The FSM in Quake III

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Rick141285
Posts: 7
Joined: Thu Feb 14, 2008 12:18 am

The FSM in Quake III

Post by Rick141285 »

I'm going to be doing a project (as some may already know) around editing the Finite State Machine in Quake III, If you were a begginner and you wanted to tell the enemy bot what to do in single player mode what would you want to see as possible actions??

The ones which are already there is for a bot to: Camp, Roam the map, Rush The Bots enemy base, report back on what its currently doing. So I'd just like to know what you would like to be able to do by selecting an option from the Pause Menu.

Also How long you think this action should last for, this would only be implemented in the deathmatch and tournament matches.

All Comments welcome
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: The FSM in Quake III

Post by obsidian »

:olo: I thought this would be about the Flying Spaghetti Monster making a holy manifestation in Quake 3.

Take a look at Team Arena, there are bot commands and you could tell them what to do through a special menu (that you can bring up with a key bind)

Guard the base
Capture the enemy flag
Get our flag
Follow me
Follow X

They should of course be able to deny orders, like if they are just about to reclaim our flag you shouldn't be able to force them to guard the base.
Peenyuh
Posts: 3783
Joined: Thu Jan 03, 2008 3:46 am

Re: The FSM in Quake III

Post by Peenyuh »

When I use some bots, they refuse to use higher powered weapons. Some of the bots refuse to fight at all. Is there a handbook on bot behavior somewhere? Keep in mind, I aint too bright. So, maybe something in "Dummies" terms?
[color=#00FF00][b]"How do you keep the natives off the booze long enough to pass the test?" Asked of a Scottish driving instructor in 1995.[/b][/color]
Rick141285
Posts: 7
Joined: Thu Feb 14, 2008 12:18 am

Re: The FSM in Quake III

Post by Rick141285 »

Sorry no Flying Spaghetti Monster, I've seen the commands which are there in the team orders menu which will tell a bot to do something (once its checked that the bot is on the same team as the player). My project is aimed at adding something new to the Finite State Machine but i'm not really sure what I could add and how I would do it.

My problem is adding something to the Finite State Machine (FSM) and then trying to find a way for this to be accessed through the Menu Screen. I also have to demonstrate this working in a few weeks time.

Just wanted to see if anyone had any ideas about what could be added. What I will need to do is to get the team orders menu to look at bots which aren't on the player's team.
Last edited by Rick141285 on Wed Feb 27, 2008 11:22 pm, edited 1 time in total.
Rick141285
Posts: 7
Joined: Thu Feb 14, 2008 12:18 am

Re: The FSM in Quake III

Post by Rick141285 »

Peenyuh wrote:When I use some bots, they refuse to use higher powered weapons. Some of the bots refuse to fight at all. Is there a handbook on bot behavior somewhere? Keep in mind, I aint too bright. So, maybe something in "Dummies" terms?
you may wish to have a look through this link http://www.cs.rochester.edu/research/quagents/QuakeIII.pdf I think you'll find that the bots you are using (if playing Quake III) all have the weapon selection hard coded using Fuzzy Logic ( the link explains ) which dictate how likely a bot is to use a certain item or weapon. Hope this helps.
Peenyuh
Posts: 3783
Joined: Thu Jan 03, 2008 3:46 am

Re: The FSM in Quake III

Post by Peenyuh »

Thank you.
[color=#00FF00][b]"How do you keep the natives off the booze long enough to pass the test?" Asked of a Scottish driving instructor in 1995.[/b][/color]
Nanoko
Posts: 76
Joined: Thu Jun 07, 2007 6:40 am

Re: The FSM in Quake III

Post by Nanoko »

XD I thought this was about the Flying Spaghetti Monster too. TBH, I would totally use a FSM model.
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