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Half life 2/ Counter Strike: Source bot. Charlie Cross CIS 488 2-14-05. Background . Counter Strike is a multiplayer modification for Half life, released in June of 1999. Valve software hired the counterstrike team and ported Counter Strike to their new Source engine.

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half life 2 counter strike source bot

Half life 2/ Counter Strike: Source bot

Charlie Cross

CIS 488

2-14-05

background
Background
  • Counter Strike is a multiplayer modification for Half life, released in June of 1999.
  • Valve software hired the counterstrike team and ported Counter Strike to their new Source engine.
  • Outsourced a spin off single player product- Counter Strike: Condition Zero.
  • Ended up being finished at Turtle Rock Studios.
background 2
Background (2)
  • Turtle Rock developed artificial intelligence for condition zero.
  • AI was ported to CS: Source last month.
ai features
AI features:
  • Navigates map using automated systems (waypoints) combined with human teaching (navigation meshes).
  • Communicates with human players, telling them where enemies are located.
  • Follows human instructions (e.g. “follow me”, or “team fall back”)
  • Selects best weapon for tactical situation. Avoids tactically disadvantageous situations.
  • Conveys range of emotion-driven behaviors. Rushes aggressively when winning or retreats when outnumbered.
navigation
Navigation
  • Use of nav meshes allows bots to be less predictable and to use less structured behavior the way humans do.
  • A* pathfinding.
  • Uses reactive obstacle avoidance (like the quake bots) To avoid crashing into walls and other objects.
  • Monitor’s average velocity to detect when the bot is “stuck”, then uses a “random wiggle” to try to jerk free. (I have never seen this happen)
using and viewing the environment
Using and viewing the environment
  • Nav meshes include “hiding spots” that are labeled by the programmer.
  • When retreating or “camping” the bot will find a hiding spot to ambush the opponent.
  • Looks around smoothly and avoid jerky movements.
  • Looks around corners and checks openings.
tactics and bot emotions
Tactics and Bot emotions
  • Nav Areas hold a danger value.
  • Increased danger means increased cost (A*)
  • This forces bots to change routes.
  • Danger values are increased when bad things happen (such as team mates dying)
  • Morale determines level of aggression.
  • High morale: Bot is on winning team, bot is killing enemies.
  • Low morale: Bot is on losing team, bot is killed, hurt.
combat and weapon selection
Combat and Weapon selection
  • Since it is a rule based system, there are an elaborate collection of rules to determine combat actions.
  • Examples:
    • Using the appropriate weapon for the range: (Sniper rifles if enemy is far, pistol if close.)
    • Aiming for the head.
    • How to use grenades effectively (flush out enemies if attacking, slow them down if defending)
team awareness
Team awareness
  • Follows the leader (you)
  • Communicates enemy locations
  • Uses stealth (sneaking slowly to reduce noise) when heavily outnumbered
  • Avoids stupid problems like shooting teammates, (will yell at you if you do).
effects on gameplay
Effects on Gameplay
  • Why make a bot for a multi-player game?
    • Some servers don’t have a lot of players on them. Bots can fill in the gaps to make a full team.
    • Lousy internet connection wont prevent players from enjoying game.
    • Bots don’t accuse you of cheating when you kick their ass.
strengths and weaknesses
Strengths and weaknesses
  • Strengths:
    • Bot is almost convincingly human.
    • Bot difficulty is scalable to match different skill levels.
    • Bots don’t change flow of game, they are just like other players.
  • Weaknesses
    • Bots can see perfectly in dark areas.
    • Bots often prioritize killing enemies over completing mission objectives. (Then again, so do most human players.)