Charlie advances

A sniping bot looses off a shot from its window position

Two bots moving through a doorway


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Latest news on CGFThe CGF conceptTechnical CGF information [AI and design]Got a CGF question? Read this firstHow to script CGF missions yourselfGet your CGF files and missions hereLinks to related sites [such as AQ2 or AI sites]


Links
Last update: December 16, 2000, by William.




CGF Reviews




CGF (Additional) Mission Sites (ranked by site contents, Feb 2K)

  • CGF Mission Depot
    great looking site, news, lots of missions, reviews, tips'n'tactics, FAQ and message board
  • CGF Resource Site
    extensive site, with reviews and script design competitions!
  • CGF Bot Central
    lots of missions (but few reviews), news, and forum for CGF!



Essential Action Quake2 sites




Other AQ2 bot(s)




Bot Related Sites




Game (AI) Programming Sites



Team / Tactical AI Research Sites



General AI Sites

  • Command Decision Model Technology Assessment
    US Army funded AI technology assessment by various authors, introducing and discussion:
    • rule based systems
    • fuzzy technologies
    • case-based reasoning
    • genetic algorithms and evolutionary programming
    • neural networks and bounded neural nets
    • lattice automata
    • planning systems
    • petri nets and colored petri nets
    More info on command agents is availabe in the same publication.


Recommended Book(s)



CGF Links

Though there are few "how to construct decent FPS bots" books :), there is another community that focuses on the creation of believable, immersive individual opponents for combat simulation: the defense research centers.
In those centers, lots of work is being done in the area of Computer Generated Forces (that's what CGF stands for), and some of it is published as well.
These CGF are intended to complement virtual worlds and distributed simulations with additional forces and opponents, in order to provide better training facilities against reduced costs.
While most of the CGF work focuses on larger units and vehicles, some work is being done in the field of small units. The following papers provide an interesting overview of all the problems the ideal bot should tackle, provided you can deal with the amount of abbreviations and theory:

NS1 sQuad bots in formation with menu in foreground [click to zoom] cleaning the level by pistol [click to zoom]

Previous Work

  • sQuad bots for Navy SEALs/Quake1
    Already providing MP5, M4, laser sights, rudimentary crouching and bots back in 1997. Weapons by Gooseman, of later AQ2 and CounterStrike fame. The sQuad bots are probably the first bots to use (very basic) squad tactics, crouch, and burst limited firing. The sQuad bots are limited (hard-wired) to operate on e1m1 ("the Slipgate Complex"). Work on the sQuad bots was done in the period Dec. 96 - Dec. 97.
    To play the bots, make sure you download version 2.01 (and the 2.2 fix if you have a 3D card - don't download 2.1 as it breaks the bots).
    See images above for a quick impression (MP5 armed dudes not visible). Still miss the view of MP5/SD (silencer visible) :(

    Locally available download: Navy SEALs for Q1 including sQuad bots (8 MB)



Miscellaneous Links




Questions? Comments? Suggestions? Send them here
CGF is written by William van der Sterren. All content is © William van der Sterren unless otherwise stated.
Action Quake2 is written by, and ©, the A-Team
CGF website designed by Cube, © 1999. Best viewed @ 800x600 HiColor in a version 4 browser.
And yes, a large number of bots were hurt during the photo sessions (but they fell in the line of duty).

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