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Banned
(06-18-2012, 01:37 AM)
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#51
I want better AI, physics and animation more than an ultra boost in texture quality.
But if I can only choose one thing then I want every game to be open world or at least have their gameplay way more open. I can't take another generation where most of the AAA games are ultra linear headshot fests, I just can't do it another 7 years. Give me a lot of cool toys to play with and let me get creative. It doesn't have to be open world but give me large spaces to fool around with. Gameplay should be evolving, not this boring jump between cover and shoot with the same gun shit we've been dealing with. |
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Junior Member
(06-18-2012, 01:37 AM)
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#52
I believe I have been killed by AI, that's good enough. But I did said earlier "less stupid" mean more quicker reaction and better option (can be fixed by faster CPU and more coding to give more options). |
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Member
(06-18-2012, 01:37 AM)
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#53
Having enemies that react to the environment and having situational awareness would be nice.
The AI in Max Payne is decent, constantly trying to flank you, usually not just staying in the same spot. Rage is also a good example, with enemies using the environment to make it harder for you to shoot them. Would love to see more stuff like this next gen. |
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Member
(06-18-2012, 01:40 AM)
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#55
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Member
(06-18-2012, 01:43 AM)
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#57
You need huge leaps for AI in academy before you see them in games. Games are generally years behind theoretical computer science academic works.
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gimme some o dat God-crafted alabaster greatness
(06-18-2012, 01:44 AM)
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#58
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Member
(06-18-2012, 01:45 AM)
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#59
Quote:
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Member
(06-18-2012, 01:46 AM)
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#60
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do not tempt fate do not contrain Wonder Woman's thighs do not do not
(06-18-2012, 01:46 AM)
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#61
But who knows if Nvidia make Apex and PhysX that much more attractive to devs maybe we will get "The way its meant to be played" in front of every major game One can hope devs still push Apex wherever they can. I want Apex cloth and Apex destruction in Watch_Dogs.
FEARs AI was brilliant, they tried to flank you any chance they got, heck if one guy heard you kill anouther he would run round and jump through a window to try flanking you....the window isnt the most subtle way to flank, but its smarter than facing pointman head on. FEAR is still one of the only games where ive seen AI use suppression fire.....when the needle guy is in play the low level guys try to suppress you as the needle guy closes the distance. They retreated when heavily injured(if you killed one of the heavies it happens more often) Left 4 Dead has overall pretty damn good AI too. Im not expecting AI to get much better any time soon. AI seems to be an after though to most developers....either the enemies are nigh mindless shoot at player till im dead or they are the even worse aimbot powered bullet sponges(Syndicate worst AI in a none bargain bin game ever) Maybe in AC3 the enemies wont be retarded....cuz in ACB the first time i saw enemies dodge attacks i thought excellent now it feels like a fight not just a one sided beat down.....but no its still just a beat down cuz if you press B you break their guard.....then kill them almost immediately. |
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Junior Member
(06-18-2012, 01:47 AM)
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#62
The problem is if you want the enemies to be more advanced AI almost human level they will become like a real-life soldier, not Rambo. It will bored the game.
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Member
(06-18-2012, 01:48 AM)
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#63
AI isn't really a good term for what we shoot at in video games. Game AI can be made better(more fun) without getting into intelligence research.
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Member
(06-18-2012, 01:56 AM)
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#67
I really enjoyed FEAR, and was very impressed with the AI. But I think I read something about the level design being restricted by the type of AI they used. That's why it was mostly boxy offices, because larger spaces would effectively break the AI. |
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Member
(06-18-2012, 02:13 AM)
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#70
Borderlands and Dead Island are examples of what I'd like more of next gen with the choice and consequence from games made by CD Projekt and Obsidian. |
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do not tempt fate do not contrain Wonder Woman's thighs do not do not
(06-18-2012, 02:15 AM)
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#71
Real AI is simulated intelligence???? As in like Artificial Intelligence??? Im being a fool. But seriously dont inteligent people in a gun fight react to certain conditions.....if i see a man walk through the door with a shotgun, one of my instincts is get behind cover, or get down. FEARs AI reacts to certain situations, if you burst through a door with a shotgun, the AI figures what to do next. Flip a table over and take cover.....retreat behind a wall cuz the table isnt bullet proof. Scream for backup...etc, etc. Yes the reactions are taken from a pool of possible reactions.....but if we let AI literally do whatever we would have an infinite amount of possible outcomes.....it would be a waste of code. There is no way to make a game in which AI doesnt react to some sort of trigger.....whatever situation the AI is in is the trigger....so even AI thats just sitting idle has been triggered to be idle by the fact that the player hasnt made himself known. Lets look at some features of Intelligence: Being Self-Aware - FEAR AI knows its there. Problem Solving - In danger of being shot, hide(problem averted) Kill danger(Problem solved) Planning - Lets flank together as a squad, hes hiding You go left ill go right. Understanding - He just killed 10 of my mates....im probably too weak for this shit RETREAT! Communication - see Planning Learning - see Understanding. Id say FEARs AI is as AI as videogame AI can get. |
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Member
(06-18-2012, 02:23 AM)
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#72
This topic gets brought up during every generational transition and the answer is the same every time.
Developers making the types of games that we are discussing here will put their focus where they think it matters most to the gamers. And it ain't physics and AI. Hardware be damned in either equation, it's more like time and money. |
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Member
(06-18-2012, 02:25 AM)
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#73
I thought the enemies in today's games were very smart. making so that the only way to get to the next area is by killing ALL of them, and then when you get the the next area, there's more enemies and another locked door. Kill them all and some backup enemies will pour through the door revealing your next room. I thought it was the enemy's way of demoralizing you and making you quit the game. I'm looking at you, F.3.A.R.
Seriously, though. the only groups who seem to push AI seem to be less mainstream. Although, if you've been reading the 'Last of Us Extended Demo Impressions' thread, you might be joyous to see that the AI in that game seems to be shaping up nicely. As for physics, I think they are at a point where "Better" physics won't improve gameplay enough to warrant the time to develop it. Though, more games could use physics in more charming ways. |
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Banned
(06-18-2012, 02:27 AM)
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#74
What games have enemy NPCs that run away when you kill the rest of their squad or beg for their lives when you corner them? That would be nice.
"I've a got a wife and two kids. Please!" And localized damage needs to be a feature in all shooting games. If I shoot you in the arm, don't use that arm again. Shoot you in the leg, limp away and bleed to death. |
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Member
(06-18-2012, 02:31 AM)
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#75
I think everything is going to look more 'alive', physics included.
I don't think AI is bounded so much by hardware, it's sort of always advancing gradually (even though it doesn't always seem like it). I wish I was one of those people who could approach every single generation expecting things not to drastically improve. That must be incredible every single time. |
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Member
(06-18-2012, 02:35 AM)
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#76
I agree with you that it's not really necessary. FEAR was good enough for me. But if this kind of approach is restricting level design, I guess advancements are ultimately needed. Here's a paper on the A.I of FEAR. Pretty interesting read: http://web.media.mit.edu/~jorkin/gdc..._jeff_fear.pdf Here's an interview about the AI in STALKER. That's a pretty cool system as well: http://aigamedev.com/open/interviews/stalker-alife/ |
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Member
(06-18-2012, 02:38 AM)
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#77
I now understand what people say by video games becoming "ultra-violent". |
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coaches in the WNBA
(06-18-2012, 02:43 AM)
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#78
I'd rather have more detailed open worlds than bigger open worlds next gen. Like, I find Liberty City interesting to explore and would enjoy that more if they kept the same size but added more interiors. I found Just Cause 2's environment extremely boring to explore. It just felt compltely randomly generated.
Of course, I found San Andreas more exciting to explore than Just Cause 2 as well. |
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Member
(06-18-2012, 02:48 AM)
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#79
I love the sense of being you have in those games. You feel more like you're controlling a "body" than a camera attached to a gun. The animations in ME/BF3 when doing things like vaulting over objects and going prone help to sell the feeling of being in someone's shoes. Also a big part that helps sell it is the fact these games I've mentioned actually render legs on the character you're controlling. That's another big part that helps to sell you controlling a character. It would be a little (just a little) disappointing if next gen most FPS games don't let you look down and see a pair of legs on your character. |
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gimme some o dat God-crafted alabaster greatness
(06-18-2012, 02:57 AM)
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#81
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Member
(06-18-2012, 03:05 AM)
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#83
You've hit the nail on the head! As long as you can be killed by the AI what more could you possibly want? |
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Banned
(06-18-2012, 03:16 AM)
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#85
Indeed there needs to be an option. I swear the bad guys in nearly all video games are extremely dedicated to guarding whatever they're guarding. They're willing to die for nothing. They say mercenaries are quick to abandon their posts but I've never encountered such a one in video games. Okay, maybe the grunts in Halo, but if you give them some time they start shooting again.
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Ethnicity is not a race!
(06-18-2012, 03:37 AM)
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#86
Truly serious question:
What do you consider AI? I don't consider there to be any "Artificial Intelligence" in game software. I don't believe that there are games that learn you actions in the game, and based off of those actions either help or hinder you progress through out the game using tools supplied by the game programmer. I honestly haven't seen what I'd consider AI since... since... I guess Seaman on the Dreamcast. I think what folks are looking for is more creative scripting. Scripting isn't bad. Scripting is crucial to game development. All of the ghosts in Pac Man follow a script that is unique to each ghost. One ghost is going to simply hunt you down. If it "sees" you, it will just continue to chase you. One ghost is sort of a "flanker," of sorts. It doesn't chase you directly, but it goes in the areas that you're at, so while you're in a panic trying to outrun the ghost chasing you, you'll run into the one that floating around close by. In Metal Gear Solid 2, the guards on the tanker had some fantastic scripting. If one hears you, he searches in your vicinity, and if he finds you, he will attempt to call for backup, and then chase you down and shoot. When he and another guard are hunting you, one will try to go on one side of the object you're hiding behind, and give the signal for the other to go to the other side and flush you out. It can get quite intense, and it all looks great when you're playing the game. However, once they don't see you for a while, they go back to they're predefined path, as if no one even saw you in the first place. They don't even do anything with the bodies of their buddies that you shot. I'm hoping that there will be more creative scripting in games. The combination of decent animation and scripting that gives the illusion of intelligence can be very powerful in modern videogames. |
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Member
(06-18-2012, 04:21 AM)
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#88
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Banned
(06-18-2012, 04:24 AM)
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#89
We now have several examples of companions which follow you for large portions of a game. The Last of Us' Ellie looks like the latest in an increasingly effective design hook. It seems like a logical step to have a "companion" who is working against your interests, or even hunting you.
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Member
(06-18-2012, 04:28 AM)
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#90
Can't have good AI.
'hey there is that guy who has already killed like 1000 of our comrades' * runs and hides * have to make them stupid to give you something to do. Seriously though, hardware is a limitation on AI. Game dev is all about compromises most of the time, and good AI doesn't look pretty on the box. |
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Member
(06-18-2012, 04:29 AM)
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#91
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Member
(06-18-2012, 04:35 AM)
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#92
AI doesn't really need to be that great (as in using the latest research or computationally super expensive techniques) to have a game be fun. The same goes for physics to a degree, as in the computational load might not have a noticeable effect for most people to appreciate.
I imagine better hardware could mean one mirrion trooops with some more varied AI and better pathfinding, but it's not gonna make enemies super efficient at finding you necessarily. And gamers of course want to be able to still beat a game. |
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Member
(06-18-2012, 04:48 AM)
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#93
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Member
(06-18-2012, 05:00 AM)
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#94
There's a point in AI where the game stops being fun, though. If the enemies are super-smart and super effective, or if they have some kind of omniscience, they will hinder people's enjoyment of the game. It's a difficult balancing act for programmers.
I remember listening to Trick on the Bombcast complaining about the shipyard scene in Uncharted 3. He would hide behind something, and attempt to kill enemies, but suddenly an enemy would shotgun him to the back. That's smart AI. The enemies are using their numbers to defeat you, spreading out to take you from behind. They throw grenades to stop you from staying in one place. However, you can see how that might stop the game from being fun, as it did for Trick (I don't agree; I thought that battle was fun because it was semi-difficult and you had to watch all of your angles at all times). |
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Trust no one. Eat steaks.
(06-18-2012, 05:32 AM)
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#95
I'm surprised someone hasn't come up with an AI system/engine that can be licensed out like other engines in the past such as Havok for physics.
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Became a moderator just to tag himself.
(06-18-2012, 05:48 AM)
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#97
![]() Be careful not to over-analyze. For the purpose of what we're discussing, the AI is "the thing that controls NPC behavior". It needs to be more convincing and challenging in human ways (i.e. not just giving them perfect accuracy and double HP when you crank the difficulty). Games where you encounter enemies outside of pure combat situations are notoriously bad at behaving realistically, especially in terms of playing hide & seek with the player. If it was easy somebody would have done it, I'm thinking. I'm not familiar enough with the inner workings of A.I. programming to give detailed answers, but I imagine the problem lies with the obscene number of ways you can approach it and how it's integrated with other parts of your game.
Last edited by ThoseDeafMutes; 06-18-2012 at 05:55 AM.
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Member
(06-18-2012, 07:37 AM)
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Sports games REALLY need the AI fixed...
#99
Years ago, 2K had the "VIP" system in their games and while far from perfect, it was a damn sight better than anything in sports gaming since...and this was available on LAST gen hardware (PS2 / XB1).
The VIP would take people's playing tendencies and translate them into game-play on the field when you selected a specific profile to play against. It would change the basic play of the game's default AI to match whatever player tendencies and movements were made and would replicate them. I tried it out by playing against my own VIP and it was kind of eerie to see the way that it worked. When I would call audibles and flip plays, the VIP would do the same things when it was controlling the CPU players. It was an incredible idea and I was sorry to see it dead-end and go away when they lost the NFL license to EA. Innovation is independent of hardware specs. I expect to see advances all the time, but I have come to accept that disappointment is part and parcel of being a gamer. |