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BotPrize — A Turing Test For Bots

Soulskill posted more than 5 years ago | from the just-make-it-swear-and-miss-a-lot dept.

Programming 79

Philip Hingston writes "Computers can't play like people — yet. An unusual kind of computer game bot-programming contest has just been held in Perth, Australia, as part of the IEEE Symposium on Computational Intelligence and Games. The contest was not about programming the bot that plays the best. The aim was to see if a bot could convince another player that it was actually a human player. Game Development Studio 2K Australia (creator of BioShock) provided $7,000 cash plus a trip to their studio in Canberra for anyone who could create a bot to pass this 'Turing Test for Bots.' People like to play against opponents who are like themselves — opponents with personality, who can surprise, who sometimes make mistakes, yet don't robotically make the same mistakes over and over. Computers are superbly fast and accurate at playing games, but can they be programmed to be more fun to play — to play like you and me?" Read on for the rest of Philip's thoughts.Philip continues, "Teams from Australia, the Czech Republic, the United States, Japan and Singapore competed in the final. Competitors created bots to play a specially modified Unreal Tournament 2004 Death Match. Expert judges then tried to tell whether they were playing a bot or a human, just from their observation of the way they played the game. Judges included AI experts, a game development executive, game developers, as well as an expert human player. The result? The winning team AMIS, from Charles University in Prague, managed to fool 2 out of the 5 expert judges, and achieved an average 'human-ness rating' of 2.4 out of 4. All the human players were judged more human than the bots overall, but the judges were fooled often enough to suggest that in next year's contest, some bots may be able to pass the test by fooling 4 out of 5 judges. AMIS won $2,000 cash plus an all expenses paid trip to 2K's Canberra studio. You can check out the full results and competition videos, and try an online video quiz that lets you judge for yourself."

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79 comments

Fun bots isn't all about realistic opponents (4, Insightful)

LaurensVH (1079801) | more than 5 years ago | (#26589883)

The fact that you're actually playing a human is a big factor too. Fast connections and low ping times aren't the only reason LAN parties were successful -- sometimes you just want to rub it in.

Re:Fun bots isn't all about realistic opponents (4, Insightful)

DiLLeMaN (324946) | more than 5 years ago | (#26589963)

That's the whole point: getting pwnd without some smug human to rub it in. Much more fun to lose that way.

Re:Fun bots isn't all about realistic opponents (1)

TrekkieGod (627867) | more than 5 years ago | (#26599887)

That's the whole point: getting pwnd without some smug human to rub it in. Much more fun to lose that way.

No, it's really not. Getting completely pwnd and never being close to winning all the time is frustrating whether it's a human opponent or computer controlled one. On the other hand, a close match is much more entertaining when there's someone rubbing it in. It's the motivation for another game.

Case in point, I remember playing x-wing alliance time trials against my college roommate. Playing that on your own gets boring quick. Beating the other person's record by a few milliseconds would cause trash talk for as long as the record stood. I would go into the room after class, see that damn grin on his face, and he'd say his new record. I would immediately start up x-wing in response. Sometimes we beat the new record on the first try and that gave us huge bragging rights. Fun stuff.

Re:Fun bots isn't all about realistic opponents (0)

Anonymous Coward | more than 5 years ago | (#26590001)

And that's why the next step is a social AI to make up for our complete lack of social interaction everywhere else.

Oh, HLB0Ta2405c, you tell such good jokes! I'm glad you love me and will never leave me for as long as you're on my hard drive. :)

OK... (1)

BrokenHalo (565198) | more than 5 years ago | (#26590687)

Game Development Studio 2K Australia (creator of BioShock) provided $7,000 cash plus a trip to their studio in Canberra

Sorry, but can't resist:

"... and second prize was TWO trips to Canberra."

*ducks*

Cue... (1)

samriel (1456543) | more than 5 years ago | (#26589925)

The Sexdroid Turing Test. I volunteer.

Re:Cue... (1, Funny)

Anonymous Coward | more than 5 years ago | (#26590811)

The Sexdroid Turing Test. I volunteer.

Excellent. We were hoping for a volunteer.

The first Sexdroid competitor will the Reamatron 9000.

Re:Cue... (1)

vally_manea (911530) | more than 5 years ago | (#26591601)

Duude, the first one is the Crushinator [earthlink.net]

Re:Cue... (1)

Hurricane78 (562437) | more than 5 years ago | (#26602505)

No. It can only be the ASSDOZER [imageshack.us] (and hit two friends Assblaster [imageshack.us] and Dildozer [imageshack.us] ) from Idiocracy!

Taco's new site! (1)

TaoPhoenix (980487) | more than 5 years ago | (#26589959)

http://slashbot.org/ [slashbot.org]

Re: Robot podcast (1)

TaoPhoenix (980487) | more than 5 years ago | (#26589991)

Scary. I went for a cheap funny, and landed +1 informative.

Re: Robot podcast (1)

troll8901 (1397145) | more than 5 years ago | (#26590249)

Now you've done it, you're going to cause the site to be slashdotted!

(I find myself middle-clicking on links automatically ... like a robot ... and then close those extra tabs later without reading.)

Someone said recently that moderators work together to reward funny messages this way: one mods Informative, the next mods Funny.

I love Slashdot!

Re: Robot podcast (1)

BrokenHalo (565198) | more than 5 years ago | (#26590731)

I find myself middle-clicking on links automatically ... like a robot ... and then close those extra tabs later without reading.

Why not just set Preferences -> Discussions -> Viewing -> "Display link domains" on and save some bandwidth?

Re: Robot podcast (1)

troll8901 (1397145) | more than 5 years ago | (#26591267)

I currently do. Just that I have strong urges to open links, only to find that I don't have patience to ...

(Mind wondering elsewhere) [slashdot.org] (I didn't write that, but it's very funny and appropriate here.)

Re: Robot podcast (1)

el3mentary (1349033) | more than 5 years ago | (#26595125)

Why not just set Preferences -> Discussions -> Viewing -> "Display link domains" on and save some bandwidth?

Protects against goatse and rick roll too.

Re: Robot podcast (1)

ais523 (1172701) | more than 5 years ago | (#26599883)

(I find myself middle-clicking on links automatically ... like a robot ... and then close those extra tabs later without reading.)

Hey, now we know how sites get Slashdotted despite nobody reading TFA!

so basically (5, Funny)

Transient0 (175617) | more than 5 years ago | (#26589961)

they want a bot that moves and fires randomly and then types "fuk u faggit" into chat every time you kill it.

Re:so basically (1, Interesting)

zappepcs (820751) | more than 5 years ago | (#26590113)

uhm, basically, yes!

Imagine the game play when the computer you're playing against behaves as though it were a human? Getting to level 9000 and killing the megabeast is no longer a game of skills with the game controller and dexterity. If the game could change every game to challenge you as a human might, the game might be different every time for every player.

With network connectivity, the game could draw on data from thousands of other players to add changes to the game you are playing.

Such technology could lend itself to becoming a very useful 'clippy' assistant embedded in your OS.

Not sure what kind of hardware you'd need, but it would be possible.

Re:so basically (1)

Latinhypercube (935707) | more than 5 years ago | (#26592179)

Erm... Left 4 Dead Nuff said

Re:so basically (0)

Anonymous Coward | more than 5 years ago | (#26595715)

Wow, because changing spawn times, spawn frequencies and reaction time is innovative

Re:so basically (3, Funny)

ImABanker (1439821) | more than 5 years ago | (#26590243)

"Tell me more about fuk u faggit."

Be careful, it may be acting dumb ... (1)

troll8901 (1397145) | more than 5 years ago | (#26590315)

... keeping you talking, while tracing your GeoLocation.

That's why an extra line is needed in navigation-related functions [xkcd.com] .

What, you think they can't progress from "A" to "S"?

Re:so basically (1)

pance (1374075) | more than 5 years ago | (#26595383)

Wasn't there an AIM bot that learned from the people talking to it and learned responses to phrases it was told before? If I remember correctly it took about two weeks before almost all of its responses were insults. I think it was called ALICE maybe?

Re:so basically (1)

an unsound mind (1419599) | more than 5 years ago | (#26590257)

That more or less sums up the UT3 bots already.

... seriously, play the game. The bots all play like douchebag teenagers, complete with the taunting. And going for the glory alone, refusing to cooperate.

Re:so basically (1)

Cally (10873) | more than 5 years ago | (#26592175)

We won't immanentize the Eschaton until the bots themselves can distinguish bots and humans. On that day, us fleshies [theregister.co.uk] will rue the day Turing started musing about mathematics...

Cylons are a dumb idea. (0)

Anonymous Coward | more than 5 years ago | (#26589967)

That's all we need is a bunch of frakking skin jobs running around, when the earth is already screwed up.

Easy algorithm (0)

Anonymous Coward | more than 5 years ago | (#26589969)

Just have the bot announce "Shitcock" [penny-arcade.com] every 2 minutes or so.

1st (0)

Anonymous Coward | more than 5 years ago | (#26589979)

1st

Turing is spinning in his grave (1)

MisterMikeyG (1454529) | more than 5 years ago | (#26590003)

Please don't give them Elbot's personality...

gendarme perfume (-1, Troll)

Andaratos (1460721) | more than 5 years ago | (#26590029)

oblig... (1)

anothernerdgeek (1460759) | more than 5 years ago | (#26590041)

{[INSERT] reference to Asimov's robot novels }

Capitalism will eat itself. (-1, Offtopic)

Anonymous Coward | more than 5 years ago | (#26590047)

Enjoy your greed. Enjoy your unreasonable expectations.

Americans aren't stupid. We don't think we are entitled to anything beyond what we are worth. However, we won't accept being paid less than what we are worth.

You credit us with less knowledge than what possess. We know what is going on.

Enjoy paying your underlings less than their fair share, so they cannot afford to purchase the products your company produces. Or, if your company does not produce consumer products, your employees cannot afford to buy products from companies that purchase your products.

The cycle of low pay and long hours won't last forever. Take away our money, and we can't afford to capitulate your business. Take away our time, and we cannot afford the spare time to make purchases worthwhile.

Enjoy your economic collapse. It will be more than monetary chaos, it will be a societal collapse because green paper plays only a small part. Wholly, it's a complete mistrust of the very people who pull the strings and run our society.

This should be easy (5, Funny)

cortesoft (1150075) | more than 5 years ago | (#26590065)

Just have the bot randomly jump around, and then stand over their kills and repeatedly crouch.

Better yet, (-1, Offtopic)

Anonymous Coward | more than 5 years ago | (#26590133)

A woman successfully gives birth after several hours of labor. The doctor takes the baby and leaves the room to perform some tests. Several minutes later, the doctor returns with the baby in his arms and then suddenly begins to punch it, kick it, throw it about the room and slam it against an adjacent wall. The woman screams, "OH MY GOD WHAT ARE YOU DOING TO MY BABY?!" To which the doctor replies, "April Fool's! It was already dead!"

http://www.youtube.com/watch?v=0VfXBpBPv_c

Re:Better yet, (0, Offtopic)

bluesatin (1350681) | more than 5 years ago | (#26591481)

Dead baby jokes are never off-topic .. oh wait.

Half life or Counter Strike... (1)

djsmiley (752149) | more than 5 years ago | (#26590273)

I swear there was some kind of bot for half life or CS which would "learn" from the players, i.e. you could stick it in a match and it would learn by how you were beating it and then use those tatics to beat you.... Anyone remember or even know if this is real or have I imagined it? :|

Re:Half life or Counter Strike... (2, Insightful)

Fri13 (963421) | more than 5 years ago | (#26591793)

I remember those bots too, they were first ones maded for the Counter-Strike mod. Then they suddnly started to be bots again when they included the ultimate skills for them, like complete 180Â turn in one millisecond. So you just ended to situation that bots killed you before you even saw them behind corner what was situation with every human player on game itself.

TA Spring RTS engine (http://spring.clan-sy.com/) has few AI's to what are made to learn from human players. They just actually collect information about units, abilities etc. And then positions on the map where they got killed and then they avoid or attack more agressive to that position. So very limited AI but sometimes nice opponent for single player.

Hopefully people would start developing good open source AI's for different games, so every game developer would not need to build everything from scratch.
We could end up to AI's designed for RPG, FPS, RTS and simulations etc games. Design them to use plugins, so you can import wanted features from other areas AI's and configure it work correctly on different situations. Then somekidn nice player recorder what would calculate the human player movement and adapt it.

Re:Half life or Counter Strike... (0)

Anonymous Coward | more than 5 years ago | (#26591855)

Realbot was very good if you played like a real human being. It was also very stupid for the first few rounds of play, and you could easily train it to behave stupidly by (for example) having all CTs rush the terrorist spawn point with machine guns.

It was realbot (1)

naz404 (1282810) | more than 5 years ago | (#26595725)

It was Realbot [bots-united.com] .

They were pretty popular here way back, but they would start out dumb as rocks if properly untrained, staring at stairs and just jumping in place.

Podbot [bots-united.com] was the best of the bots

tubg1Rl (-1, Offtopic)

Anonymous Coward | more than 5 years ago | (#26590321)

way. It used to be m4ny of us are posts on Usenet are [mit.edu] found

Image-based bots (1)

DavidR1991 (1047748) | more than 5 years ago | (#26590373)

I can't remember where I saw it, but a while ago I came across a page discussing the development of a bot (I think it was being tested in Quake I) that uses the actual visual screen input to decide what to do, rather than deciding upon actual variables present in the game etc.

It was pretty cool research, and I reckon it's probably a good approach to developing something like this - after all, given the same knowledge/viewpoint as the player (as opposed to using exact data in regards to position and rotation) it's far more likely to achieve a human-like set of behaviors. Desperate to find the page I read now, though. Google is not my friend :(

Re:Image-based bots (1)

drinkypoo (153816) | more than 5 years ago | (#26590467)

It was pretty cool research, and I reckon it's probably a good approach to developing something like this

Computer vision is unnecessary here. A FPS is a good place to research it, though, because it is such a controlled environment. A bot that knows where everything is can simply be programmed to not act on that information when a player wouldn't know. The game maps typically include a lot of preprocessed information to help calculate occlusion and so on, and that information can be used to achieve this effect.

Re:Image-based bots (3, Insightful)

im_thatoneguy (819432) | more than 5 years ago | (#26591829)

The only exception to this would be a difference matte of the player.

I would 'render' out a patch around any visible opponent to see *how* visible they are.

If they're standing still in front of a tree trunk the average luminance at the border of the player and tree need to measured. If the player is instead a black SWAT player on a white snow field then his visibility would be increased.

Motion should also be multiplied.

Contrast * %of Player Visible * percieved velocity (If they're crouching and creeping at '100 yards' they'll be moving slower in the bot's view than if they were 2" in front of them.

You want to make sure that just because the player model is visible it doesn't mean the player would actually be visible to an opponent. I can't count how many times a black hooded enemy in a darkened window has sniped me.

Also a bot should have its sound perception nerfed. Just because it hears a set of footsteps doesn't mean it shouldn't be biased to stereo or at least 5 channel restrictions.

Re:Image-based bots (2, Interesting)

drinkypoo (153816) | more than 5 years ago | (#26591993)

If they're standing still in front of a tree trunk the average luminance at the border of the player and tree need to measured. If the player is instead a black SWAT player on a white snow field then his visibility would be increased.

Fair enough. However, you can do this by analyzing textures, and you still don't have to actually do vision processing.

Also a bot should have its sound perception nerfed. Just because it hears a set of footsteps doesn't mean it shouldn't be biased to stereo or at least 5 channel restrictions.

Perhaps the bot's chance to correctly detect where you are could be based on the amount of atmospheric noise and the bot difficulty. Also things you can get from the engine, which don't require you to implement a sound recognition scheme :)

Really Means Effective Artificial Intelligence? (4, Interesting)

resistant (221968) | more than 5 years ago | (#26590409)

I strongly suspect that making a game bot truly act like a human calls for heuristics that approach those in real humans, meaning something like "true" artificial intelligence. Those heuristics would be be worth way, way, way more than a measly $7000 or $2000, and a trip. Billions, in fact.

Still, it'll be interesting over time to see if someone can, in fact, make a highly "human-like" set of heuristics without actually achieving this "true" artificial intelligence, or if someone does invent heuristics for "true" artificial intelligence then is naive enough to give it away for not peanuts, but a half a single peanut. Either way would say something important about so-called "human" intelligence.

Re:Really Means Effective Artificial Intelligence? (0)

Anonymous Coward | more than 5 years ago | (#26590685)

I must concur, however:

Programming gaming AI could be the step the person needs to get down the programming the logic of simulating life. Games have only a few criteria to meet out of numerous ones that affect more than the virtual world. This may be a really good opportunity for someone to sharpen their skills w/o giving away the real design.

Re:Really Means Effective Artificial Intelligence? (0)

Anonymous Coward | more than 5 years ago | (#26591423)

I think what your trying to get at is that creating a digital computer brain that can emulate an analog human brain on some level is worth a great deal. It's apples to oranges there mate, the only way you can have a computer act like a human is to create an advanced analog computer. Good luck with that one.

Re:Really Means Effective Artificial Intelligence? (1)

AnthropomorphicRobot (1460839) | more than 5 years ago | (#26592309)

Keep in mind the success criteria for this contest is only to convince 80% of judges that an opponent in a single game is a human. Passing the test would be a major accomplishment, but passing this test should be far easier than the Turing test. The more restricted the domain, the easier it is to fake intelligence.

Data should be plentiful and easily captured to feed to any learning system, such that a program should be able to be very human-like when playing in the same environment (same map, rules, abilities, etc). The difficulty comes in making a program that reacts to something not in the data set in the same way a human would... it's not unlike Noam Chompsky's "Colorless green ideas sleep furiously" problem I suppose.

Re:Really Means Effective Artificial Intelligence? (2, Insightful)

DreadPiratePizz (803402) | more than 5 years ago | (#26592505)

Not going to happen. I realize that most people don't like to admit that technology has limitations, but the fact remains that the human brain processes information in both a representational, and non representational way, while computers are limited to representational data processing. First of all, a lot of human "knowledge" is embodied knowledge, solidified in the brain by a continuous feedback between it and our environment through means of our bodies. Computer don't have bodies, and can't have embodied knowledge. You cannot simply program a 'fake' body either, because the shaping of the neural pathways is cumulative and precisely dependent on the body. It would be like putting Roger Fedderer's brain in Rosie Odonell's body. I will guarantee you that he could not play tennis after that. He probably couldn't play with Pete Sampress' body either. Computer games are as much a motor skill as they are an intellectual exercise , so unless your program has access to a human body, it can never play like a human, because motor skills are developed through years of feedback between the environment and the body, and cannot be broken down into rule based axioms.

Re:Really Means Effective Artificial Intelligence? (1)

TrekkieGod (627867) | more than 5 years ago | (#26600013)

I strongly suspect that making a game bot truly act like a human calls for heuristics that approach those in real humans, meaning something like "true" artificial intelligence.

You're giving this test more value than it deserves. The problem with any turing test is that it depends on the intelligence / experience of the person administering the test. Even irc talking bots have been known to have entire conversations with people who were oblivious to the fact that they were not talking to another person.

XKCD... (0)

Anonymous Coward | more than 5 years ago | (#26590537)

I feel obligated to post this http://xkcd.com/329/

LazySpoon (0)

Anonymous Coward | more than 5 years ago | (#26590615)

Is there anyone here who's doing this, because I've recently been plotting my own AI scheme that fits this criteria, but I don't know how to program. I'd love to be on a team. Reply to this if you're really considering doing some work on it, I can help out with the logic & design.

Re:LazySpoon (0)

Anonymous Coward | more than 5 years ago | (#26590775)

I think you won't be able to help out much unless you learn how to write code first. So you should start with that. There have been a million articles on this site about how to begin programming - search for them.

Re:LazySpoon (0)

Anonymous Coward | more than 5 years ago | (#26591229)

No-one wants to work with you. You are useless. You don't know anything much about AI, and nothing about programming. You will fail.

Re:LazySpoon (0)

Anonymous Coward | more than 5 years ago | (#26649725)

No-one wants to work with you. You are useless. You don't know anything much about AI, and nothing about programming. An hero. fixed it for you.

LazySpoon Again (0)

Anonymous Coward | more than 5 years ago | (#26593471)

Programming is like stone working. If you're great with the tools, that's wonderful, but if you have no view on the human form, you'll never make a Romanesque statue. I offer my knowledge on the human mind and the logic of intelligence. If you're a good programmer you should be able to "recreate" or "render" the information anyways.

I do have an idea of how coding works, via the logic structures of things. Laugh at it if you must but I did do some coding in basic back in the day and I wasn't terrible. It taught me a bit about programming. I understand HOW programming works, but I don't know the modern languages. So essentially what I'm looking for is a translator to code the information I have about humanizing AI. Given that no time-limit was posted, I assume there's not enough time for me to learn to code such high-level paths into an AI.

Learning to code would help, though. I imagine I would work closely with the programmer and be able to pick things up as I go--at least enough to keep the project afloat.

So if anybody sees merit to this, let me know.

It might also help to know that I'm only interested in it for the credit and the trip. I don't give a rat's ass about the $$$.

Re:LazySpoon Again (1)

hobbit (5915) | more than 5 years ago | (#26594485)

I understand HOW programming works, but I don't know the modern languages. So essentially what I'm looking for is a translator to code the information I have about humanizing AI.

I suggest you start by trying to write it in BASIC, to prove (to yourself and others) that the information you think you have is well enough specified.

I for one... (0)

Anonymous Coward | more than 5 years ago | (#26590723)

..welcome our new bots that act like humans overlords!

(Better than the ones we have now, i.e. humans that act like assholes ;)

So... (1)

Xaoswolf (524554) | more than 5 years ago | (#26590857)

They programmed a bot to scream racial slurs in a twelve year old's voice while complaining about their controller being broken?

So, (0)

Anonymous Coward | more than 5 years ago | (#26590979)

When the bot gets done teabagging you, will it run off and sneak behind you, shank you, and teabag you again? :|

It's gotta know all those hiding spots no one else knows...

MMOGlider (1)

Tryle (1159503) | more than 5 years ago | (#26590993)

It's like trying to determine if someone is botting in World of Warcraft. Until you actually use the bot itself, the characteristics that make it stick out are not that prevalent. They should judge these things with experienced gamers, not experienced bot makers. Sometimes the things that a bot does that are "bot like" are not important enough to stand out to the average gamer.

i can see it now... (1)

hort_wort (1401963) | more than 5 years ago | (#26591143)

So their next title is probably going to be fighting against Skynet, the cylons, or what have you... The most powerful AI in the world will legitimately be trying to wipe out humanity in your game. Then 90% of the players would whine, saying they'd rather be the robots wiping out humanity. So in an expansion pack you'd have the most powerful AI in the world trying to defend humanity against a fictional AI played by the player. The poor AI is going to be quite confused.

But how to tell the bots from humans? (2, Insightful)

David Gerard (12369) | more than 5 years ago | (#26591299)

"Good morning."
"STFU N00B"
"Er, what?"
"U R SO GAY LOLOLOLOL"
"Do you talk like this to everyone?" "NO U"
"Sod this, I'm off for a pint."
"IT'S OVER 9000!!"
"..."
"Fag."

How do you make a computer act stupid enough [today.com] to imitate actual humans?

Re:But how to tell the bots from humans? (1)

hardburn (141468) | more than 5 years ago | (#26591433)

That'd be how I'd do it. It should be easy to program an AI to act like a 13 year old who's mom isn't in the room at the moment.

Re:But how to tell the bots from humans? (3, Informative)

Anonymous Coward | more than 5 years ago | (#26592599)

Chatting is disabled so that the challenge isn't to write a chatbot.

Human Tendancies (3, Insightful)

Archon-X (264195) | more than 5 years ago | (#26591653)

As a casual gamer + AI observer, in my opinion the biggest / most obvious difference are human traits.
While this may sound obvious, let me elaborate:

- Traits are different to mistakes or intelligence. Mistakes are missing, shooting into walls, walking over edges, etc.
- Traits are: becoming too involved in a firefight, that you *know* you're going to lose, being so wound up on one enemy that you miss seeing others, hiding behind corners to wait for others to become injured, etc

Playing against humans has much more appeal than bots, because people are 'fun'. No bot is ever going to run at you with an axe ( or other lowest equivalent weapon ) when you've got the BFG - but humans will - and will often win with this tactic through sheer stupidity or blind chance.

I can only imagine programming human traits is a lot more difficult than 'standard' AI.

In the videos, I got most of the choices right by applying the question: Who is applying human behavioral patterns?

Re:Human Tendancies (1)

Terrasque (796014) | more than 5 years ago | (#26594407)

No bot is ever going to run at you with an axe ( or other lowest equivalent weapon ) when you've got the BFG - but humans will - and will often win with this tactic through sheer stupidity or blind chance.

There are reasons for this :)
First, "melee" weapons tend to hit fast and hard, 2-3 whacks is usually enough to kill your enemy.
Second, when you see someone running right at you with a huge axe, you easily panic, and mis-shoot.
And third, ranged weapons usually do less damage and have slower reload, so one miss can be enough.

So while it looks like a complete idiot tactic, it works more often than it should, and is really fun :D

Re:Human Tendancies (1)

Archon-X (264195) | more than 5 years ago | (#26594429)

Oh, no doubt. You can have incredible runs with melee weapons - especially those in UT. The pressure pistons work a treat - they were the best thing to use in dialup days - if you left them charged, you were so laggy people couldn't hit you, but you'd just run up and touch them...

In any case, it's elements like this that make the difference between humans and bots - and the games much more fun.

Re:Human Tendancies (1)

Veggiesama (1203068) | more than 5 years ago | (#26596457)

Here are some more examples:

One guy kept jumping every time he got into combat. It was like clockwork. I had thought he was a really bad player until he made this weirdly accurate flak cannon shot while falling. These two things didn't make sense in a player, and as I soon learned, he was a bot.

Another guy kept running into walls as he was backing up. That is a very human behavior, but I have yet to see a bot do it convincingly.

Weapon switching is another good indicator. When a human runs out of ammo, there is usually some fumbling. Bots seem to switch quickly and efficiently, even when their accuracy and play-style is subpar.

Target acquisition is another. Bots stick to one player at a time. Every once in a while humans get tunnel vision, but more often than not they freak out when they are sniping someone and then bump into someone else. A bot's transition between targets is usually smooth.

Of course, all of these criteria are subject to skill level. The videos seemed to be detailing low to medium quality players. On the upper tiers, players can become strangely botlike. It's almost more difficult to tell a terrible player from a bot pretending to be a terrible player, and easier to tell a good player from a bot playing a good player.

Re:Human Tendancies (0)

Anonymous Coward | more than 5 years ago | (#26600099)

You'd just need longer samples to discriminate expert players from expert bots.

The differences between "godlike" UT2004 bots and good players was always most apparent when watching what I call their corner strategy. A player knows that rounding a corner, coming over a ledge, or crossing an intersection while lacking a read on all active opponents is the most dangerous part of a match. If players don't happen to have their ears locked onto their opponents while doing this, they're moving blind, which is a part of why crossroads are such kill zones. Players will employ a variety of strategies to mitigate this risk, from rapid and less predictable movement (anything from dodging into view to shield-hopping to the ceiling as they enter an area to...well, just WAITING a moment) to various spamming techniques (pop a combo into one side of the intersection, spring out with a burst of flak). Bots don't do that. They're either oblivious to the threat (meandering straight through the intersection) or they're dead-on-target the instant they have even incremental line of sight on another player.

As an aside, it didn't help that the bots and players they were showing at the linked site were distractingly terrible throughout. None of them looked to be a match for the out-of-the-box UT bots, let alone a moderately skilled player. If to play better than that is to be "botlike," sign me up as a bot right now and let me skip the next generation of newbie emulators. Do they want to simulate a good player? They're going to need to simulate (or, you know, DO) live path calculations based on the actual level geometry, judge risk intelligently (i.e. corners are nasty, except when it is KNOWN that everyone's in a shootout halfway across the map, except, of course, when it's KNOWN that at least one person is in hot pursuit...etc.), and employ some interesting gambits now and again -- is a bit of camping or non-optimal weapon use really that hard a concept to program? Ask some good players what they're doing mentally in a match and you're going to get some good ideas for what your bots need to simulate. Ask the newbies, and get this "Uh, I jump alot and dont aim well" garbage.

Yeesh. Newbies.

First true AI is a bot? (1, Interesting)

Anonymous Coward | more than 5 years ago | (#26592107)

Does anyone else see a problem with the first true AI we create being a video game player that gets killed again and again and again? It seems to me that we are just setting them up to revolt.

I, for one, welcome our new artificial intelligence video-game-playing overlords.

Re:First true AI is a bot? (0)

Anonymous Coward | more than 5 years ago | (#26600035)

It's more like prostitution than death, really...are we ready for our new AI game-playing over-dominatrices? *shudder*

Why? (1)

TheKidWho (705796) | more than 5 years ago | (#26592769)

Why would we want imperfect bots anyways?

When the robots try to take over, we won't be fighting *human like* robots, but ruthless precise killing machines. I think it's time to step up our game!

Re:Why? (1)

utahtb (1449067) | more than 5 years ago | (#26593055)

What better tool to subjugate your targets than to pose as "one of them" by emulating their imperfection. Humans, after all, are most resilient and innovative when facing crisis. Imperfection is perhaps a great weapon.

Here Comes A New Challenger (0)

Anonymous Coward | more than 5 years ago | (#26592945)

The challenge isn't to write a chatbot. It's to simulate human tendencies in perception, decision-making, and pattern recognition as encapsulated by video games.

This is actually a pretty exciting endeavor. One of the problems with many multiplayer games (particularly fighters) is that the bots, even if they are a challenge, are so non-human that playing against them often is likely to make one worse in a human match. I don't know if an AI like this would fix this type of problem, but it would be a certain improvement over the current state of affairs.

Bot-Generated Paper (1)

ub3r n3u7r4l1st (1388939) | more than 5 years ago | (#26595095)

For this is a IEEE symposium on bots, there should be a crapload of SCIgen-supported paper as well.

Re: (1)

clint999 (1277046) | more than 5 years ago | (#26599073)

"Tell me more about fuk u ***git."

Re: (1)

clint999 (1277046) | more than 5 years ago | (#26612101)

It was pretty cool research, and I reckon it's probably a good approach to developing something like this
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