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12. Re: Counter-Strike: Global Offensive in August Jun 4, 2012, 15:38 Beamer
deqer wrote on Jun 4, 2012, 15:23:
cool, so, it has bots.

my next question is, are the bots hard coded into the game engine for specific maps, or can mappers use entities to script bot behavior and objectives. would be cool to have maps define the bot AI. could have an entity for where a bot would stand to then shoot a grenade for that grenade to land at a specific spot(using another entity), etc. in the map editor.

edit: maybe that's asking too much. i guess that'll be CS: GO2 ? at that point, perhaps we could have an overlay system, where people create layouts of the bot AI entities, and these overlays can be downloaded and selected from the in-game menu for whichever bot AI template you prefer for map. woah, that sounds big.

Hardcoded behavior, right down to where grenades land?

There's been a battle between hardcoded bots (not to the extent you mentioned, which seems very predictable) and adaptive bots since the ReaperBot days. I prefer adaptive, as you can't figure out what they're probably going to do by opening up a map editor, but inevitably they're dumber (though less predictably so.)

The best are slightly scripted dynamic bots (which are still technically static), that get signals from areas of maps but don't have any kind of hardcoded routine or path. Q3 did this.

The only real way bots scale in difficulty is via accuracy, response time and, in some cases, lethality, so bots are never a true replacement for humans. I often prefer them, though, as they're quiet, not influenced by network connections and can be set to a point just below my skill level so that I feel challenged yet am more or less guaranteed to dominate.
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