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If I had my way, I''d have all of you shot!
quote:
Original post by Dean Harding
You also need to make sure your server sends enough info about the world to the bots. Generally, the AI has more knowledge of the game world than the player does - it'd be very difficult to design an AI which can navigate around a world with as "little" info as a regular player gets.
quote:
Original post by JohnBSmall
If you control all the machines which run the bots, and the network that connects them, then authorisation should be very easy - just keep a list of IP addresses from which bots are allowed to connect, if something claims it''s a bot, but isn''t on one of those IPs, then you cut it off, but if something from one of those IPs claims to be a bot you can pass it extra information.
If I had my way, I''d have all of you shot!
quote:
Original post by Dean Harding
You might like to check this out: http://www.planetunreal.com/gamebots/. It was originally developed at Carnegie Mellon University to facilitate AI research. Basically it does what you''re planning, but with Unreal. It sends "sensory" input over a network connection to a bot client, which processes that info and sends movement commands (etc) back.
quote:
Original post by mirrormack
a quick look at the pages didn''t reveal what kind of an ai
they are using, but it does look interesting. i''ll read through
the docs for tips for my project right after these exams.
thanks!
If I had my way, I''d have all of you shot!