Brainworks: Quake3 AI Rewrite
Posted: Sun Dec 02, 2007 9:45 pm
Most people here probably don't know this, but on and off for the past 6 years I've been working on a full rewrite of the Quake 3 AI code, named "Brainworks". I'm working on an official release version (which will come with source code), but I need a wider range of testing for things like "How accurate should the bots shoot?" and things like that.
Here's a link to the current install version: http://tedvessenes.googlepages.com/brai ... 0.92.2.zip
Just unzip that from your Quake 3 directory and it should be setup. There are more directions in the included readme.txt file.
The original goal for the bot's skill level was this:
Skill 1: Someone who has played Q3A for less than 2 weeks
Skill 2: Someone who has played Q3A for less than 3 months
Skill 3: Average player on a public server
Skill 4: The best player on a public server
Skill 5: A clan player who plays in professional tournaments
If you really want to help test this, try playing against each kind of bot and let me know if they fit that criteria or not. I plan on tweaking a few aiming related constants based on your feedback.
By the way, for testing purposes, this release has fixed aiming levels for all bots of the same skill. For example, a skill 3 Mynx will shoot exactly as well as any other skill 3 bot. The final release will have a greater differentiation of aiming skill based on the bot's actual personality. I just forced all of them to aim like an average skill X bot to provide a common testing framework.
There is an issue where Bot's don't use the Railgun as much as they should. They attack well with it, but generally don't choose to use it. Without getting into too much detail, the issue is caused by a foundational design choice in the weapon selection algorithm which turns out to be incorrect for the railgun. I want to know if the bots are still fun to play against even with this bug, or if an official source code release should get delayed until I can fix the bug.
At any rate, let me know what you think. I'll be incorporating your feedback into the official release.
Here's a link to the current install version: http://tedvessenes.googlepages.com/brai ... 0.92.2.zip
Just unzip that from your Quake 3 directory and it should be setup. There are more directions in the included readme.txt file.
The original goal for the bot's skill level was this:
Skill 1: Someone who has played Q3A for less than 2 weeks
Skill 2: Someone who has played Q3A for less than 3 months
Skill 3: Average player on a public server
Skill 4: The best player on a public server
Skill 5: A clan player who plays in professional tournaments
If you really want to help test this, try playing against each kind of bot and let me know if they fit that criteria or not. I plan on tweaking a few aiming related constants based on your feedback.
By the way, for testing purposes, this release has fixed aiming levels for all bots of the same skill. For example, a skill 3 Mynx will shoot exactly as well as any other skill 3 bot. The final release will have a greater differentiation of aiming skill based on the bot's actual personality. I just forced all of them to aim like an average skill X bot to provide a common testing framework.
There is an issue where Bot's don't use the Railgun as much as they should. They attack well with it, but generally don't choose to use it. Without getting into too much detail, the issue is caused by a foundational design choice in the weapon selection algorithm which turns out to be incorrect for the railgun. I want to know if the bots are still fun to play against even with this bug, or if an official source code release should get delayed until I can fix the bug.
At any rate, let me know what you think. I'll be incorporating your feedback into the official release.
