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RPG Evolution - The AI GM: Your Somewhat Unreliable Familiar
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<blockquote data-quote="FoolishFrost" data-source="post: 8972571" data-attributes="member: 24319"><p>As a game developer, with a background in game AI:</p><p></p><p>Game AI is manufactured according to the game. In most cases (not all), we do NOT make the AI 'smarter' deliberately. To be blunt, it is pretty darn easy to make an AI utterly trounce a player with nothing more than reaction time. Add in functional tactics, and what you have is a bunch of players complaining the game is unwinnable.</p><p></p><p>What we do strive for, in the limited processing power of a game, is an illusion of intelligence. In most cases, we use semi-complex reactions that allow the entity (dinosaur, human, alien, whatever...) to seem like decisions are being made, even when it's pre-baked.</p><p></p><p>Things like hesitations. Moments where it just looks at you, then around the room. Even something as simple as adding vocal responses to your presence that trigger other character to notice you as a target.</p><p></p><p>But as far as expert system AI in a First Person Shooter? Not happening for a simple reason: Your CPU is not up to the task of adding super complex thinking, while at the same time rendering the game. I mean, we still have problems on how much resources we use for pathfinding (a simple AI made to find a path from point A to point Z).</p><p></p><p>I think the best we got so far was Warframe using recordings of other players moving through levels, and using an AI to process those player movements for use in the game for NPCs.</p><p></p><p>Keep in mind, I'm oversimplifying alot, but to sum it up, Game AI is nothing like the AIs discussed in this thread. They more like a stack of simple [If this/Then do that] options. Easily readable in code.</p></blockquote><p></p>
[QUOTE="FoolishFrost, post: 8972571, member: 24319"] As a game developer, with a background in game AI: Game AI is manufactured according to the game. In most cases (not all), we do NOT make the AI 'smarter' deliberately. To be blunt, it is pretty darn easy to make an AI utterly trounce a player with nothing more than reaction time. Add in functional tactics, and what you have is a bunch of players complaining the game is unwinnable. What we do strive for, in the limited processing power of a game, is an illusion of intelligence. In most cases, we use semi-complex reactions that allow the entity (dinosaur, human, alien, whatever...) to seem like decisions are being made, even when it's pre-baked. Things like hesitations. Moments where it just looks at you, then around the room. Even something as simple as adding vocal responses to your presence that trigger other character to notice you as a target. But as far as expert system AI in a First Person Shooter? Not happening for a simple reason: Your CPU is not up to the task of adding super complex thinking, while at the same time rendering the game. I mean, we still have problems on how much resources we use for pathfinding (a simple AI made to find a path from point A to point Z). I think the best we got so far was Warframe using recordings of other players moving through levels, and using an AI to process those player movements for use in the game for NPCs. Keep in mind, I'm oversimplifying alot, but to sum it up, Game AI is nothing like the AIs discussed in this thread. They more like a stack of simple [If this/Then do that] options. Easily readable in code. [/QUOTE]
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