TF2: Bots - An Analysis (Bots - A Documentary Behind-The-Scenes and Explanation)

Ойындар

Click here to watch part two: • TF2: Bots - An Analysi...
I like to think that, after watching TF2 bots for so long, I have a reasonable understanding of how they work. Because of this I've decided to make this series so I can share what I think is going on, and hopefully introduce more people to the world of artificial intelligence. I have to say though, I didn't make Team Fortress 2 so everything I say might be completely wrong. I'm just waiting for someone to come and debunk everything in the comments, but until then, I hope you enjoy the video.
Follow me on:
Twitter: / toomanymoths
Twitch: / toomanymoths
Steam Group: steamcommunity.com/groups/TooM...
Discord: / discord
Music:
Gymnopédies 1, 2, and 3 by Erik Satie (Arranged by Kevin MacLeod
TooManyMoths - In The Beam

Пікірлер: 508

  • @Manic2100
    @Manic21007 жыл бұрын

    Dude, the Demoman bots can aim with the grenade launcher better than 70% of the people in pubs. No joke.

  • @dawnonyt1

    @dawnonyt1

    7 жыл бұрын

    gameboy123able1 yeah thats true

  • @ShaggySimple

    @ShaggySimple

    7 жыл бұрын

    What are these "pubs" you speak of?

  • @firefox3249

    @firefox3249

    7 жыл бұрын

    Well, they ARE using aimbot...

  • @ShaggySimple

    @ShaggySimple

    7 жыл бұрын

    Zyro Those are just Casual servers now.

  • @auspiciousapple8373

    @auspiciousapple8373

    7 жыл бұрын

    Expert mode bots can't because they aim directly at where the player is rather then where the player will be so literally "easy" mode demoman bots are more of a threat because they may accidentally aim at where the player will be But if you spectate expert mode snipers they have literal aim hacks because their tracking can go behind walls and have a 100% accuracy tracking rate

  • @EmilMacko
    @EmilMacko7 жыл бұрын

    The spy that doesn't sap the dispenser: He could've thought that he was close enough to sap the dispenser, when he in fact wasn't. This mistake could be a mixture of the fact that the Spy and the dispenser were on a slope, as well as it's between a transition from an outdoor to an indoor environment. I think the Spy was just spamming Mouse1 to sap the dispenser, but nothing happened, and the spy had no coding to simply move forward a bit and then retry the sapping.

  • @Othermage

    @Othermage

    7 жыл бұрын

    Emil Macko that spy had his gun out, not sapper.

  • @awesomeboy9000

    @awesomeboy9000

    7 жыл бұрын

    A similar behavior occurs when you force melee weapons with bots. I do not know if it is related or not, but when a demoman sees a sentry, they will attempt to pull out their sticky bomb launcher. However, since melee weapons are forced, they are stuck, just staring at the sentry.

  • @jeremy20037

    @jeremy20037

    6 жыл бұрын

    Emil Macko he has a gun a Not a Sapper

  • @GibusWearingMann

    @GibusWearingMann

    6 жыл бұрын

    I personally think that something about the situation meant that the Spy wanted to shoot the dispenser with his revolver, but doing so would mean dropping disguise, so he can't. As he has no other goals in mind, he just stands there until something happens.

  • @pattzilla8602

    @pattzilla8602

    5 жыл бұрын

    He had his revolver out dumbass

  • @mkscorp9152
    @mkscorp91527 жыл бұрын

    maybe you should do a documentary on players

  • @rikithelegendaryheropon8135

    @rikithelegendaryheropon8135

    7 жыл бұрын

    xxMKScorpionxx But 90% of players are dickbags after MyM, at least on Casual matches.

  • @keeganroldan9290

    @keeganroldan9290

    7 жыл бұрын

    what is my

  • @jacplac97

    @jacplac97

    7 жыл бұрын

    +Keegan Roldan meet your match

  • @MarkD32

    @MarkD32

    7 жыл бұрын

    xxMKScorpionxx there would be no difference with the bots

  • @rueben-1265

    @rueben-1265

    7 жыл бұрын

    The rare ankleneer lol

  • @Reflexion555
    @Reflexion5557 жыл бұрын

    Hey TooManyMoths, I can explain a few of the things you talk about in the video, and I also suggest that you take a look at the different bots in Valve's games as they all work in a similar fashion but with their own twist to adapt to the needs of their game. 1:33 - The engineer build their dispenser (and their teleporter) around their sentry as they have points on the navigation mesh for sentry nest, and they will never attempt to build anything outside of that point except for the entrance teleporter (if they are blocked, they simply won't build the dispenser/teleporter and they always build the sentry first no matter what), they also seem to not take in account the distances of other nests, if two sentry nest points are next to each other (as it often happens with auto nav generation), they might just clog the entire space with their stuff even if another engi was already here (and it always end badly when a demoman arrives). The only exception however, is the teleporter exit of an attacking engineer, which may be built in a completely different point than where they will build their sentry nest. 1:50 - The two pockets don't attack each other but they are actually targetting each other, they are programmed to never fire their weapon on an ubered enemy, resulting in a staring contest until an uber goes down and the other bot is allowed to fire again. They will never change target unless an enemy is closer and in the line of fire of the ubered bot.(although bots will never do so as they are programmed to retreat to the nearby group outside of the ubered range) 2:35 - They don't actually stand still because of their objective but mostly because they are not permitted to retreat or advance due to the uber (actions that are allowed when not ubered, depending on the need), if you look closely, the reds are not standing on their point like they are supposed to do so and the blu are not doing it either because the uber and the targeting is blocking them (althought blu or red will stand on the point if there are no enemy in sight). 3:03 - Engineer are only aware of their own sentry and dispenser and will completely ignore other buildings no matter what (including own teleporters). On another note: Engineers are often conflicted when their buildings are in danger if their goal was changing when it happens, for instance a bot engineer might go back and forth between a metal point and its sapped/damaged sentry without doing either of them due to certain priority being taken over. 3:25 - The Blu Engineer defending the locked point is a bug. Engineer were supposed to be programmed to carry over their sentry when a point is capped, althought it was never fully implemented or the requirements cannot be met. Before they would just blow up their stuff and build it somewhere else, but it was never put back either. 3:35 - All bots (but spy, snipers, medics and engies) are programmed to all stand on a point if said point is currently under attack (if it's partially captured) and will never leave until it resets (unless an ubered enemy comes-in, there the priority will change and they will retreat) 4:25 - Teleporter entrance is always the first building that the engineer will build on spawning, unless said entrance is already built or they were chased from the building area (and if the engineer never die afterward, they might spend the entire game without an active teleporter) 4:35 - A demoman will detonate its stickies if a bot that was spotted once (unless the bot is a spy that become invisible or disguise) and need to be in the area of the stickies. 4:49 - I think this is an oversight or a simplification of their capture system, they are just asked to take the point without caring about the amount of people also doing the objective (a similar thing happens on CTF maps where all the bots will surround a bot carrying the intel, including snipers/engineers and spies) 5:09 - This is a bug that occurs only with Expert spies, sometime they want to sap the building but don't seem to actually take the right weapon to do so while at the same time are forbidden from attacking to not fire their revolver and lose their disguise, and due to the unmet conditions (building is destroyed/under attack/disguise dropped) they don't change their objective. 5:45 - Small note: Bots are allowed to go slightly off path if a nav area is not restricted, sometime resulting in bot getting blocked or falling to their death if they accidentally strafe out of the area due to it being too close to the edge. (But I think that just a generation issue on the case of Upward) 6:38 - I have my theory for the sniper as I have seen it happens sometimes with spies and engineers as well, bots are not real client but instead an entities really similar to a player, I suspect that sometime the trigger for the door get conflicted at the beginning of the round when a bot tries to cross due to the trigger checking if a player is near - The script must be conflicted and refuse to open the door until another bot/player arrives and get considered as a player. 7:10 and 8:36 - This issue exist since a while, I know what make it likely to happens and I have my guesses on what is happening but I never triggered it intentionally except once when I was defending and had set my sentry in the window next to the first point (blocking the door with a dispenser to prevent sapping), it also happens in Goldrush Here what I can tell: You need to lose the first point in stage 2 (and if it's a cart, it needs to go close the finale point, around the bridge usually do it), and prevent bots from attacking by gaining enough ground -> Being blocked and having no solution, I think the AI mess up and unable to calculate the path they do the most simple thing they can do -> They go straight for the point. The spy seem to occur (as long with snipers) as they are trying to reach a target in the second point -> As long as the target is in the second point, they will try to go through the corner. 7:37 - Unless the bot goal is something that requires him to follow the regular path, they always check for running teleporters in their vicinity, if one is running, they'll take it, even if the TP is making them go backward, and otherwise, they'll just go on foot, they also have no priority on who take the TP and a scout may as well steal the TP from an engi. The only bot that will wait for a TP is the medic if his patient already used it (sometime leading the medic to his death as he won't stop waiting even when the patien die, unless the TP get destroyed). I hope it helps and my apology for that giant wall of text.

  • @TooManyMoths

    @TooManyMoths

    7 жыл бұрын

    A very interesting read. Thank you for taking the time to write this.

  • @Reflexion555

    @Reflexion555

    7 жыл бұрын

    TooManyMoths My pleasure. I can also recommand you a command to see the bots behavior by yourself, but only use one or two bots as more of them quickly spam the console otherwise: "nb_debug LOOK_AT" (to know why they are looking at something) "nb_debug VISION" (to see if they actually see something, although dead bots will spam it) and that one that allow you to know what their current goal is "nb_debug BEHAVIOR" You can cancel the command by typing "nb_debug"

  • @blueshadowmandanish5675

    @blueshadowmandanish5675

    7 жыл бұрын

    Reflexion555 Thx M8. Gotta try that out

  • @asky_2759

    @asky_2759

    7 жыл бұрын

    wow

  • @Reflexion555

    @Reflexion555

    7 жыл бұрын

    The Anonymous Sir Backspace Thanks!

  • @bluGibus
    @bluGibus7 жыл бұрын

    I don't know why but that corner in Dustbowl is a real problem to the bots. I remember I was just practicing and all of a sudden no enemys would appear, then I realised the entire BLU team was trapped in the corner and refused to move. Even after killing them. (EDIT): I'm refering to the one the Spy got trapped in, the one in spawn.

  • @AlexG3Z

    @AlexG3Z

    6 жыл бұрын

    Same happend to me

  • @SakuraDungeon

    @SakuraDungeon

    6 жыл бұрын

    I play 99% of the time with bots. I concluded that the Spy tries to locate the closest navigation line. Navigation lines are the primair lines to guide bots to their designation. When the spy spawns in that corner, he’s closer to the Navigation Line outside of the spawn than the one going from the center of the spawn. I believe he tries to get around the area of the navigation line, but since he isn’t able to, he keeps running into the wall. This can be fixed whenever the Spy is closer to the Navigation Line in spawn than the one outside. The lines i described are connected to each other and form a big one leading to the first control point. Then, it probably splits of.

  • @cobbkobu
    @cobbkobu7 жыл бұрын

    7:08 The spy is looking for the enemy spawn, but the gates haven't opened, making it impossible to get out there, thus, he paces back and forth in a corner, looking for something to do. The way spies work is that they run to the enemies spawn, and if they hear or see contact, they will eliminate it. Also, when the gates open, the spy freezes, as he notices that there is a way, it calculates the nav, making a path to spawn to the other spawn, when fully completed, the spy is on his way, this is also noticeable in the other bots besides medic, sniper and engineer, however, they look for an objective, which is closer, so it doesn't take them as nearly as long. Explained. Your welcome.

  • @cobbkobu

    @cobbkobu

    7 жыл бұрын

    7:25 You were pretty much spot on, however, I would like to discuss another thing about it,I think that the teleporters are also sight-based. as sometimes, placing them too close to spawn makes them refuse to take it often, but they still take it from time to time, so I'm not 100% sure.

  • @eatbowlnoodlesxknight8737

    @eatbowlnoodlesxknight8737

    7 жыл бұрын

    Thanks for the explanation.

  • @firstname4097

    @firstname4097

    3 жыл бұрын

    Every time I play with bots and see a friendly player on the other side of spawn gates I'll holler about them being a spy, but the friendly bots don't really spy check... At all :(

  • @ipad_john
    @ipad_john7 жыл бұрын

    The bot ai needs an update badly

  • @cockatoo010

    @cockatoo010

    7 жыл бұрын

    this AI might ve embeded into the Source engine, since CS:GO Bots show simmilar behaivour

  • @Reflexion555

    @Reflexion555

    7 жыл бұрын

    They can fix the bugs but it might be a lot more complicated for them to fix certain behavior issues due to the random and active nature of a game like TF2.

  • @Reflexion555

    @Reflexion555

    7 жыл бұрын

    900bot You can fix a few of the bugs mentionned in the video with the nav_edit (sentry nests position,avoiding deadly drops/traps, bots stuck on props), but the others are behavior issue that can't be fix with the nav mesh (bots stuck in the corner, spy staring at dispensers, engi not caring for their TP and other engi building, engi not carrying nest,etc...)

  • @DreadedGhoul575

    @DreadedGhoul575

    7 жыл бұрын

    I'd love to see the bots updated, even if it's small e.g. Engis upgrading their teleporters. :D

  • @MarkD32

    @MarkD32

    7 жыл бұрын

    Doctor Alex who really cares though

  • @cringeinc9280
    @cringeinc92807 жыл бұрын

    Bots would make a better team than the idiots I get in casual.

  • @SirDavid290

    @SirDavid290

    4 жыл бұрын

    Expert bots are often fine.

  • @TheMasterOfCornedy
    @TheMasterOfCornedy7 жыл бұрын

    the bots stay in the corner because the ato nav_generate sees the ground outside the offical map (behind the walls) as a shorter way to get to the finish line.

  • @firstname4097

    @firstname4097

    3 жыл бұрын

    Like how they get stuck in the corner of the 2nd blu spawn room in dust bowl and gold rush 😑

  • @laghingcast
    @laghingcast7 жыл бұрын

    Bots head into corners often because if they do not ejaculate on a roundly basis, their performance would cripple, more so than already seen before us. However, there is no explanation as to the evolutionary advantage to this... Although a human could understand the advantage of this in regards to optimal blood flow and happiness, bots have have no forms of erections, or even reproductive organs, leaving the reason as to the bots having this feature unexplained. Since they simply respawn, they have no need to reproduce. Also, the Engineer is unable to be hit in the groin with bullet projectiles, further supporting the idea that bots, or even playermodels, have reproductive organs. That, or the Engineer has no reproductive organ because the Spy buttsecks'd it off. Clearly, the most logical explanation for bots ramming themselves into a corner is due to an insatiable craving to ejaculate.

  • @fellasyouknowwhenyoudrinkw2231

    @fellasyouknowwhenyoudrinkw2231

    7 жыл бұрын

    IntelGameZ ejaculate?

  • @idontknow9746

    @idontknow9746

    7 жыл бұрын

    Dva Peridot don't worry about you're too young to kmow

  • @Kazyu
    @Kazyu7 жыл бұрын

    The reason some spys refuse o sap a single building is because 1.) spys have to sap the sentry then dispenser in that order 2.) sometimes they wont sap if the engineer is they (they want a kill as well)

  • @akbarisapaki
    @akbarisapaki7 жыл бұрын

    Are these easy bots? I swear expert bots are a lot smarter than this.

  • @slavraccoon9074

    @slavraccoon9074

    7 жыл бұрын

    Nah they have lamaobox

  • @Horny_Fruit_Flies

    @Horny_Fruit_Flies

    7 жыл бұрын

    Spies and snipers don't spawn on easy mode. If it's hard or expert each team gets two medics, so you can tell that way.

  • @xander__yalnif9214

    @xander__yalnif9214

    7 жыл бұрын

    yeah expert bots are pretty smart BUT not sentient

  • @akbarisapaki

    @akbarisapaki

    7 жыл бұрын

    prospectus ah ok

  • @firefox3249

    @firefox3249

    7 жыл бұрын

    Wait, there's expert mode for bots? O.o

  • @DARKMATTER101YOLO
    @DARKMATTER101YOLO7 жыл бұрын

    Most of the medic bots (from the server) will just stay in spawn until you call for medic in their radius or look at them and call medic. The medic bots will only activate uber if their health goes below half (or a quarter) or if prompted to activate via voice commands (only if they are healing you and you prompt to). Also your bot documentaries make me pmsl, keep up the good work - would love a sequel or possibly even more bot docs. If not, how about hat stereotypes or types of players etc.?

  • @auspiciousapple8373
    @auspiciousapple83737 жыл бұрын

    Sniper bots have really different programming, because if you noclip into their spawn or just outside your spawn if they are on the opposing blue or red team respectively, they will try to shoot you and hit you with their melees if you get close while the other bots will just stare at you untill the round starts.

  • @notjums
    @notjums7 жыл бұрын

    spy bots crack me up every time. idk why i find them so funny

  • @theo2669
    @theo26697 жыл бұрын

    The reason the bots go into random corners is because they are programmed (especially spy's and snipers) to kill the nearest enemy but the code does not state how to get to it so they auto generate it to the quickest route which can sometimes result in the bots to run into corners.

  • @BigBang1112tm
    @BigBang1112tm7 жыл бұрын

    8:26 i experienced when making my own map that bots runs into objectives the shortest way, but ignoring the nav mesh, otherwise i dont really understand :D

  • @adriangodde9086
    @adriangodde90867 жыл бұрын

    maybe the bots run into the corner because he thinks he can walk through it

  • @pendragonrambler4411

    @pendragonrambler4411

    7 жыл бұрын

    Adrian Gödde yep. that's it.

  • @Dert26
    @Dert267 жыл бұрын

    I think I found the solution to ALL of this... The bots are secretly wearing Gibus's and Pyrovision goggles!

  • @MarkIan_Music

    @MarkIan_Music

    7 жыл бұрын

    +Aaron Muck Fun Secret: The Gibus has a -75% stat to environmental awareness...

  • @superd8826

    @superd8826

    6 жыл бұрын

    You, my friend are braindead. Gibus doesn't actually do that.

  • @apurpledragon

    @apurpledragon

    6 жыл бұрын

    Uh no, it's a hidden stat that actually does work. Yes, there is such a thing as hidden stats in TF2.

  • @ThePikminCaptain

    @ThePikminCaptain

    2 жыл бұрын

    And the vision googles unlike every other pyroland item gives -25 environmental awareness

  • @kobieta3906
    @kobieta39067 жыл бұрын

    Really enjoyed the video, hope you make more in the future

  • @thatgamer7179
    @thatgamer71796 жыл бұрын

    More Please, this is a really good series!

  • @rodmcclymont9678
    @rodmcclymont96787 жыл бұрын

    Love your videos so well made keep it up

  • @itagamineko
    @itagamineko7 жыл бұрын

    I WAITED FOR THIS MOMENT FOR SO LONG

  • @Jackrifleman
    @Jackrifleman7 жыл бұрын

    Very, very interesting! Nice work man!

  • @thecrazytophatman7304
    @thecrazytophatman73046 жыл бұрын

    The bot wars was a masterpiece just saying with this calming music it’s just well done

  • @badzombies2003
    @badzombies20034 жыл бұрын

    That sniper in dustbowl probably just has a slight error in his programming, telling to leave spawn, since his 'stay in place until the round starts' action is not performed, he thinks the round has started, when it clearly has not.

  • @chromosomerism1712
    @chromosomerism17127 жыл бұрын

    The ending thing you got in every vid is fucking great man.

  • @BotherRed
    @BotherRed7 жыл бұрын

    Moths, your voice has been come those document voices, never change it

  • @nightingcle
    @nightingcle7 жыл бұрын

    very informative. need to do the sequel and the third.

  • @zetybidnak
    @zetybidnak7 жыл бұрын

    Here are my explanations: The sniper is trying to setup for a scope to get an easy headshot, but his programming is a bit too early and he is unable to go through the door (obviously). It is a pretty easy answer. The spy running into the corner is another sign of trying to setup, although his nav mesh is generated poorly and leads him to a corner, his programming tells him there is an object in the way, and so the typical reaction for this obstacle is to strafe left and right as bots mostly run into rocks or fences. The corner glitch is probably caused by confusion in the nav mesh and programming causing one of the bots to be lead to a corner, the most likely explanation for all of them to be lead there is that a heavy, scout or soldier ran to the corner and however because those classes are seen first on the battlefield, the other classes must have followed them into thinking that was the goal. But infact, they were wrong.

  • @GreenStuffConsumer
    @GreenStuffConsumer7 жыл бұрын

    another beautiful documentary of bots. *toasts wine glass* well done toomanymoths

  • @lychiiu
    @lychiiu7 жыл бұрын

    I think I know why they go to the corner, some bots are spawned in certain places in the spawn room so a solly spawns in the resupply room, it is programmed to go through the door to the control point, they usually go the the left so he is going to the left hole/door outside. Basically if you spawned at the back of the spawn room you will see the door but in the resupply cabinet they can't do a u-turn around the wall to go through the door. This is just a theory but I really think this is what happens.

  • @fishywishyfishfisk
    @fishywishyfishfisk7 жыл бұрын

    bots a documentary is undoubtably my favourite video on KZread

  • @someweirdo8380
    @someweirdo83805 жыл бұрын

    The Spy was staying in spawn because he was calling Scout's mom.

  • @fraq2156
    @fraq21567 жыл бұрын

    Man ur docomentary of bots is so nice C:

  • @bagandtag4391
    @bagandtag43917 жыл бұрын

    This is so interesting and funny plz keep doing it ; u ;

  • @stallion5522
    @stallion55227 жыл бұрын

    I fuckin' love your outro mate. 😄😄

  • @mrFuwa

    @mrFuwa

    7 жыл бұрын

    Best outro ever

  • @janehuskmann1914

    @janehuskmann1914

    7 жыл бұрын

    Da Sp00k3r We are in the beam.

  • @stallion5522

    @stallion5522

    7 жыл бұрын

    Jane Huskmann WE

  • @janehuskmann1914

    @janehuskmann1914

    7 жыл бұрын

    Da Sp00k3r That's what I said; we are in the beam.

  • @stallion5522

    @stallion5522

    7 жыл бұрын

    Jane Huskmann Gah, you were supposed to say: "ARE IN THE BEAM"

  • @dudewhersmacar7062
    @dudewhersmacar70627 жыл бұрын

    Here's a little insight: Along the navigation mesh, a heatmap is overlayed. Every tile on the mesh has a heat, or "cost" attached. When the computer maps the path from point A to point B, it draws many lines, and calculates the cost of these paths and the bot follows the "cheapest". Theoretically, this could also be done for units: A spy could see a high-cost bubble around a pyro, and so the spy will run away from the pyro, regards of what his objective is. (Crossing the pyro's bubble may cost 500 points, but backing up and going around may cost 200). Now, if you map walls poorly, the map may think you can move across the diagonally adjacent tiles. Logically, you get blocked by walls, but the path finding thinks taking the one step will cost 5, as opposed to going around costing 50. Add in a "frustration" counter (Something that increases the cost of movement tiles where motions have failed) and you get a lot of the odd behavior.

  • @OrisTV
    @OrisTV7 жыл бұрын

    Sounds like lemony snicket fromthe film a series of unfortunate events. Great video btw.

  • @808pitfallseed
    @808pitfallseed7 жыл бұрын

    Moths x engineer bots

  • @yaskobg5656
    @yaskobg56567 жыл бұрын

    Nice one man!

  • @Nuckshock
    @Nuckshock7 жыл бұрын

    I find AI very interesting

  • @JonathonPlaysGames

    @JonathonPlaysGames

    6 жыл бұрын

    it can be wierd at times

  • @bryskiee3081
    @bryskiee30817 жыл бұрын

    Is it possible to give bots lmao box and watch them fight?

  • @user-vu8fm5vb4n

    @user-vu8fm5vb4n

    7 жыл бұрын

    well, not lamobox, but there's sm plugin based aimbot and they can used on... bots. but it seems like bots dosnt like thier aim keep teleported to somewhere and tring to aim defrent enemy. so. it's an.. anti-aimbot?

  • @birb3378

    @birb3378

    7 жыл бұрын

    Grammar Nazi here... lamobox->lmaobox. they can used-> they can be used. bots dosnt like -> bots don't like. tring -> trying. defrent -> different.... I rly dunno if u wrote like this on purpose or u actually dont know those mistakes

  • @walugusgrudenburg3068

    @walugusgrudenburg3068

    7 жыл бұрын

    GRie_Fer ancient Rly->Really

  • @arai7424

    @arai7424

    7 жыл бұрын

    No, Rly is just a way of shortening Really, the other guy actually mispelled things.

  • @simtexa

    @simtexa

    7 жыл бұрын

    rly - > really u -> You dont -> don't Please, don't pretend to be a "Grammar Nazi", you either write everything correctly or lay off other people's grammatical errors.

  • @pigzarmy
    @pigzarmy7 жыл бұрын

    I really hope to see an analysis of the next one

  • @bmwdaywhatyouwant7679
    @bmwdaywhatyouwant76795 жыл бұрын

    The door not opening could've been a small glitch, nothing unusually since it happens to me often when I rush to leave the spawn at the very beginning. If you noticed, the door opened as soon as the sniper jumped!

  • @atomicsource
    @atomicsource3 жыл бұрын

    the new version of bots are really op!! you can even find them in the casual matchmaking randomly!

  • @spunkwizard
    @spunkwizard7 жыл бұрын

    For the Spy going into the corner, it could be similar to the Engineer's attempts at getting back to the last capture point. It's probably in the AI for a Spy to get behind the enemy team, and the spawn he was in was Red's spawn last round.

  • @Otakumanu
    @Otakumanu7 жыл бұрын

    As for the "corner glitch", its a simple problem:The nav mesh there is broken. the nav mesh in that corner is connected to the mesh outside, making the bots think there is a passage there. This can be fixed by making a custom nav for the map.I have been playing with bots consistently ever since they were released 5 years ago, and I found out most problems are either do to improper nav meshes, or incomplete code.Yes you are correct, bots can only have 1 goal at a time, this is why CTF is broken, bots cannot cope with attacking and defending at the same time, their code does not allow for it.This is all ultimately due to valve copy pasting most of the code from counter strike and left 4 dead. Because valve has not updated the bots in 5 years, they remain this weird beta thing. If only valve would get someone to work on the bots code regularly, we could potentially have far better bots given enough time, but TF2 is already run by a skeleton crew, and they cannot afford an AI coder right now.

  • @zvnabalisong4935
    @zvnabalisong49357 жыл бұрын

    Man, dis is awesome

  • @kyleec.7455
    @kyleec.74556 жыл бұрын

    7:17 Maybe Spy vas trying to get into zhe resuply locker when zhere isn’t one

  • @cbwmechbot
    @cbwmechbot7 жыл бұрын

    There was one instance for me on BadWater where I capped the the point just a second after a medic respawned at the first spawn room. He was alone, and the spawn rooms had moved up so no one could respawn with him. He just stayed in there. I had to go back to our first spawn so that he would follow me back to the front. I guess if Medics aren't healing someone or if no one is around they just stay in place and wait for someone to come.

  • @micahnightwolf
    @micahnightwolf7 жыл бұрын

    Bot spy awareness is also something of interest to me. If you disguise out of the enemy's sight, you may as well not exist. But as soon as you cloak/decloak, disguise, bump someone, or sap a building, the entire enemy team will instantly turn around and light you up. Should you survive, if you don't change disguises, they will spycheck you immediately when they next see you. Also, enemy spies always know exactly where you are even under cloak, and they will pursue you at all costs.

  • @Bezimienny_
    @Bezimienny_7 жыл бұрын

    Ok so... 1. Engineer bots have their "nests" marked during nav_analyze, and they'll place every building except teleporter entrance there. 2. Engi bots can only see their own and enemy buildings. Not teammate ones. 3. Sniper, Engi and Spy bots have different AI mostly ported from MvM, so they'll not wait for gates to open. Because of that, they try to go for the objective, but since every path to it is obscured, they'll end up hugging gates or walls. 4. Attributes like "BLOCKED" (if I remember the name correctly) exist in TF2 nextbot navmesh and they prevent them from taking closed routes. They don't activate in mid air tho, and even if they did, bots would still rush to the point because there are no other objectives to cap/defend. 5. That spy staring at the sentry probably ended up in a weapon switching loop. Too far to sap, too close to shoot. (It doesn't mean they'll randomly swap weapons, but such effect is also possible) I think I've covered everything! In case I've missed something I'll add it in later. - Bezimienny the bot whisperer ;p

  • @jakesinift1244
    @jakesinift12444 жыл бұрын

    Why do I keep coming back to this?

  • @adelaidecruse2145
    @adelaidecruse21457 жыл бұрын

    We need a second documentary

  • @stilldead33
    @stilldead337 жыл бұрын

    As for bots getting stuck in corners, The mesh may be somewhat dynamic, or may update better/worse paths over time by which paths successfully get the bot to the point. Through in RNG so the bots don't necessary take the same path. The bots will attempt to go a path that will bring them closer to the objective. When the objective involves going far around something, it means they need to go in the opposite direction of the point and make no progress going toward the point, This will register as bad for the bot so instead they are more likely to take a path that gets them closer to the point, even though it leads to a dead end. If the dynamic mesh measures success rate for specific paths, the bots learn to take the correct path even though its counter intuitive to their code. The bots also don't appear to change paths on the mesh unless they encounter a enemy so they will likely stay in the corner until they die. Using a dynamic mesh that works on success rate to getting to the objective will allow the same pathing to work on almost any map and thus not require specific mesh's for each map, I do not know if the mesh is saved on your computer or between sessions, though it likely can be saved between rounds. aka. they get stuck in a corner because they haven't found a better path to the point yet, and getting to the point requires going farther from the point which the bots try not to do. The bots are unlikely to try a new path until after they die.

  • @ripmo3503
    @ripmo35035 жыл бұрын

    For the spy running into the wall: Type in sv_cheats 1 and nav_edit 1. There might be a connection between a nav mesh on the corner and the mesh outside.

  • @papajohnscena8777
    @papajohnscena87777 жыл бұрын

    On my steam profile, Blood Sugar Poot Magik (currently Blood Sugar Spook Magik, as of Halloween 2016) I have an old screenshot of several bots piling into a corner in the second stage of dust bowl. I believe this occurs because according to the AI pathing mesh, the bots see the spawn as a rectangular room with three hallways leading outside. We know this is not the case, for only one hallway has a door, however since the walls are thin and there are not many spawn areas like this, the bots will sometimes pile into the corner, thinking that it is the fastest route from the spawn to the gates. This only occurs rarely because there is still a gap between the outside and inside that the pathing mesh doesn't cover, and usually the gap is big enough so that the bots will ignore it. However, since the pathing mesh is auto generated every time you load up dust bowl, sometimes the gap will be small enough that bots will consider it a route. I hope this helps your research on the strange beings of the badlands.

  • @AVeryTinyKitty
    @AVeryTinyKitty7 жыл бұрын

    wow this was actuly really interesting

  • @NefosG
    @NefosG7 жыл бұрын

    Funny thing about this "stop shooting on invincible enemies" is that in MvM it used to be like that, but since an update around 2013/2014, they don't stop shooting when players are invincible (which is annoying because of the knockback). Maybe it's a MvM exclusive behavior.

  • @sophsfavvids
    @sophsfavvids5 жыл бұрын

    8:37 that has happened to me too i don't know why they love that corner so much

  • @Jc-cj8jb
    @Jc-cj8jb7 жыл бұрын

    maybe for the dustbowl corner thing the mesh was hand drawn and they mistakenly made a small section seem like the bots could walk on (through) in that part since the dirt next to spawn is so close. and it could also be possible that they were programmed to choose a different set path if one is unavailable for whatever reason to avoid mistakes in the automated mesh drawing?

  • @unitdeeg
    @unitdeeg7 жыл бұрын

    The reason the spy was walking into the corner of spawn, was because it was trying to get out of spawn and its path has been misread.

  • @horus1111
    @horus11116 жыл бұрын

    7:09 i think bots tend to use shortcuts to complete whatever objective, and that spy sees that corner as a shortcut for whatever reason, thats why he's constantly hugging the wall

  • @alex_zetsu
    @alex_zetsu4 жыл бұрын

    "Their desire to play the objective nullifies all other concerns" how noble.

  • @DreadedGhoul575
    @DreadedGhoul5756 жыл бұрын

    3:38 They tend to do this, when it was being captured; once it's red again, they'll spread out again.

  • @RedDeadSakharine
    @RedDeadSakharine5 жыл бұрын

    I love how you are technically just analysing ai coding, but the way you present it somehow makes it super hilarious, cause it still sounds like a documentary about some really strange life form xD

  • @tomaarten
    @tomaarten7 жыл бұрын

    for the door not opening, it could be because there was no actual player or spectator in that area, thus not rendering and maybe not even working until it was needed to render. if this is true, this might also explain the weird behavior of the spy and engie, their "objectives" might not update because of it and start overlapping to the point where they break. just my thoughts though

  • @DreadedGhoul575
    @DreadedGhoul5756 жыл бұрын

    5:35 It seemed to glitch with the dispenser, when at a distance, but close up and it's able to sap it.

  • @eggs746
    @eggs7467 жыл бұрын

    7:21 Perhaps that area used to have an entrance, but was removed, and never removed from the bot programming

  • @dr.zombine3719
    @dr.zombine37197 жыл бұрын

    i just want to explain the degrootkeep engineer. after one of the points are capped. the "attack/defence" script for engineers occurs and the engineer attempts to buipd a nest on to the point. but because of degrootkeep not allowing buildings, the engy gets confused and stands still

  • @bookingson
    @bookingson7 жыл бұрын

    I think the reason the spy and sniper bots act differently is because they have different values set to them when the bot switches to these classes. Like the net_graph command it has different values to display different variants of the graph. So whatever value a bot is set to, it follows the coding in that value and nothing in game will change it unless the code or value is changed itself

  • @ohmygodbecky6829
    @ohmygodbecky68295 жыл бұрын

    “Programmed to not run away while invincible” Oof, the things i’ve seen with real people.

  • @zanderain7937
    @zanderain79377 жыл бұрын

    when i do training mode with bots some reason the blue spy usually comes out to the outside corner in setup and when you hit the spy they imediattly use there watch

  • @ghost_ship_supreme
    @ghost_ship_supreme7 жыл бұрын

    I can explain why the spy was standing in the corner. When making navigation meshes the connection might have been one way, so the spy got stuck in a "dead end" until he somehow moved out?

  • @seanlarock585
    @seanlarock5857 жыл бұрын

    Bots running in the coner might be because they like you said are trying to go to a previous part in the map, the reason the spy and engie did in sepret places is is most likely because they were closer.

  • @MarkD32
    @MarkD327 жыл бұрын

    The corner glitch is probably due to a glitch in the nav mesh, I believe it generates based off of proximity with bots and no bots were in the right place to fully generate the corner mesh and the bot saw it as the quickest route until the mesh updated and the bot saw that it was a wall

  • @Floodbait_117
    @Floodbait_1173 жыл бұрын

    For bot that get stuck in corners it may be a computer drawn nav map and the corner may be a intersection between 2 walls and the computer registers it as a doorway/open space that's my theory at least

  • @ultimatecheeze9066
    @ultimatecheeze90667 жыл бұрын

    Maybe that corner has a small gap that the textures cover and the bots think they can walk through, or it is a navigation bug.

  • @D.Dragon
    @D.Dragon7 жыл бұрын

    The corner thing happens all the damn time for me, the easiest way of triggering it is play the objective until you've capped first, then stay in spawn. RED will set up sentries at second, and without your support, BLU won't push through them and will give up.

  • @GentleMannOfHats
    @GentleMannOfHats7 жыл бұрын

    i'd love to get a analysis of the sequels

  • @TheOnePrinceMeatball
    @TheOnePrinceMeatball5 жыл бұрын

    possibly the sniper is programed to set up at a place where he can snipe before othere teammates. or something like that.

  • @YonderYoshi
    @YonderYoshi6 жыл бұрын

    One time on a x10 randomizer 2fort server with bots, I was a medic with wrench and buildings and put a sentry at the sniper area. A spy desguised as ME was just standing there looking at the dispenser behind me and wouldn't do anything. What was astonishing is that he was there for a while and I only noticed him later.

  • @dylantucker5374
    @dylantucker53746 жыл бұрын

    I think I know what causes the corner glitch to happen. If a bot or player places a friendly teleporter in front of the middle of the exit door of the BLU resupply room, There is a 25% chance that when the bots cap the first point, they will not exit the spawn room, but instead, try and walk through the wall facing the second point. As I can tell, there is no way to get the bots out of this state manually. The only way for the bots to be freed, is when the round ends. Edit: Destroying the teleporter doesn't help the problem either

  • @hawkeye6854
    @hawkeye68544 жыл бұрын

    The dust bowl part 2 Blu team slamming their faces in the corner is a glitch of some kind, maybe the nav mesh is poorly built or something but often they get stuck there. I found that typing "retry" in console fixes that bug and that the bug happens often when the first point is capped. In short, it's a glitch.

  • @RyushoYosei
    @RyushoYosei7 жыл бұрын

    ((THis was me being a derp BEFORE I watched the whole video, and derping because of course you would cover it)) And yes, another reply, Like for example, In the map with the saw blades, the bots are told "Yeah you can walk through here." but they only know they can walk there, not that there is a dangerous thing moving back and forth there, NOw, You could make them seem smarter, by telling them hey, 'dont' walk' in the area that the sawblade can effect, and they would move around this, but this would cause the odd effect of them walking around it, when the sawblade is on the far side, so the 'best' way would be if you could cause a 'trigger' that could detect if the sawblade was 'in' or not in a certian segment of the bot pathing, though this would boost bot processing *per bo*t and therefore make it more CPU heavy, but would allow 'smarter' bots that would try to not move *into* the sawblade, but move around it. I would be willing to possibly try to work with you to figure out how they work in more detail if you wanted, even though this is an older video, and Possibly, if you wanted, try to watch them, and see how the pathing/arrays could be edited to make them 'smarter' with fixes, as the auto-pathway settups, especialy for custom maps can be *VERY* glitchy and try to tell them to take paths that don't actually work.

  • @GentleMannOfHats
    @GentleMannOfHats7 жыл бұрын

    just to let you know before mvm (or sooner) blue engineers used to move the sentries up to where they would be useful

  • @1964catt
    @1964catt Жыл бұрын

    if you generate the nav_mesh and then edit it and fix the errors the bots can be really nice to play with

  • @numbend2368
    @numbend23685 жыл бұрын

    7:14 one time i play with bots and this is all blu team who are staying in

  • @slundo6325
    @slundo63257 жыл бұрын

    i need someone to edit all the bots documentaries into one hour long movie and my life will be complete

  • @SirFowler1
    @SirFowler17 жыл бұрын

    from my experience, the spawn doors will sometimes stay closed if a bunch of players exit the trigger, but one stays

  • @EE-dj7et
    @EE-dj7et3 жыл бұрын

    7:17 i had a community server where the entire bot team stayed like this until the end of the match

  • @cheatsykoopa98
    @cheatsykoopa987 жыл бұрын

    are red bots actually programmed to defend the point? or just to wait for an enemy? cause most of the time I play defense with bots they dont do anything but shooting at the blu person stading in the point. like, not even blocking or anything

  • @acanadianfarmer1523
    @acanadianfarmer15237 жыл бұрын

    The spy was trying to kill a cockroach in the corner

  • @dastyp4771
    @dastyp47717 жыл бұрын

    PLEASE make more bot videos!

  • @millavophe8338
    @millavophe83384 жыл бұрын

    Sometimes when i'm playing on dustbowl every blue bot will run and jump in that corner can someone explain that?

  • @Panda-db2jw
    @Panda-db2jw2 жыл бұрын

    7:20 there use to be a crack in that corner that you could shoot through that got patched, or did it?

  • @katarinafoda3699
    @katarinafoda36997 жыл бұрын

    In dustbowl, at that specific corner, i can only assume that there was an error in generating the world mesh, resultating in the bots thinking they can walk trough it when they really can't. Also, this theory could apply to various corner where bots just walk to.

  • @DreadedGhoul575
    @DreadedGhoul5757 жыл бұрын

    3:24 If he was killed and his buildings were destroyed, you would see him mainly try to build at the 2nd one. 5:36 I'm guessing the Spy doesn't sap the Dispenser unless close up, since its AI once spawned goes for the sentry, however the Dispenser glitches the spy.

  • @thorlesko5105
    @thorlesko51054 жыл бұрын

    At the point near 715 I have had this problem a couple times on dustboul I think it may be a problem with the boys navigation or just a glitch

Келесі