Unreal Tournament Bots Appear More Human Than Humans

Gahars

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Bots tend to be pretty easy to distinguish from human players; either they're laughably stupid (Hello, meat sims!) or impossibly perfect ubermensch. But what if that changed? What if these bots could imitate human behavior perfectly? What if they appeared more like humans than actual human players?

What if I stopped asking questions and got right to the article?

Two programming teams have created intelligent virtual gamers—or "bots— that have not only beaten the Turing test, but managed to be appear more human than human gamers.

The UT^2 bot, programmed by a team from the University of Texas, and MirrorBot, programmed by Romanian computer scientist Mihai Polceanu, split a top prize of $7,000 (£4,300) at The 2K BotPrize—a contest that has been challenging programmers since 2008 to create game bots that appear to be as human as possible, playing like fallible human gamers rather than near-perfect computer AI.

In the competition, computer-controlled bots created by programming teams from all over the world face off alongside human players, who act as judges, in the virtual battle zone of Unreal Tournament 2004. Any combatant a judge meets which they believe to be human is tagged with a "judging gun." After several rounds of combat, the bot that has received the most human tags wins the contest.

While the human players managed to gain an average "humanness" rating of 40 per cent, the UT^2 Bot and Mirror Bot both achieved a rating of 52 percent. This is the first time since the contest has been run that a bot has achieved the target score of 50 percent "humanness."
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Ars Technica

Now this was just a small team of programmers going after a $7,000 dollar prize. With further development time and greater resources, imagine how much more a developer might be capable of.

It looks like bot play is only going to get more and desirable over time. I mean, the experience of interacting with human-like players without the verbal barrage of profanity and insults? Sign up me up for that!
 
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Foxi4

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By appearing to be human players, do they mean that they are jumping like idiots when they are being shot at, continously missing with their grenades, tea bagging every single fallen enemy and spouting abuse over the mic, among other di*kish moves? :creep:
 
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AceWarhead

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By appearing to be human players, do they mean that they were jumping like idiots when they were being shot at, continously missed with their grenades, tea bagged every single fallen enemy and spouted abuse over the mic, among other di*kish moves? :creep:
Wouldn't that be great? As soon as the bot dies, he types/says "lag man" or "lucker"
 
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Taleweaver

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It's kind of a pity that the details of the match or the tweaked AI isn't to be found anywhere. That info on the site may look smart, but it really isn't. Christ...aim decreasing over distance was already in UT99, so aside from a nice illustration to people unbeknownst to bot AI, it's not saying anything. The info in the readme file isn't much clearer either...changed code for getting the bot unstuck and tracing humans?

I'm sure that if you take things with a magnifying glass, you may find a difference...but in the two levels I've made for that game, I only seldomly had a bot getting stuck and it was because of bad pathing from my end. Tracing another player based on emitted sounds was also a stock option from the game.


But what got me scratching my head the most is...why UT2004? Bot AI already was incredibly human like (unless you played on the upper 2 difficulty settings...there those guys started bouncing around and twitch aiming a bit TOO good), so increasing it is only adding extra layers of polish (assuming they're talking about deathmatch...on onslaught, assault and bombing run, it could use some tweaks).

Another thing I'm curious about is how the humanness is measured (by spectators or actual players)? And by whom (game veterans, map designers or pc scientists)?
Give me a random game to watch from third person perspective, and I can't tell you who'se the bot. Let me watch in first person mode (yes, the game allows that), and the bot makes pretty much no aim adjustments.
And a flaw on the otherwise near-spotless AI was close range (you REALLY didn't want to go there against a bot: even an average just sidesteps and kills you. even with a sniper rifle). Would be very interesting if that got tweaked to get that panicky-dodgey maneuvre humans do (I'm the kind of player who gets flak monkey pretty much every match, so I KNOW the difference).

Even more curious: is it just BOT AI? UT2004 had quite some maneuvres like slope dodging or hammer jumping. Level designers have to create an invisible node path system through the level. Which included all the spots where a bot could do all those fancy things (in other words: a bot ONLY does this at this location...and roughly 95% exactly the same time). Would be very interesting if those bots were taught more about the environment without relying on that system.


But to get back to my main question: why UT2004? All the dodge escapades make it very distict from any other FPS'es. Which means that all the work will never get ported to other games. Yes, even in UT3, the physics are so different that most (if not all) of what is coded is worthless (at least: I'd think so. Hard to comment without a better description).


Still...I've got to say: I'm glad it's the best FPS ever* to take this achievement. :)




*yes, yes, it's my opinion. Feel free to disagree. I don't mind people who are wrong about things. ;)
 
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DSGamer64

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Bots in Unreal Tournament are generally pretty brutal to beat, I'd hate to see what a bot with elite gamer level skill would do. Honestly, play against the AI on a setting such as God-like and you will cry over it, having a bot that can do better then that would be a scary experience.
 

Satangel

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Bots in Unreal Tournament are generally pretty brutal to beat, I'd hate to see what a bot with elite gamer level skill would do. Honestly, play against the AI on a setting such as God-like and you will cry over it, having a bot that can do better then that would be a scary experience.
QFT, so so true. I'm a really experienced FPS gamer, and I just own in CoD, yet I still struggle in 1v1 Gael UT 2004.... Especially Instagib, just unreal ;)
 

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