The x,y,z coordinates of bots knowing where you are is a cheat as you've mentioned before. maybe that's good for very hard difficulty.
Actually, it would be an extra difficulty upon the programmers to make them ignore it and rely only on "visual" and "auditory" cues to locate the player. That would just make the bots appear even more stupid, unless followed by drastic improvements in other departments -most notably human-like "cunning".
About the uncanny aiming, that can all be programmed in and I've seen it happen with bots in games. Like easy = 50% accuracy if that. Hard = 90% accuracy. Very hard = 99% accuracy.
Just like knowing where you are, it takes conscious effort by the programmer to make bots miss sometimes. It's easiest to leave them hard (heh).
As a rule of thumb, think of any purely mechanical aspect of playing, like going from place A to place B in a straight line, or aiming precisely at object with coordinates x,y,z: these are tasks very easily coded to be done by bots (and actually it's easier and more natural to make them "perfect"), but only approximated by humans. Bots need to be deliberately "toned down" by the programmers to appear less robotic/mechanical in their approach or become less annoyingly deadly. The more complex the game mechanics, the harder it's for the programmers to make an AI that can exploit all aspects of the game as well as a player -the shortcut is cheating.
But, come think of it, usually a very skilled player appears like cheating to a scrub, so the "shortcut" is not all that bad ;-)
Another issue for bots is taking cover. Would the bot rather stand out in the open or get to a chest high wall?
That depends on how well covering works in a particular engine. In games where there's full freeaim, cover is pointless: just your head sticking out of cover is enough to get insta-fragged (usually by a headshot, which is also worth extra damage). In vanilla Doom, some types of cover may be very effective against hitscan weapons or rockets (allowing you to see or aim through them, but not being hit easily with standard autoaim on). On servers with full freeaim however, this may not hold true.
In any case, true AI occupies the same "niche" as jetpacks, all-solar powered vehicles, 100% perfect speech recognition, 100% perfect robotic vision, infinitely parallelizable computers etc. : either "cool but impractical", "stumbling upon some natural or logial law that limits progress beyond a certain point", or "requiring other major, yet unknown intermediate breakthroughs" in other to be feasible. Nobody could envision e.g. a practical space rocket would work when the steam engine itself was still a finnicky affair.
Last edited by Maes on 08-04-13 at 16:29