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printz

AutoDoom weekly releases

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I've decided to upload weekly releases of AutoDoom, as long as I make progress on it. The releases are posted on Github. You can download them from there for Windows and Mac.

 

For those wondering what I'm talking about, it's a vanilla-demo compatible (but based on Eternity) single-player and cooperative bot for DOOM. Here's an example video (recorded from coop bot's point of view; the green guy was me):

 

 

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Official feature request for a hotkey to allow you to interrupt a bot and take control to get the bot past an obstacle it can't figure out on its own without having to fight the bot continuing to try and move.

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This is pretty cool. Tried it out on one of my maps, and sooner or later it'll just stop and wiggle in place. Is that to be expected?

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1 hour ago, boris said:

This is pretty cool. Tried it out on one of my maps, and sooner or later it'll just stop and wiggle in place. Is that to be expected?

Yeah, currently BOOM specials aren't fully supported (I'm working on it now) and I don't know what I'll do about voodoo Turing complete maps. Also the bot currently doesn't find jump areas. 

 

If you opt to play coop this experience may be better, because when the bot gets stuck, you can free it later as you reveal new objectives for it to find. Same if I go ahead and implement @Linguica 's suggested override. 

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As promised, here's this week's release, r5349. Link on Github: https://github.com/ioan-chera/AutoDoom/releases/tag/r5349

 

I've answered @Linguica's request. You can also use a console command to see bot's current path in the automap.

 

The changes are:

  1. Completed support for BOOM generalized and Eternity parameterized specials lookup. More complicated setups (voodoo doll constructs and scripts) are unsupported yet.
  2. Improved the pathfinding behaviour when rushing to reach a timed lift or door.
  3. Smoothed the non-combat movement. Bot no longer tries to recover the path — it was more harmful than good.
  4. Improved the map effect analysis for more complex maps: now the bot tries its best to reach the benefits behind timed lifts or doors.
  5. Made the shootable linedefs actively sought after by the bot. It may fail sometimes though.
  6. User input now pauses the bot temporarily for one second. Useful to take over control when the main bot fails to advance.
  7. The "am_drawnodelines 1" console command now shows in the automap, besides the bot map, also the bot's current path and any remote promised subsectors.

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In the video it seems very jittery and continually turns from side to side - any idea why? From a purely aesthetic point of view it would be nice to dampen this perhaps just to make the videos more pleasant to watch.

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7 minutes ago, fraggle said:

In the video it seems very jittery and continually turns from side to side - any idea why? From a purely aesthetic point of view it would be nice to dampen this perhaps just to make the videos more pleasant to watch.

Actually I've addressed some of that problem in the latest release but didn't get to upload a video yet! The bot should be smoother now. 

 

Why it was happening:

  • It tried to go back on the path if overstepping out of it -- this was usually not the right direction. 
  • Any little seam in the path may cause it, because its trajectory is heavily influenced by the node builder, which is needed for quick position lookup (thanks to @andrewj for GLBSP, I should really remember to put him in About next time). Maybe I should actually divide the sectors into more regular shapes for pathfinding, and accept the costlier lookup; maybe it doesn't matter for performance. 
Edited by printz

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Nice progress, it can now actually complete my fbase6.wad without intervention. At least with -nomonsters, otherwise it seems to be a bit overwhelmed with having monsters all around it. Especially in the beginning, with only the pistol, the decision to shoot at everything (including a Hell Knight and Arachnotron), but not killing anything, seem rather subpar. Running out of ammo pretty much stops it in its tracks, just wiggles around, "shooting" the fist.

 

It also seems pretty clairvoyant, like finding a supidly well hidden secret (but not another, I assume that's caused by the linedef actions I used), or going straight for the yellow door after getting the key, without having seen the door first. It's quite funny actually, seeing how unfazed the bot is by my bad map design decisions :)

 

Movement is indeed much smoother and way less nausea-inducing than last version.

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