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9

I came across an article a couple weeks ago about a Stanford project to make a Starcraft 2 bot. It uses a DirectX interceptor to capture and decode the graphics. I won't have time to play with it until after the semester ends. In a different project (also waiting for the end of the semester), the creators of Arx Fatalis released the source code. Since the ...


8

Yes, there is. It's called Robocode, and you basically program your own bot in Java, and fight with other people. You can battle against other AI bots, or play multiplayer over the Internet. Here's the link to their homepage: http://robocode.sourceforge.net/.


6

Let's assume you have to write something yourself. I don't know of any middleware targeted towards 2D side-scrollers but someone may correct me. I haven't done anything like this before, but it's an interesting intellectual exercise so here's my first thoughts. For simplicity I've talked about only avoiding bullets, not shooting at enemies. Most ...


5

If it's client-side it's vulnerable. A hacked client could always be programmed to just send the server the responses it expects, and it doesn't even need to be limited to the client executable. Hacked video card drivers that let players see through walls are also possible, proxys that intercept and modify net traffic, input drivers that work off info in ...


4

Planet Wars / Galcon Clone AI Ran as a Google AI Challenge Planet Wars is a strategy game set in outer space. The objective is to take over all the planets on the map, or altenatively eliminate all of your opponents ships. Players start with 1-3 home planets and send off ships to conquer other planets around them. The numbers on each planet ...


4

As Tetrad says, on 'Gaming' someone seems to have answered the question: GR1D


4

Isn't it possible for the game authors to digitally sign the game executables so that when they run, the server can ensure only the allowed client is sending commands, thus preventing any kind of abuse? I.e. every player command would be signed by a private key, or symmetrically encrypted (not sure which would make more sense). You just copy all that to ...


3

I see basically two ways you could solve this, but in both cases you'll need to utilize my SharpCraft project, which is a C# powerered way of injecting functionality into Warcraft III made by me, with research from a bunch of other people. Do note that the readme is outdated, but I'll do my best to help you out with the current release. Use JASS This way ...


3

Since recently Heroes of Newerth has the ability to program bots: https://plus.google.com/u/0/112989499300264805049/posts/idAYrvc9Awn


3

Brood Wars API is a dll injection type interface which natively is Server/Server design but also has extensions to support Client/Server architectures for additional language support. Extensions support Java, Python, C#, Php, etc. The Brood War Application Programming Interface (BWAPI) is a free and open source C++ framework for creating AI modules ...


3

So League of Legends and any other AAA company most likely will not release any API to directly control bots in their MOBA game but that doesn't have to stop you! You should try creating an AI bot in the original Defense of the Ancients for Warcraft 3 using their JASS/JASS2 scripting language that the World Editor provides. ...


2

I assume these are AI bots that would be utilizing a game/engine you wrote. If not, then you would need to consult specific material related to the engine you use. I picked up a copy of Game Coding Complete and was able to implement the various systems that are key in having working AI. It did a great job of explaining that the AI used to control computer ...


2

We are a group of students planning on making an open source MOBA game during spring. The game gonna be build on Ogre c++ but the server will run on python. We're not gonna make AI but if you are interested we'd be glad to receive some help :)


1

Your suggested encryption scheme does not change the premise that games generally run client-side and for a good reason, yet anything client-side is 'in the hands of the enemy'. If the game client needs to know where opponents are, even if they are obscured to the player, then a wallhacker will also have access to this information, as from a technical point ...


1

Carnage Heart on the Playstation 1 was a similar example: http://en.wikipedia.org/wiki/Carnage_Heart Not online nor in a persistent world, but it did have an interesting flowchart-based programming model and was quite impressive for it's time.


1

There is also the Ai Sandbox, which is by the creators of AiGameDev (http://aigamedev.com/) Here is the link: http://aisandbox.com/ It isn't actually released yet though, but I for one am quite excited about it :)


1

An easy way to encircle an object is to just 'stick your left hand out' and walk forwards, keeping your hand on the object. So, for your bot, you need to keep track of its direction, then if the tile to the left (relative to its current direction) is free then turn left and move forward. If its not free, and ahead is free then move forwards, and if ahead ...


1

The Mario AI Allows you to implement an AI Agent to control Mario. Different levels of map details are available to allow a simple implementation or implementations with near engine level map details. The API is a server/server type implementation using Java. Additionally a Level Generation API is provided for creating user generated levels.


1

Pogamut 3 GameBots2004 Extension of the original GameBots work done by USC which supports UT2004/ UDK/ and Defcon. Allows an external program to control bots in game in a Client/Server fashion as if they were a human player. External control mechanisms can be connected to many of these games using the scripting languages, thereby providing a tool to ...



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