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[FEATURE] deep learning player movement prediction (for other players) #5986

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greyc45241 opened this issue Apr 2, 2025 · 3 comments
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🔥 enhancement New feature or request

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@greyc45241
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greyc45241 commented Apr 2, 2025

Describe your feature request.

this could be very useful for features like bow aimbot because it will just predict the movement of the player more accurately when there is enough traning

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@github-actions github-actions bot added the 🔥 enhancement New feature or request label Apr 2, 2025
@greyc45241 greyc45241 changed the title [FEATURE] deep learning player movement prediction [FEATURE] deep learning player movement prediction (for other players) Apr 2, 2025
@greyc45241 greyc45241 changed the title [FEATURE] deep learning player movement prediction (for other players) [FEATURE] deep learning player movement prediction Apr 2, 2025
@greyc45241 greyc45241 changed the title [FEATURE] deep learning player movement prediction [FEATURE] deep learning player movement prediction (for other players) Apr 2, 2025
@SuicidalEeper
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Why?

@1zun4
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1zun4 commented Apr 2, 2025

I would say it's stupid to slap deep learning on everything, but for this use-case we might actually be able to predict movement with a good amount of data, instead of just expecting the player to have linear movement, which it currently does here:

fun guessInput(entity: PlayerEntity): SimulatedPlayerInput {
val velocity = entity.pos.subtract(entity.prevPos)
val horizontalVelocity = velocity.horizontalLengthSquared()
val sprinting = horizontalVelocity >= MAX_WALKING_SPEED * MAX_WALKING_SPEED
val input = if (horizontalVelocity > 0.05 * 0.05) {
val velocityAngle = getDegreesRelativeToView(velocity, yaw = entity.yaw)
val velocityAngle1 = MathHelper.wrapDegrees(velocityAngle)
getDirectionalInputForDegrees(DirectionalInput.NONE, velocityAngle1)
} else {
DirectionalInput.NONE
}
val jumping = !entity.isOnGround
return SimulatedPlayerInput(
input,
jumping,
sprinting,
sneaking=entity.isSneaking
)
}
I'm not sure what the model would have to look like, what parameters we need as input to get a good result.
A noise map of the blocks around the player would be a good start, as well as a list of past movements.

The only module I can think of where this would be most useful is Bow Aimbot, as well as Auto Trap. @superblaubeere27 is doing the work on those modules and can probably say better if it makes sense.

Otherwise, I think it might be more of a gimmick, as it's honestly not that useful in combat. Maybe if we're very far away, a bit like a legit where we aim much further out to make someone walk into our crosshair might be doable, but otherwise it won't do much.

@SuicidalEeper
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Improved bow aimbot would be PEAK current one struggles a lot especially with speed effects

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