Counter Strike Bot

Kirby and the Forgotten Land - The Loop. Do you like this video?

Bot Statistics

Bots are AI-controlled player characters standing in the place of real players. They were primarily introduced via PODbot (Ping of Death) for Counter-Strike and made official in Counter-Strike: Condition Zero through the AI work by Gearbox Software and Turtle Rock Studios. 8Weapon Preference. 11Bot Names (XBOX, Condition Zero, Source, and Global Offensive). 13Gallery13.2Counter-Strike Global Offensive. 13.2Counter-Strike Global Offensive. Realbot was a Counter-Strike based version of the 'Botmans' framework to communicate with the Half-Life engine. It was able to navigate the 3D maps of Counter-Strike without the use of navigation files and the bot had the ability to learn and adapt behavior from human players.

The bot was developed by Stefan Hendricks who stated that Realbot was awarded "Best Counter-Strike Bot in 2002". Markus "Count Floyd" Klinge created an effective AI bot addon for Counter-Strike 1.6, now known as PODbot, and used feedback to tweak it through the years to make realistic bot interaction, much like Condition Zero soon after. The system used .PWF files which contained navigation data, a predecessor to the NAV system implemented in Condition Zero and Counter-Strike: Source.

Counter-Strike: Global Offensive

The POD bots have three different aggression modes: normal, aggressive, and defensive. Their aggression status appears before their names.

[POD] (Normal), [P*D] (Aggressive) and [P0D] (Defensive, just a zero instead of "O").

The number in parentheses behind the name of the bot determinate the bot's skill.

The higher the more better aim they have, ranging from 0 (worst aim) to 100 (perfect aim). Normal and aggressive bots are usually armed with assault rifles while defensive bots are usually armed with sniper rifles.

Their preferred weapons for normal bots are the M4A1. For aggressive bots, their preferred weapon is the AK-47 while the preferred weapon for defensive bots is the SG550.

Aggressive bots will usually take the shortest route to reach their goal. Normal bots will either choose shortest or longer route depending on where they were killed the last time.

While defensive bots will take routes that's safest for them (usually open spaced area or areas that's not frequently traveled by). Unlike Condition Zero bots, POD bots have the ability to interact with switches, able to use zoom-in functions for the Bullpup and Krieg 552, use the flashlight and nightvision goggles (even though they can see everything clearly without need of NVG), and can use sprays (which are from Half-Life such as "Die Freeman!"

or the Lambda Logo). POD bots do not have any attack delay. Instead, their difficulty is based on how they aim. On easy difficulty, they tend to aim for the legs or torso while on the hardest setting, they always aim for the head regardless.

As such, POD bots are very deadly if armed with the high damage weapons like AK-47 as they can quickly react and gun a player down at any range with a single headshot even if they are firing while moving (and they seem to react sightly faster than Condition Zero bots).

Unlike other bots, POD Bots have ability to shoot through walls if the enemy decides to retreat behind a cover. It should be noted that firing weapon on a POD Bot teammate will result them returning fire, either a few shots or simply kill the friendly attacker, so use caution when firing weapon near teammate.

They are however less accurate compared to Condition Zero bots.

And uses different attack strategy as they will tend to take cover more often, and fires weapon while strafing, and can use Grenades in combat or flushing out suspected enemies (usually from Footsteps noises).

And will perform melee attacks if the enemy gets too close, is approached from behind or if the enemy has to reload their weapon (especially during pistol rounds).

In addition if they encounter an enemy with a Tactical Shield, they will aggressively shoot the shield('s legs) in attempt to kill their enemy or throwing a HE Grenade at the shield.

And should they run out ammo for both secondary and primary weapon during combat, the bots will make any efforts to pick up any available weapon laying on the floor in attempt to fight back with firearms unless the enemy is at very close range in which case the bot will perform melee attacks (Unlike the Condition Zero bots who will rush aggressively toward their enemy with a knife instead of picking up a weapon). They do not however switch to sidearm when they have to reload their primary weapon and instead they prefer to retreat or take cover.

Their sniper range is shorter which varies on which weaponry they carry before they decides to switch to sidearm for close range combat (Scout wielding bot will switch to sidearm sooner than a bot wielding the G3SG1).

Unlike Condition Zero bots, POD Bot strafe with the rifle while cocking the bolt action sniper rifles and fires the sniper rifle on fastest as possible (excluding for the AWP), which they fires the Scout even before the game zooms in and in case of semi-auto sniper; they fire the weapon constantly without firing in burst.


Typically if a sniper wielding POD bot is being engaged at close range, that bot will either retreat until at "comfortable ranges" where the bot will switch back to sniper rifles and continue engage enemies with it or running in circles while shooting the pistol.

Shotgun wielding bots are far more aggressive will actively strafe and try to get close as possible while firing, and has ability to fire while reloading.

Unlike Condition Zero bots who will stand still in front of enemy and fire the shotgun only if fully reloaded.

Main article: Development of Counter-Strike: Condition Zero.

During the early production of Condition Zero, Gearbox Software hired Klinge to work on the early bot AI for the game, allowing for use in single-player and cooperative play as well as the traditional teamplay.

During the transfer of production to Ritual Entertainment, the fate of the new bot was unknown. After Ritual's own version was dropped, the production was passed to Turtle Rock Studios.

They worked on the AI for the single player part of the multiplayer piece, when they started to code NPCs for servers wanting more players on low servers.

Skill Template

It is likely that the main programmer Mike Booth took a cue from Gearbox and Klinge in the development of the NAV system.

As a result, they finalized the bots and navigation maps along with NPC terrorists for the Tour of Duty campaigns.

Skill levels (Easy, Normal, Hard, Expert) have been applied to the AI to accustom with server options and make it easier or challenging for players.

In Counter-Strike: Condition Zero, the navigation of the bots have improved, notably the hostages as they have more interactions with players and can even escape on their own.

If a counter-terrorist or a terrorist bot is nearby, that bot will say "Okay sir, let's go" to a human player and will follow him.


The quote changes to "Okay Commander, let's go" if the player is in the Tour of Duty Campaign.

In addition, multiple languages are now supported for bots, such as Chinese.

However, there is a bug where a bot will continue speaking the same quote until another bot uses the radio.

Once again, Turtle Rock Studios had coded the AI for Counter Strike: Source, updating the bots to the standards of the new Source engine.

This AI also evolved into Left 4 Dead, which they developed through to their acquisition by Valve and Turtle Rock Studios.

In Counter-Strike: Source, bots will now alert team members of any sniper that is within their sight.

These quotes were reused from cut quotes in the older games. Sniper bots are now more aware of their surroundings and will usually occupy long pathways/open areas in a defence stance.

Due to this, bots' awareness of snipers have also increased and they will often strafe and work together with allied players to eliminate enemies.

Bots that see an enemy sniper will also look for cover first by positioning themselves next to a wall, rather than standing still and fight in older games. In some cases, bots may rush at close ranges while strafing or take a detour to flank the sniper.

However, even if the player is not a sniper, they may still attempt this with any weapon except sniper weaponry.

Enemy bots will react to your firing, and will often form a small to large group in attempt to kill the player, unlike in previous games, which player will normally face one by one.

This is probably a way to force the player to work closely with friendly bots.

Working alone is more difficult even on the lowest skill set. Also, when a player kills a bot, they are reprogrammed to focus on human players first before targeting other bots, unless they are in close proximity.

Unlike previous games where (easy) bots are armed with the M249, they will always spray bullets at long range. Now, bots in easy difficulty will now fire their weapons in short bursts at mid-to-long range, including M249 users.

However, their accuracy is still not good enough to take enemies down at long range, excluding bots armed with sniper rifles.

On lower difficulties the sniper bots may have trouble getting first round hit also, giving the opponents time to react.

Counter-Strike: Condition Zero

Moreover, the infiltration skills of bots have improved as well, namely, for bombsites. players will usually use different entrances to breach through enemy occupied territory and they are more effective as well.

In Source version, the bots are less prone to stuck or commit suicide by falling due to improved map design. In GoldSrc games, bots would take at least 3-7 seconds to purchase their preferred weapons and equipment.

This was removed in Source and Global Offensive. Unlike older Counter-Strike games, bots will often form a group instead of traversing through the map by themselves if they won the previous round.

The bot system has been greatly improved, notably the navigation system.

Comments are closed.