Somehow this feels like the part of the Bible that goes on for verses and verses "And Jeshua begat Joiakim, Joiakim also begat Eliashib, and Eliashib begat Joiada...".<p>A key difference is this is rather interesting.
I'd love to see how far/good bots could get in a deathmatch shooter with reinforcement learning/self play (provided we could strongly and intelligently enforce human level reaction times and keyboards/mouse inputs). Would be really interesting to see if any crazy new strategies/tactics emerge.
Consider doing something similar to this for the various toolchain members: qcc, qbsp, vis, etc. Throw in the decompilers (e.g., deacc/reacc, etc.) for good measure. As a side note, I was curious whether the bots had official QuakeC source available or if it was readily decompileable. IIRC, the Reaper bot intentionally obfuscated itself somehow.<p>I'm sure you're already familiar with it, but I found The Cutting Room Floor very helpful in my research (e.g., <a href="https://tcrf.net/Proto:Quake/Qtest1" rel="nofollow">https://tcrf.net/Proto:Quake/Qtest1</a>).
FortressOne dev here. Noticed quite a few 'TF' bots that I hadn't heard of. Anyone know more about these? Or even just the vanilla bots? Looking for something that can bunny hop mostly.
Reminds me of my Whitespace Corpus in its organization, especially the table in the README. I cataloged all known implementations of the Whitespace programming language, including interpreters, compilers, and programs. I recorded detailed information about each in projects.json, then generate the table and other documents.<p><a href="https://github.com/wspace/corpus" rel="nofollow">https://github.com/wspace/corpus</a>
I remember when Frogbot came out, it was pretty amazing.<p>You could train against it and improve very quickly.<p>However it also seemed to accelerate boredom with q1 multiplayer for me.
I worked in a company that was making games like this. Copy/past the old game, remove assets and start from there.<p>There was a hierarchy of ancestors, siblings and descendants. So, when a bug is discovered in a game, it was important to trace back its lineage to fix all relatives affected by it.<p>Finally my job was to convert all common code into a library so we could have versioned releases and be able to fix bugs just by upgrading the library version.<p>The copy/past was fast for the very few first games, afterwards was a pain in the ass. When I joined the situation was dire. But , it was an interesting study in evolution, thou.
I'm pretty sure I played with some of these but dont remember the names. Man, I really, really miss the Quake 1 (World) days... what an incredible time that was.