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With the success of the AI systems of Left 4 Dead, we've been continuing to develop these technologies to create new kinds of game experiences. Team Fortress 2 is an excellent "sandbox" for explorations of this sort, and we've been quietly doing so for much of this last year. Some of the results of these explorations are TF "bots" — AI-driven player proxies with simulated humanlike senses, reaction times, and tactics. Although the TFBots are not yet complete, they play a pretty decent game of King of the Hill.
We thought you might enjoy testing your skill against these work-in-progress digital killing machines.
We'd also like to hear your thoughts on how the bots are behaving. Although we have our list of behavior bugs to tackle (this is a beta after all), we're sure you'll discover issues we haven't yet seen. If you'd like to give us bot feedback, you can post your thoughts in our new Bot Feedback sub-forum, or send us an e-mail at tfbots@valvesoftware.com. In either case, please tell us the three things you hate most about the bots, and the three things you like best about them (as well as anything else you think we should know).
Since this is a beta test, the TFBots are only functional on these King of the Hill maps: koth_viaduct, koth_sawmill, and koth_nucleus. They don't understand the rules of multiple point capturing, cart pushing, or flag getting... yet. There's also no interface in the game to accessing them yet (we'll add one in an update shortly), so you'll need to access them manually.