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6/27/2025, 8:46:02 PM
>>529048782
Hi, organizer here. I've been too busy with things to organize it, so we're skipping this year and we'll have it for the vgl26 preshow.
Hopefully I'll have completed my bot project by then. I want the game to be played by customizable bots which behave in a much more human-like way, to spice things up.
Here's the concept:
Each bot looks at the screen and sends button presses to play the game on human vs human mode. They recognize bullets by comparing with the previous frame, but the accuracy is intentionally not perfect, it depends on where the bot is "looking" and how focused on that area it is. Their button presses aren't perfect either but have a degree of imperfection given by RNG, with the goal of making the bots fail about as often as a human would (the chances of an imperfection can be tweaked to simulate a more or less skilled human).
Bots act according to priorities (like "focus on the area closer to you" / "pay equal attention to everything on screen" and "stay as far away from the bullets as possible" / "prioritize micrododging") which should ideally not have a best solution that fits all cases, but instead depend on how the opponent plays. These priorities can be saved into one of three presets, and the "managers" can request switching between presets during the rounds.
If I manage to make things work as planned, we could also try using UDoALG for a change, which looks better thanks to it using the modern engine, but on which cpu vs cpu matches with the game's own AI are pretty boring, from what I've seen after giving it a couple tries.
Hi, organizer here. I've been too busy with things to organize it, so we're skipping this year and we'll have it for the vgl26 preshow.
Hopefully I'll have completed my bot project by then. I want the game to be played by customizable bots which behave in a much more human-like way, to spice things up.
Here's the concept:
Each bot looks at the screen and sends button presses to play the game on human vs human mode. They recognize bullets by comparing with the previous frame, but the accuracy is intentionally not perfect, it depends on where the bot is "looking" and how focused on that area it is. Their button presses aren't perfect either but have a degree of imperfection given by RNG, with the goal of making the bots fail about as often as a human would (the chances of an imperfection can be tweaked to simulate a more or less skilled human).
Bots act according to priorities (like "focus on the area closer to you" / "pay equal attention to everything on screen" and "stay as far away from the bullets as possible" / "prioritize micrododging") which should ideally not have a best solution that fits all cases, but instead depend on how the opponent plays. These priorities can be saved into one of three presets, and the "managers" can request switching between presets during the rounds.
If I manage to make things work as planned, we could also try using UDoALG for a change, which looks better thanks to it using the modern engine, but on which cpu vs cpu matches with the game's own AI are pretty boring, from what I've seen after giving it a couple tries.
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