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.