Show HN: Quake 1 movement physics reinforcement learning project
github.com
github.com
Human run [1] vs scripted bot run [2].
This is from DFWC, a race series that takes place every second year, and using modified Q3 engine.
There are 5-7 maps per season, and people race from start to finish, and best time wins.
Also, each round there is scripted run, to show how far you could push the engine physics, if you had inhuman reflexes. Highly recommend browsing entire YT channel, it's really awesome, if you ever played Q3!
These physics create a high skill ceiling for speed runs and in normal play because of how powerful movement becomes during play.
https://www.youtube.com/watch?v=43d8fICz6gM
It starts with an explanation of the significance of Quake to speedrunning as a whole, so skip to 5:46 if you only want to see the movement tech.
* The goal here is to get through a particular level as fast as possible. Not to kill enemies or get points; it's just speed.
* The physics engine computes a speed for your player. There are some movements that increase it and some that decrease it. What these speedrunners are doing are (1) finding techniques in movement (2) exploiting features of the map that result in increasing their speed and maintaining it.
* These techniques include running along a wall (unclear to me why this increases or maintains speed), bunny hopping (jumping and turning at the same time in such a way where you don't pick up friction), leveraging features in a map to give you added speed (blowing up an explosive barrel and using its shock to speed you up).
* Over the course of 20 years, players have managed to get the record from 30 seconds down to its current 20 seconds for the quake map in question.
As someone who spent many hours playing Quake 2 on multiplayer, the best players moved in a rhythm similar to how the speed runner players do here.
For anybody wishing to try or revisit the game you can download the nquake pack [0] which a free and ready to go version of the game that includes the shareware portion of the original game and some gpl'd maps that are the most commonly used (if you own the original game you can just copy the \id1\pak1.pak file to the install folder and delete the gpl maps pak). Also included is the ezQuake [1] build which is a modern implementation of the engine that everybody uses these days and features lots of tweaks for improved graphics, fps, teamplay, better menus, better server browser and a lot more.
Then you can use a website like badplace [2] where you can look for servers and see who's playing. From there you can join or just watch some games by clicking the observe or QTV links (if you registered the qw:// handler during install/first launch).
It's still a brilliant game and there's still a relatively decent community playing everyday although the skill level is of some of these players is truly insane.
I didn't have a chance to watch the video yet, but out of curiosity does this actually use QuakeWorld or base Quake 1? As I remember the physics are different between the two, right?
QW has slightly faster strafing, so there is a significant difference.
You're right, but this is a simulated environment. It means the physics in it are driven by a small set of known (and most likely deterministic) rules.
So I wonder if it would it be possible to analytically determine what is the best possible running strategy.
There ya go!