability of ZCajun. Dirty, but should work. 😉
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Re: Doom Bot / AI by Sunbeam

Postby Redneckerz » Sat Mar 21, 2020 4:55 am

Impressive stuff. If this is an in-engine source mod and its not working up for all user cases yet, perhaps consider an unofficial build so people can playtest/help out with your progress?

This would be similar, i realize, to how the older Cajun Bots did it, being a source modification that didn't get any mainline integration, but in the here and now, it is something you could consider :)
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Re: Doom Bot / AI by Sunbeam

Postby Marcus101RR » Wed Mar 25, 2020 6:53 pm

What about other than scrapping the idea of trying to create an AI that self-learns to complete Doom Levels, make it an actually Squadmate-esque-like Mass Effect? As in have the player command said AI Companions to follow, attack, move, etc. With the exception that they would have to at least learn to grab items once in a while that they need to continue the fight.

There have been quite a few evolution of Cooperative Bots in the ZDoom/GZDoom era while I was gone.

Brutal Friends being the common one as of right now.
Isabella Companion which is basically what Brutal Friends is.
Marine Express which were basic Monster Type emulation of bots, but utterly stupid using Friendly flag.
AutoDoom which sadly is its own self Doom Engine, so you can't just drop into ZDoom/GZDoom?
Coop Bots which was a more advanced decorate magic.
Coop Marines, another decorate magic.

Am I missing any? I think there was another mod but i can't find it.
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Re: Doom Bot / AI by Sunbeam

Postby Sunbeam » Sat Mar 28, 2020 4:26 am

Redneckerz wrote:Impressive stuff. If this is an in-engine source mod and its not working up for all user cases yet, perhaps consider an unofficial build so people can playtest/help out with your progress?

Thanks. This might be a good idea in the future, but for now I know of enough places where the bot needs improvement. 😉

Marcus101RR wrote:What about other than scrapping the idea of trying to create an AI that self-learns to complete Doom Levels, make it an actually Squadmate-esque-like Mass Effect? As in have the player command said AI Companions to follow, attack, move, etc. With the exception that they would have to at least learn to grab items once in a while that they need to continue the fight.

Ideally this would be the end result. I thought of something like this. Where the player just gives commands to his teammates or maybe just points to a location to order the bot there.

Marcus101RR wrote:There have been quite a few evolution of Cooperative Bots in the ZDoom/GZDoom era while I was gone.

Yes, but from what I have seen only AutoDoom is a "real" AI which can navigate levels properly.
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