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    Automatic Wolfenstein, new port for Wolf3D

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    Schabbs
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    Automatic Wolfenstein, new port for Wolf3D

    Post by Schabbs on Thu May 31, 2012 8:35 am

    Automatic Wolfenstein, new port for Wolf3D


    Printz has just released a modification of Wolf4SDL that transforms the player into a bot (control is taken over by the computer). The bot can finish most maps completely and, thanks to being a computer, has instant reflexes. It's called Automatic Wolfenstein, or AutoWolf for short. You can see it on You Tube here. The release address (currently version alpha01, most likely stable, but Printz still has to program some more tactics into the bot) is here.




    Brian.
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    Re: Automatic Wolfenstein, new port for Wolf3D

    Post by WolferCooker on Thu May 31, 2012 8:58 am

    Sounds like this is very useful for map testing purposes. Let the computer do the playing for you while you just examine the map itself.

    Metalor
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    Re: Automatic Wolfenstein, new port for Wolf3D

    Post by Metalor on Thu May 31, 2012 10:57 am

    I'd like to see the bot play through Guns and Glory 0.5. That'd put it through its paces.

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    Re: Automatic Wolfenstein, new port for Wolf3D

    Post by Guest on Thu May 31, 2012 5:35 pm

    Hi Melvin!


    Last edited by Chokster37 on Sat Feb 08, 2014 12:03 pm; edited 1 time in total

    Andy
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    Re: Automatic Wolfenstein, new port for Wolf3D

    Post by Andy on Fri Jun 01, 2012 12:33 am

    I find the whole idea of this hilarious! I enjoy watching the bot plow through levels with ease, but also get a bit dizzy. It helps me if I window the game, rather than let it play fullscreen.

    printz
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    Re: Automatic Wolfenstein, new port for Wolf3D

    Post by printz on Fri Jun 01, 2012 1:37 pm

    Hello, I'm the one who worked on it. I guess I could have posted more threads about it here, than on, say, Doomworld. Unfortunately I can't register into diehardwolfers (which seems to be the most active Wolf3d community) because I have no personal ISP email address. What a horrible decision that was, to ban third-party email addresses in the name of 'security'. No other forum does this, and they work fine, without floods of spammers.

    Anyway, this is mine, I was working on it as a training to try something similar for Doom, which is much more complicated (and I haven't done anything near this for that game).

    For this one, I'm planning to improve the retreating tactics (for now it simply backpedals while strafing if there's a wall behind... not a good idea when the threat is right backwards, and makes the bot vulnerable to being cornered), and more longterm-wise, learn a way or another to solve pushwall puzzles, so maps like E4M2, E4M7 or E6M10 can be solved optimally. I think it's almost like a Sokoban game, but you have less freedom to push those blocks. Unfortunately the objective can be quite fuzzy, especially in custom maps with crazy pushwall placement: to get 100% scores, or maximum possible scores? What about situations where you're supposed to do something unconventional with the pushwalls? Etc. etc. etc.

    Thanks for the replies. I have absolutely no idea how to promote this project when interest fades off. It's unlikely that an Internet surfer will find my sourceforge homepage and be curious enough to hit the "autowolf" link. Sad It would be nice for it to be linked from a popular website like wolfenstein3d.co.uk, but I've noticed that it only hosts or links map projects, not engine experiments...

    Schabbs
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    Re: Automatic Wolfenstein, new port for Wolf3D

    Post by Schabbs on Fri Jun 01, 2012 3:13 pm

    @printz wrote:Hello, I'm the one who worked on it. I guess I could have posted more threads about it here, than on, say, Doomworld. Unfortunately I can't register into diehardwolfers (which seems to be the most active Wolf3d community) because I have no personal ISP email address. What a horrible decision that was, to ban third-party email addresses in the name of 'security'. No other forum does this, and they work fine, without floods of spammers.

    One third-party email address still allowed at DHW is live.com. If you can use an email address from them then it should be accepted.

    Re a link from the Dome, I'll put a link in the left hand column of Dome News when I next update it.


    EDIT: The link on Dome news (left hand column) has now been added. I also listed the project on Dome Utilities.
    http://www.wolfenstein3d.co.uk/utilities.htm



    Brian.
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    printz
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    Re: Automatic Wolfenstein, new port for Wolf3D

    Post by printz on Sat Jun 02, 2012 4:41 pm

    Thank you Very Happy Well, I'm not sure if it deserves a link from the first page (though it appears discreetly at the bottom), but if you wished adding it, then it's great Smile It's the link from /utilities that counts, and thanks for that Smile

    As for joining DHW, I'd rather be legit, and wait until I get a real unique email (that also works). No point loopholing it and risking getting into conflict with the staff.

    As for the mod, some guys at Doomworld suggested I make a screensaver out of it. I've kinda programmed it, and for the most part, it quits successfully at the mouse movement or key press. I've stripped it of all sound, because screensavers shouldn't make noise (though it would be kind of cute to start hearing Wolfenstein awhile after leaving the computer... lots of possibilities now -- i.e. when you move the mouse to quit, it saves the game, and loads it next time it opens).

    Metalor
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    Re: Automatic Wolfenstein, new port for Wolf3D

    Post by Metalor on Sat Aug 11, 2012 5:50 pm

    Sorry for bumping this, but:

    Want a lark? Have the bot run Monkeystein. I had a blast watching. Even the bot is no match for my "early" maps. The bot made it all the way to level 4 on the first episode, but never made it past the first level on any of the other episodes (granted this was on hard, but still, it was hilarious to watch the bot try in vain to fend off an army of Fettgesichts with a pistol).

    Best laugh I've had all day, and I was messing around in Brutal Doom today...

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    Re: Automatic Wolfenstein, new port for Wolf3D

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