Doom Bot / AI by Sunbeam

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Re: Doom Bot / AI by Sunbeam

Postby Redneckerz » Sat Mar 28, 2020 6:16 am

Sunbeam wrote:
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. 😉

Perfect. Would you need other bot related source code/mods (ZDoom based) for additional study or?

I may aswell offer that since i am working on a Spotlight article that targets source mods in the first place :)
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Re: Doom Bot / AI by Sunbeam

Postby Sunbeam » Mon Mar 30, 2020 10:09 am

Redneckerz wrote:Would you need other bot related source code/mods (ZDoom based) for additional study or?

Thanks, but currently I don't think so. AutoDoom would probably be the only code that could be interesting, and that is open source. :)
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Re: Doom Bot / AI by Sunbeam

Postby printz » Wed Apr 15, 2020 12:51 pm

Interesting idea with the autogenerated waypoints. Maybe that's a way forward for my AutoDoom to detect jump launch points. My only concern is that I should make it dynamic, it should be able to go in E1M5 and E1M7 and use the middle lifts to reach high places. Let alone "puzzles" such as in MAP19 where you raise a platform gradually until it lets you reach places. Jump launch points shouldn't be just static at map startup.

I generate waypoints based on subsectors of a dilated version of the map in which the player is just a point, not a square. But your way of generating waypoints may optimize certain aspects, because my bot can take a long while to find paths, especially if it needs to find switches and stuff.
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Re: Doom Bot / AI by Sunbeam

Postby Sunbeam » Sat Apr 18, 2020 3:04 am

printz wrote:Let alone "puzzles" such as in MAP19 where you raise a platform gradually until it lets you reach places.

Haha yes, have fun with THAT! 😜
To be honest: Although it would be nice for bots to be able to handle such situations, I don't think the amount of work necessary would be worth it. Doing the "normal" Doom-stuff is hard enough.

printz wrote:I generate waypoints based on subsectors of a dilated version of the map in which the player is just a point, not a square.

That's quite similar to what the Quake3 bots do, right? You basically remove the player size from the calculations.
I only realized after my current implementation that subsectors are the better idea. Normal sectors can be completely separated to different parts of the map. This leads to problems on some maps... 😬

printz wrote:But your way of generating waypoints may optimize certain aspects, because my bot can take a long while to find paths, especially if it needs to find switches and stuff.

Make no mistake, my bot also takes its time when calculating a path to the exit. I just cut it out in the videos. Honestly from some videos I have seen it looked like your bot didn't even take much real-time to calculate the paths. I found that quite impressive.
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