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COUNTER STRIKE: SOURCE BOT

Shubham Kulshrestha Mechanical Reg No. - 110109022

Development of an era
Counter Strike is a multiplayer modification for

Half life, released in June of 1999. Valve software hired the counterstrike team and ported Counter Strike to their new Source engine. Outsourced a spin off single player productCounter Strike: Condition Zero. Ended up being finished at Turtle Rock Studios.

Turtle Rock developed artificial intelligence for

condition zero.

Artificial Intelligence features:


Navigates map using automated systems (waypoints)

combined with human teaching (navigation meshes). Communicates with human players, telling them where enemies are located. Follows human instructions (e.g. follow me, or team fall back) Selects best weapon for tactical situation. Avoids tactically disadvantageous situations. Conveys range of emotion-driven behaviors. Rushes aggressively when winning or retreats when outnumbered.

Navigation Meshes

Navigation
Use of navigation meshes allows bots to be less

predictable and to use less structured behavior the way humans do. Uses reactive obstacle avoidance (like the quake bots) To avoid crashing into walls and other objects.

Using the tools to build paths. (Source: Mike Booths presentation at GDC)

Using and viewing the environment


Nav meshes include hiding spots that are labeled by the

programmer. When retreating or camping the bot will find a hiding spot to ambush the opponent. Looks around smoothly and avoid jerky movements. Looks around corners and checks openings.

Tactics

Tactics and Bot emotions


Navigation Areas hold a danger value. Increased danger means increased cost This forces bots to change routes. Danger values are increased when your strategy

does not work Morale determines level of aggression. High morale: Bot is on winning team, bot is killing enemies. Low morale: Bot is on losing team, bot is being killed

Combat and Weapon selection


Since it is a rule based system, there are an

elaborate collection of rules to determine combat actions. Examples:


Using the appropriate weapon for the range: (Sniper

rifles if enemy is far, pistol if close.) Aiming for the head(headshots kill your enemies in just one bullet). How to use grenades effectively (flush out enemies if attacking, slow them down if defending)

Team awareness
Follows the leader

Communicates enemy locations


Uses stealth (sneaking slowly to reduce noise) when

heavily outnumbered

Effects on Gameplay
Why make a bot for a multi-player game? Some servers dont have a lot of players on them. Bots can fill in the gaps to make a full team. Lousy internet connection wont prevent players from enjoying game. Bots help you in practicing and thus help you to harness your gaming skills

Strengths and weaknesses


Strengths: Bot is almost convincingly human. Bot difficulty is scalable to match different skill levels. Bots dont change flow of game, they are just like other players.

Weaknesses Bots can see perfectly in dark areas. Bots often prioritize killing enemies over completing mission objectives.

Guns used in Counter Strike 1.6


1) Advanced Combat Knife Cost : Present in the arsenal at the start of every round

2) USP .45ACP Tactical Pistol Cost : $500

3) Glock 18C Select Fire Pistol Cost : $400

4) Desert Eagle .50 AE Pistol Cost : $650 5) SIG P228 Pistol Cost : $600

6) FN Five-Seven Pistol Cost : $750

7) Beretta 69G Elite .919 Pistol Cost : $650


8) M3 Super90 Shotgun Cost : $1700 9) XM1014 Shotgun Cost : $3000 10) MP5 Navy Sub-Machine Gun Cost : $1500

11) Streyr TMP Sub-Machine Gun Cost : $1250

12) FN P90 Sub-Machine Gun Cost : $2350

13) MAC-10 Sub-Machine Gun Cost : $1400

14) H&K UMP Sub-Machine Gun Cost : $1700

15) AK-47 Rifle Cost : $2500

16) SG552 Commando Rifle Cost : $3500 17) M4A1 Carbine Rifle Cost : $3100

18) Steyr AUG Rifle Cost : $3500

19) Steyr Scout Sniper Rifle Cost : $2750

20) Arctic Warfare Magnum (AWP) Cost : $4750

21) G3/SG1 Sniper Rifle Cost : $5000

22) SIG SG-550 Cost : $4200

23) FN M249 PARA Machine Gun Cost : $5750

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