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	<title>Comments on: A Turing Test for FPS Gamers?</title>
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	<link>http://www.planetphillip.com/posts/a-turing-test-for-fps-gamers/</link>
	<description>Finishing Half-Life is just the beginning!</description>
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		<title>By: JgcxCub</title>
		<link>http://www.planetphillip.com/posts/a-turing-test-for-fps-gamers/comment-page-1/#comment-219740</link>
		<dc:creator>JgcxCub</dc:creator>
		<pubDate>Mon, 05 Apr 2010 20:40:20 +0000</pubDate>
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		<description>Ah yes, I remember doing something like this.
I play a lot of HL2DM and my favourite weapon by far is the crowbar. In melee duels, I tend to beat the enemy a lot more than they beat me (even in unfair circumstances, assuming someone does not intervene). However, I do recall one time on one server that, no matter what I did, I would always lose if I went at them with melee. Obviously this hurt my pride quite a lot. But I realized, after a while, that they were bots. They basically walked straight towards you, continuously swinging their crowbar. Of course, they had aimbots built in, which meant that dodging would have obviously done no good. As soon as I realized this, it was a lot easier to beat them. For instance, I would plant tripmines right in their path and laugh as they walked straight into them.
Long story short: bots are great when it comes to the simple things (aiming, shooting) but fall down on anything more complicated than that. The challenge with coding good bots is not to make them hard to beat, but to limit them in some circumstances but make them excel at tactics, which is normally where humans shine.</description>
		<content:encoded><![CDATA[<p>Ah yes, I remember doing something like this.<br />
I play a lot of HL2DM and my favourite weapon by far is the crowbar. In melee duels, I tend to beat the enemy a lot more than they beat me (even in unfair circumstances, assuming someone does not intervene). However, I do recall one time on one server that, no matter what I did, I would always lose if I went at them with melee. Obviously this hurt my pride quite a lot. But I realized, after a while, that they were bots. They basically walked straight towards you, continuously swinging their crowbar. Of course, they had aimbots built in, which meant that dodging would have obviously done no good. As soon as I realized this, it was a lot easier to beat them. For instance, I would plant tripmines right in their path and laugh as they walked straight into them.<br />
Long story short: bots are great when it comes to the simple things (aiming, shooting) but fall down on anything more complicated than that. The challenge with coding good bots is not to make them hard to beat, but to limit them in some circumstances but make them excel at tactics, which is normally where humans shine.
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		<title>By: A pedant</title>
		<link>http://www.planetphillip.com/posts/a-turing-test-for-fps-gamers/comment-page-1/#comment-26921</link>
		<dc:creator>A pedant</dc:creator>
		<pubDate>Sat, 18 Mar 2006 18:08:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/a-turing-test-for-fps-gamers#comment-26921</guid>
		<description></description>
		<content:encoded><![CDATA[<p>&#8230;even read Phillip K. Dick’s book “Do robots dream of electronic Sheep”</p>
<p>Actually, its &#8216;androids&#8217;, not robots.</p>
<p>&#8220;I got disoriented and started firing in panic and the next thing I knew I was pierced by its sharp claws and died. Now that’s pretty real.&#8221;</p>
<p>Pretty real? Are you an Ice Age survivor, or something?
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		<title>By: GanjaStar</title>
		<link>http://www.planetphillip.com/posts/a-turing-test-for-fps-gamers/comment-page-1/#comment-25201</link>
		<dc:creator>GanjaStar</dc:creator>
		<pubDate>Wed, 01 Mar 2006 15:00:56 +0000</pubDate>
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		<description>Quite an interesting and overwhelming topic. For anyone wishing to delve into the A.I-Human paradox is best advised to see the movie Blade Runner. Watch it a couple of times or even read Phillip K. Dick&#039;s book &quot;Do robots dream of electronic Sheep&quot;, on which the movie is based. I think that for games, we will still have to wait a decade before we manage to smudge the line between real and artificial, but I feel much will change with the arrival of such technology.

As for me, the most realistic single player enemies would be the Skaarj from the Original Unreal. Sure the bots from UT were better, but Unreal set the standard and was the first game where you had to sweat in a one vs. one battle. I remember the first Skaarj encounter. The Skaarj took an elevator down to reach me. I fired a couple of plasma pistol shots which he easily avoided by strafing and at the same time he fired two accurate fireballs that smashed my face. I got disoriented and started firing in panic and the next thing I knew I was pierced by its sharp claws and died. Now that&#039;s pretty real.
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		<content:encoded><![CDATA[<p>Quite an interesting and overwhelming topic. For anyone wishing to delve into the A.I-Human paradox is best advised to see the movie Blade Runner. Watch it a couple of times or even read Phillip K. Dick&#8217;s book &#8220;Do robots dream of electronic Sheep&#8221;, on which the movie is based. I think that for games, we will still have to wait a decade before we manage to smudge the line between real and artificial, but I feel much will change with the arrival of such technology.</p>
<p>As for me, the most realistic single player enemies would be the Skaarj from the Original Unreal. Sure the bots from UT were better, but Unreal set the standard and was the first game where you had to sweat in a one vs. one battle. I remember the first Skaarj encounter. The Skaarj took an elevator down to reach me. I fired a couple of plasma pistol shots which he easily avoided by strafing and at the same time he fired two accurate fireballs that smashed my face. I got disoriented and started firing in panic and the next thing I knew I was pierced by its sharp claws and died. Now that&#8217;s pretty real.
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