Please don't derail a thread due to semantics like last time.
We all know that the "AI" used in games isn't an actual intelligence. Just roll with it.
It's not a derail, its the damn answer to the question.
Please don't derail a thread due to semantics like last time.
We all know that the "AI" used in games isn't an actual intelligence. Just roll with it.
Genetic algorithms? Neural networks? Super systems?
It's not a derail, its the damn answer to the question.
What do you mean by suck?
Game AI is designed to be fun. Are you saying the current AI is not fun? If not, why? What can be done to make it more fun?
Simply saying it sucks doesn't make sense. If you want smarter AI that wins all the time I don't see how that will be fun.
You'd think that pushing online and games-as-service would extend their thinking a bit.This is a short term-focused industry.
Its a mistake to conflate better AI with more difficult AI. AI that makes mistakes, has some sense of self preservation, has multiple states besides running-at-you and dead, reacts to its group, can make more complicated multi-step plans, has actual senses and can be fooled, and has some variety within its class instead of thug #1 and thug #2. Its about more states, not harder. Harder AI is trivial because it has access to cheats. Responsive, mutable AI with personality would be 'better' AI.AI isn't going to be improved because a good AI is design to not ruin the game for you.
It's extremely resource intensive to design and implement a legitimate AI for not much benefit.
Game AI is not particularly fun in many games, from the OP's mention of rubber-banding to games like Uncharted or Call of Duty where enemies always know where you are all the time and will turn the game into a shooting gallery.
Too many people take this to mean that AI should be "more human-like" but that's not really what people want in games. We want AI that feels 'fun' to play. AI that does things we don't expect, that does things we can tell other people about, stuff like that. Not AI that hides behind rocks to pop out and shoot directly at us to the point where their laser sights are lined up for a perfect headshot even when we're behind cover.
Game AI seems to have peaked with FEAR and Halo.
I feel like everyone saying good ai would be too hard are missing the point. It's not just about the ai being able to kill you easier (you can just tweak damage values for that), it's about it having more believable behaviour that's more fun to fight. Little things like trying to flank or retreat rather than sitting in one place making you play whack a mole.
I feel like everyone saying good ai would be too hard are missing the point. It's not just about the ai being able to kill you easier (you can just tweak damage values for that), it's about it having more believable behaviour that's more fun to fight. Little things like trying to flank or retreat rather than sitting in one place making you play whack a mole.
So basically harder.
Apparently alien isolation has great Ai
AI is about looking real, not acting real. If devs made 1:1 human AI you wouldn't get past the first level.
Not necessarily. That could be a side effect though. It's possible to have whack a mole enemies that kill you in one hit or flanking enemies that barely damage you. There are many factors that make something difficult. More interesting ai behaviour doesn't have to translate into being killed more often.
AI is about looking real, not acting real. If devs made 1:1 human AI you wouldn't get past the first level.
No, we realize it. Making games is hard, which is also why they're as expensive as they are.People want games to provide a larger variety of AI behaviors without realizing that you actually have to implement said behaviors.
No, we realize it. Making games is hard, which is also why they're as expensive as they are.
You must think very highly of current AI if any improvement would amount to creating SkyNet (lite). I'm just going to keep on assuming that there's worlds of middle ground in between that and what we have now.If this was the case we wouldn't be getting "why don't we have skynet lite on the ps4" threads being made this frequently.
Game AI is not particularly fun in many games, from the OP's mention of rubber-banding to games like Uncharted or Call of Duty where enemies always know where you are all the time and will turn the game into a shooting gallery.
You must think very highly of current AI if any improvement would amount to creating SkyNet (lite). I'm just going to keep on assuming that there's worlds of middle ground in between that and what we have now.
Which game has AI that is too good that is not a RTS game?.As far as I know at least in FPSs except for three or four games(HL,FEAR,KZ2,TLOU...) they are all in the end shooting galleries, being COD the worst offender.I, by the way, found the WTNO AI quite good/fun, reminding HL1 AI.
Question for smarter folks: Isn't what an AI does in a game by definition scripted? It's not like they learn, and even if they do, they are "scripted" to learn?
I feel like everyone saying good ai would be too hard are missing the point. It's not just about the ai being able to kill you easier (you can just tweak damage values for that), it's about it having more believable behaviour that's more fun to fight. Little things like trying to flank or retreat rather than sitting in one place making you play whack a mole.
Funny you mention Uncharted when 2's enemies rely on line-of-sight and will approach the place they last saw the player.
I don't think too highly of current video game AI at all, since it's really clear that most examples of those have just enough work put into them to make them functional. And that's the point.
AI in video games is not going to broadly improve by leaps and bounds over the course of time since it's a component that's almost entirely dependent on implementation. Improvements in hardware specs won't help a developer come with different actions in different states, and you can't standardize game logic and behavior across multiple types of games either.
One thing.Why not even FEAR 2 had FEAR 1 like AI?.The code was not reusable?.only understandable by he writer?.With so many white papers about it i dont get why hasnt been used an identical method in other its not like Epic couldnt have written something similar in an Unreal Enine AI module.
I don't get what you are saying. Every part of video games relies on implementation. Yeah it takes work and some people are asking why developers don't put the work in. I'm actually surprised how many people are giving devs a pass like this is some unreasonable request.
Actually, that's a lot of fun in Wolfenstein The New Order, and I played it on the highest Uber difficulty. The game encourages a more run-and-gun, think on your foot style which I prefer to the regular stop-and-pop (CoD/Battlefield/Killzone) approach.In an FPS, if you're facing a squad of enemies that had solid AI (flanking, suppressive fire, grenades to force you from cover, etc) it quickly would overwhelm most players. So instead we get enemies that sit in place waiting to get headshot, because that's more fun for most people.
It's not a big selling point to gamers like other technical things are.
http://downloads.bungie.net/presentations/gdc02_jaime_griesemer.ppt
This presentation from Bungie's Chris Butcher and Jamie Griesemer is just as relevant now as it was 12 years ago. Halo CE's AI was revolutionary for its time and hasn't really been bettered since. It doesn't need to be, for this sort of game.
Here's a good essay on AI, written by Jeff Orkin, an AI researcher at MIT, and a programmer on F.E.A.R. :
http://alumni.media.mit.edu/~jorkin/..._jeff_fear.pdf
Forget super PCs.HL1 AI is the best bar none and run in a Pentium 200.Is simple logic programming, you dont net neural networks.
Its a priorities problem.If reviewers gave more credit to AI in their reviews things would change.But you see, a new COD and better scores that WTNO...so, who gives a s...?.