Hi All -
Subject: [hlcoders] Idea: no-competitive bot, implementation of stupidity This is a idea for a new type of bots. Purposelly idiots, designed for coward, idiocity and obnosiuxity. "Non-competitive" bots. From: tei <[EMAIL PROTECTED]>
"Dumb-bots" -- this is a smart idea, I like it.
I have had similar thoughts about various kinds of bots -- an ecosystem of intelligences, some entities dumber, some entities smarter.
Intelligence is not necessarily a survival trait. Consider us, for example: if we nuke ourselves to extinction, the survival value of our big beautiful brains drops to zero. Would be interesting to mix various kinds of bot-intelligences, just to witness their interactions.
Taken to an extreme, one could build a first-person equivalent of genetic algorithm modeling, where entities represent ideas (e.g. gas-engine turbine design) ... iterate the entities through many many generations ... entities evolve ... the long-term survivor represents the entity best adapted to it's environment (i.e. most efficient gas-engine turbine).
Also, I like the idea that Art Imitates Life ... therefore Art should have dumb entities, just as Life does.
I want bot to act like stupid people, lazy sharnigans that waste time walking here and there. I also want to make bots cowards, so runaway to avoid attack, and make bots very evile, so camp the player on dark areas.
Consider the Scientists -- cowards who run at any sign of danger. How about modding scientists into weapons ... say, remote-detonation bombs?
Consider the lowly Cockroach entity -- it has AI to avoid light. I made a modified cockroach which explodes when you step on it, how's that for crafty camping?
I also want this bot to chat in a obnoxius ways, say... over-celebrate frags, and blame lag for being a losser.
Funny.
Also, when they get *really* scared, dumb-bots should wet their pants. And the effect should include a slippery wet zone on the floor ... transient, so the whole map doesn't turn to slippery urine ... but seriously, this could cause all kinds of entertaining chaos for players -- surprise appearance of low-friction zones during a firefight ....
Will use the most ridiculous weapon because its dumb, not because some random choice.
I submit that the most ridiculous weapon is a banana -- only an idiot brings a banana to a gunfight.
His accuracy will be poor. He will try to "score" being cool, and fail. Will to jump over lava, and fail.
Funny. Also, if he gets a chance, he will push players over the edge. This should be relatively easy to hack, in the code where the TalkMonster (I'm not sure about other entities) says, I'm too close to the player, I must back off -- right here, give the player a bit of a push, in the opposite direction. I don't know how to check for a ledge, but any push could have all kinds of violent, amusing consequences ....
This bot will forget the level. Will become lost and will act exactly like a stupid guy being lost in the forest. Even will ask for help.
Tricky. I think he doesn't actually "forgets" the level -- rather, he thinks about his path in a deliberate way, which appears forgetful. Perhaps he uses his own "info_node_dumb" entity, rather than the regular nodes? Or he uses both?
I suspect he needs more clever code to appear genuinely stupid. Making a persuasive mimic of stupidity may require surprisingly intelligent code.
Cool idea, keep us posted on further developments.
Karl Jones ... the Handy Vandal
[EMAIL PROTECTED] www.handyvandal.com
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