Select Artifical Bot Intelligece Network

S.A.B.I.N. Memory Emulation Purposal 23.12.97

Terry 'DS' Hendrix II

The Seven Traits

  1. Gender Male or female bots are a must for "cross pollenation" of their traits. No immature joking on this please younger readers and you too legion. ;)
  2. Aggrestion How far will our bot go to make a kill?
  3. Noble How honest a fighter and how loyal to a team it will be.
  4. Intelligence How well a bot remembers and how well it can foucus.
  5. Zone You know what the zone is... you can "feel" when an enemy is behind you.
  6. Teamplayer Will it like to team-up with humans?
  7. Reaction How quick on the draw and how fast does he navigate the terrian?
  8. These triats affect each other.

    Example A: A bot with high intelligence will retreat from risky and unnessacary attacks despite the fact that taunting has caused him to have a large aggrestion value.

    Example B: A bot's Intelligence and Zone will determine its "mental toughness" or "clutch play ability". A bot with a high level of clutch play may change its attack methods when its team needs more kills or flags, by temporary "fiddleing" with his triat values. It will take more or less risks due to its past performance fighting this enemy team, and try its best to put out a win.

Making A New Bot

  1. The end user will be given a limited finate amount of points to distribute on the seven traits.
  2. I need to do the math to determine that finate amount so it will be fair to male and female bots and meet the suggested numbers. I'm going to favor females, it will encourage reproduction, since most people will want to make males I assume from the past.
  3. And this lovely table:
    # Trait % increase / pt(s) Male Female Suggested Max
    1 Gender NA cost 900pts cost 950pts NA NA
    2 Aggrestion 1 to 5 save 225pts save 250pts 600 900
    3 Noble 1 to 5 save 210pts save 225pts 300 900
    4 Intelligence 5 to 5 save 230pts save 230pts 900 900
    5 Zone 1 to 10 save 100pts save 130pts 400 900
    6 Teamplayer 1 to 5 save 150pts save 200pts 600 900
    7 Reaction 5 to 5 save 260pts save 250pts 900 900

Cross Pollenating

  1. I'm still working on this one... I suspect I'll mix the parents Artifacal Memory and triat values, and see what hatches...

Memory Sharing

  1. All bots may exchange AM between each other, since they're sharing information and not making a new bot together.

Mapping Nodes

  1. Nodes will now mark positions and speical structures, instead of objects like in the older quakebots.
  2. Now there will be item_type lists for keeping track of where these items are located.
  3. There will be a tempPosition list for remembering where the bot last died, sighted an enemy, etc.
  4. There will be lists for environment types if we can spare the memory. ;)

Learning

  1. We might try "growing" new rules and rule sets from older rules and new information the bot gathers. All I have planned is adding and swapping predicate terms, and add a good fact table that should speed up learning.
  2. We need fact tables for Quake2! I need to grab some weapon spects, so the bot will determine best weapon by damage, attack speed, distance to target area, and best previous attack method for this terrian.
  3. Bots will try to "buddy up" with players they play a lot, and learn from them. i.e. Just like when you meet your favorite teammate (of equal or greater skill) over the net the fist time. You might have learned how not only to play on a team well with your teammate, but you shared attack patterns.
  4. Humans should be able to communicate with our bots somehow, perhaps "impulses" for "Would you like to team up", "I'll kick your digital ass, you little llama!", etc. That way people can "anger", "amuse", or make it trash talk back, as well as causing a change to its think process by way of the seven varibles.

*We need a way to properly lag the bot, so we can put them on servers. I'd like for us to branch out into real netplay, and not just be DM pracitice or a one player modification anymore.

**I think the bots should also have administraitive power if the server op wishes, so it can kick and ban people that message flood the server or whatnot. Now if some idoit whats to keep hitting the bot's message impulse over a hundred times in so many 100ths of seconds they can be kicked.