Sept 12th, 2005
Due to the steam update a lot of users had problems running the
bots, since they stayed in spectator mode. Check this
link for update for the windows version, a linux version
note : files have been updated again
May 25th, 2005
Found again little time to work on JoeBOT
XP. I finally fixed a weird bug in the squad system. So
the basic squad behaviours are already working, i.e. they try
to avoid to run all the exact same paths within one squad, so
that they hopefully won't come around a corner in one line providing
the perfect target for an evil human being exploiting bot behaviour
using a sniper rifle ;-) They also have a basic cohesion behaviour
which results in a squad where the first might wait for his fellow
teammembers, also taking a look at the current weapons, so that
a bot with a sniper weapon running in front of the squad
is less probable than a squad member running there with a shotgun.
The bots themselves have quite little navigational intelligence.
This has all been moved to the squad level. And that's exactly
the problem I'm currently working on : The squads should fulfill
certain tasks, also depending on the type of the map. I'm currently
evaluating a blackboard architecture on team level, that means,
there would be a 'blackboard' on team level containing possible
tasks. Once a squad sees a suitable task there, it might take
it from the board and execute it - while other squads shouldn't
be able to execute it any more. The decision if a task is suitable
should be done on the basis of the availability of certain types
of weapons, items and time. For example the squad with a bot carrying
the bomb should start going to a bomb spot, maybe some 10 seconds
after the beginning of a round. Currently the squads have a random
navigation behaviour, which commands the squadmembers to go to
random locations on the map together. Interestingly this produces
a pretty intelligent looking behaviour of the squad, although
you won't yet find a Counter-Terrorist squad defending a bomb
Btw, the bot is currently still only running under cs1.6, because
I havnt yet had the time to port it to CS:S, additionally, on
that platform, not all bot related problems seem to be solved.
But the subjects in JoeBOT XP I'm currently working on are pretty
much above the engine independant layer, so that a port won't
affect this stuff.
Enough said, you can watch
a little demo video of the squad behaviour here
( ~10MB ) . The
white lines connect the bots inside one squad.
right click on the link for the video and then select 'save target
as' to download the video. simple left clicking might cause problems,
no idea why.
January 9th, 2005
Happy new year
everyone. Currently most of the bot developers here at bots united
are working on bots for HL2 based mods. If you wanna see what's
currently been worked on look here.
And I have a little christmas
present for you. Since some of us are working on engine indep
parts of the bot code, and it's often not published, I decided
to upload the source for those who are interested. you can download
But this code isnt by far finished :)
November 29th, 2004
Once again the christmas time has begun, and I'd like to present
one of my favourite christmas maps, for all of those who are still
playing good ol' CS. Some of you might know that map, it's cs_snowflake
JoeBOT Waypoints for cs_snowflake ( which are already
included in the current release )
I hope i can get my hands on the HL2SDK when I finally get my
copy of HL2 and then we'll see how good the system of JoeBOT XP
is portable to another engine ...
July 25th, 2004
has been released.
You can download the full version or just the update, for windows or
linux, via the download page.
- fixed : chat message crash caused by recent steam update
- fixed : game radio message trapping caused by recent steam update
June 22nd, 2004
been problems with 126.96.36.199 not running on Steam, but the old 188.8.131.52
does. You can download the old files still from our bots-united
filebase : download
Edit : The problem has been fixed, just two dlls where named
in a wrong way, so 184.108.40.206 should work :)
June 18th, 2004
has been released.
You can download the full version or just the update, for
windows or linux, via the download
- Added : preliminary shield support
- fixed : awp weapon select conflict with waypoint command
- fixed : entity indexing
- fixed : index range errors with max players/bots
- fixed : more round start/end initialization bugs
- fixed : removed FL_THIRDPARTYBOT fix (no longer needed)
- fixed : updated engine funcs to match hlsdk
Note by @$3.1415rin : I uploaded a little demo to the filebase,
mainly showing some teamwork of JoeBOT
XP. Murphy's law is also applicable here, so I somehow didnt
manage to record suppressive fire and grenade usage, but I'm still
trying ... Due to my internet connection I only have CS1.5, therefore
you won't be able to replay it on Steam I suppose.
March 16th, 2004
has been released. Most of the work done is this time by cruft,
so thanks to him.
You can download the current version 220.127.116.11 for windows
and linux, for the "traditional" installation and metamod,
via the download page.
- Metamod plugin dll released
- CS 1.6 compatible (shield use not implemented yet)
- CS 1.5 backward compatible (set cvar jb_cstrike 1)
- Added jb_* cvars to control all global settings
- Added joebot.cfg cvar config file as alternative to bot.cfg
- fixed : joebot server command no longer needs '|' delimiter
- fixed : bots don't jump during freezetime
- fixed : crash with waypoint unreachable unsigned int range
- fixed : camping bug related to round start/end initialization
January 22nd, 2004
Cruft, a developer
working on JoeBOT
on sourceforge just converted JoeBOT for metamod. I don't
know how well it is tested already, but it should run :) If you
have the time you are welcome to download the sources from sourceforge,
compile them and test them.
I have some exams in the following weeks, but maybe we can even
publish an official release soon.
A related thread in the forums : click
January 6th, 2004
published an interview with me, which I wrote in august or september.
Unfortunately it is only german, you can read it @ http://www.mymtw.de/mtw2/news/showdetail.aspx?news_id=8128
January 1st, 2004
A happy new year
and welcome to the new website of JoeBOT on bots-united.org.
Check out the forums at http://forums.bots-united.org.
And if you havn't seen the JoeBOT XP
thread on the old page, look here.
The text passage is a series of updates and news entries about the development and maintenance of a bot for a game, specifically Counter-Strike. It does not contain any mathematical questions or calculations.
no_question
Given a text passage, determine:
    1. If it contains a mathematical question (including word problems or calculations)
    2. If an answer to that mathematical question is provided in the text

First, describe the content structure you found in 1-2 sentences.

Then provide your analysis in the following format:
TYPE: <one of the following values>
- NO_QUESTION
- SINGLE_QUESTION
- SINGLE_QUESTION_WITH_ANSWER
- MULTIPLE_QUESTIONS
- MULTIPLE_QUESTIONS_WITH_ANSWERS
system
Sept 12th, 2005
Due to the steam update a lot of users had problems running the
bots, since they stayed in spectator mode. Check this
link for update for the windows version, a linux version
note : files have been updated again
May 25th, 2005
Found again little time to work on JoeBOT
XP. I finally fixed a weird bug in the squad system. So
the basic squad behaviours are already working, i.e. they try
to avoid to run all the exact same paths within one squad, so
that they hopefully won't come around a corner in one line providing
the perfect target for an evil human being exploiting bot behaviour
using a sniper rifle ;-) They also have a basic cohesion behaviour
which results in a squad where the first might wait for his fellow
teammembers, also taking a look at the current weapons, so that
a bot with a sniper weapon running in front of the squad
is less probable than a squad member running there with a shotgun.
The bots themselves have quite little navigational intelligence.
This has all been moved to the squad level. And that's exactly
the problem I'm currently working on : The squads should fulfill
certain tasks, also depending on the type of the map. I'm currently
evaluating a blackboard architecture on team level, that means,
there would be a 'blackboard' on team level containing possible
tasks. Once a squad sees a suitable task there, it might take
it from the board and execute it - while other squads shouldn't
be able to execute it any more. The decision if a task is suitable
should be done on the basis of the availability of certain types
of weapons, items and time. For example the squad with a bot carrying
the bomb should start going to a bomb spot, maybe some 10 seconds
after the beginning of a round. Currently the squads have a random
navigation behaviour, which commands the squadmembers to go to
random locations on the map together. Interestingly this produces
a pretty intelligent looking behaviour of the squad, although
you won't yet find a Counter-Terrorist squad defending a bomb
Btw, the bot is currently still only running under cs1.6, because
I havnt yet had the time to port it to CS:S, additionally, on
that platform, not all bot related problems seem to be solved.
But the subjects in JoeBOT XP I'm currently working on are pretty
much above the engine independant layer, so that a port won't
affect this stuff.
Enough said, you can watch
a little demo video of the squad behaviour here
( ~10MB ) . The
white lines connect the bots inside one squad.
right click on the link for the video and then select 'save target
as' to download the video. simple left clicking might cause problems,
no idea why.
January 9th, 2005
Happy new year
everyone. Currently most of the bot developers here at bots united
are working on bots for HL2 based mods. If you wanna see what's
currently been worked on look here.
And I have a little christmas
present for you. Since some of us are working on engine indep
parts of the bot code, and it's often not published, I decided
to upload the source for those who are interested. you can download
But this code isnt by far finished :)
November 29th, 2004
Once again the christmas time has begun, and I'd like to present
one of my favourite christmas maps, for all of those who are still
playing good ol' CS. Some of you might know that map, it's cs_snowflake
JoeBOT Waypoints for cs_snowflake ( which are already
included in the current release )
I hope i can get my hands on the HL2SDK when I finally get my
copy of HL2 and then we'll see how good the system of JoeBOT XP
is portable to another engine ...
July 25th, 2004
has been released.
You can download the full version or just the update, for windows or
linux, via the download page.
- fixed : chat message crash caused by recent steam update
- fixed : game radio message trapping caused by recent steam update
June 22nd, 2004
been problems with 126.96.36.199 not running on Steam, but the old 188.8.131.52
does. You can download the old files still from our bots-united
filebase : download
Edit : The problem has been fixed, just two dlls where named
in a wrong way, so 184.108.40.206 should work :)
June 18th, 2004
has been released.
You can download the full version or just the update, for
windows or linux, via the download
- Added : preliminary shield support
- fixed : awp weapon select conflict with waypoint command
- fixed : entity indexing
- fixed : index range errors with max players/bots
- fixed : more round start/end initialization bugs
- fixed : removed FL_THIRDPARTYBOT fix (no longer needed)
- fixed : updated engine funcs to match hlsdk
Note by @$3.1415rin : I uploaded a little demo to the filebase,
mainly showing some teamwork of JoeBOT
XP. Murphy's law is also applicable here, so I somehow didnt
manage to record suppressive fire and grenade usage, but I'm still
trying ... Due to my internet connection I only have CS1.5, therefore
you won't be able to replay it on Steam I suppose.
March 16th, 2004
has been released. Most of the work done is this time by cruft,
so thanks to him.
You can download the current version 220.127.116.11 for windows
and linux, for the "traditional" installation and metamod,
via the download page.
- Metamod plugin dll released
- CS 1.6 compatible (shield use not implemented yet)
- CS 1.5 backward compatible (set cvar jb_cstrike 1)
- Added jb_* cvars to control all global settings
- Added joebot.cfg cvar config file as alternative to bot.cfg
- fixed : joebot server command no longer needs '|' delimiter
- fixed : bots don't jump during freezetime
- fixed : crash with waypoint unreachable unsigned int range
- fixed : camping bug related to round start/end initialization
January 22nd, 2004
Cruft, a developer
working on JoeBOT
on sourceforge just converted JoeBOT for metamod. I don't
know how well it is tested already, but it should run :) If you
have the time you are welcome to download the sources from sourceforge,
compile them and test them.
I have some exams in the following weeks, but maybe we can even
publish an official release soon.
A related thread in the forums : click
January 6th, 2004
published an interview with me, which I wrote in august or september.
Unfortunately it is only german, you can read it @ http://www.mymtw.de/mtw2/news/showdetail.aspx?news_id=8128
January 1st, 2004
A happy new year
and welcome to the new website of JoeBOT on bots-united.org.
Check out the forums at http://forums.bots-united.org.
And if you havn't seen the JoeBOT XP
thread on the old page, look here.
user
The text passage is a series of updates and news entries about the development and maintenance of a bot for a game, specifically Counter-Strike. It does not contain any mathematical questions or calculations.

TYPE: NO_QUESTION