i.e.
at x time of day walk faster
jump up nearby cliff, but only allowed to jump every x seconds...
etc...
There really is nothing else behind AI I'm assuming? I'm just making sure xD
All replies are appreciated, thanks
Posted 25 September 2012 - 05:16 AM
Posted 25 September 2012 - 05:39 AM
Posted 25 September 2012 - 06:33 PM
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-advisor of the GDC AI Summit
Co-founder of the AI Game Programmers Guild
Author of the book, Behavioral Mathematics for Game AI
Posted 25 September 2012 - 10:29 PM
To quote Brian Reynolds (GDC 2004), "rand(1..3) is a perfectly valid starting AI". Obviously it can get tons more complicated than that. Theoretically, however, all AI tends to boil down to looking at the world state and applying rules to it. Most of the differences in AI architectures is the organization of how you process those rules.
Posted 02 October 2012 - 08:30 AM
To quote Brian Reynolds (GDC 2004), "rand(1..3) is a perfectly valid starting AI". Obviously it can get tons more complicated than that. Theoretically, however, all AI tends to boil down to looking at the world state and applying rules to it. Most of the differences in AI architectures is the organization of how you process those rules.
Edited by wodinoneeye, 02 October 2012 - 08:35 AM.
Posted 02 October 2012 - 05:12 PM
Edited by IADaveMark, 02 October 2012 - 05:12 PM.
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-advisor of the GDC AI Summit
Co-founder of the AI Game Programmers Guild
Author of the book, Behavioral Mathematics for Game AI
Posted 03 October 2012 - 01:05 PM
But "learning" is not what game AI does. And it REALLY gets you in trouble from a design standpoint when it is attempted.
(Do I really need to keep typing "game AI" every time instead of "AI" on a message board devoted, by its very nature, to "games"?)
I Create Games to Help Tell Stories | Writing Blog
Posted 03 October 2012 - 10:16 PM
Edited by wodinoneeye, 03 October 2012 - 10:29 PM.
Posted 03 October 2012 - 10:26 PM
Too, while I understand your point that "learning" can be troublesome - is it not at its heart simply giving the AI a different state to react to?
Posted 04 October 2012 - 01:55 PM
Edited by Arthur Souza, 04 October 2012 - 10:28 PM.
A.
Lotus - Action RPG In development http://www.gamedev.n...die-rpg-engine/ |
Personal blog In Portuguese: lotuzgames.wordpress.com |
Posted 05 October 2012 - 07:36 PM
The point is simply that real Artificial Intelligence is not successful, in general, in providing a satisfying behavior for agents in games, thus what is created is usually just a simulation of intelligence. Game AI does not aim to create a real imitation of intelligence that can actually learn and take over the world, but to provide a fun and slightly challenging experience for the player.
Game AI is focused on the player experience, not on academic relevance.
Edited by wodinoneeye, 05 October 2012 - 08:15 PM.
Posted 05 October 2012 - 10:21 PM
Why even have a forum for 'AI' then if there is no need? Plenty of online scripting 'tricks' already to do everything needed, right??
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-advisor of the GDC AI Summit
Co-founder of the AI Game Programmers Guild
Author of the book, Behavioral Mathematics for Game AI
Posted 05 October 2012 - 10:30 PM
I looked at AI for a project years ago and came to the conclusion that creating the AI system (including planners and FSM based solvers) itself is trivial compared to the effort to build up the behavior logic for a decently complex game.
The human component of the process is the choke point, and any real improvement in 'Game AI' will have to address that problem.
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-advisor of the GDC AI Summit
Co-founder of the AI Game Programmers Guild
Author of the book, Behavioral Mathematics for Game AI
Posted 07 October 2012 - 02:32 PM
Posted 07 October 2012 - 03:26 PM
Edited by Arthur Souza, 07 October 2012 - 03:41 PM.
A.
Lotus - Action RPG In development http://www.gamedev.n...die-rpg-engine/ |
Personal blog In Portuguese: lotuzgames.wordpress.com |
Posted 07 October 2012 - 03:41 PM
So, your definition of better games is to have a bunch of sandboxes in which the AI is real AI, and everyone else is completely retarded and doesnt understand that this is what games lack, right?
Posted 07 October 2012 - 04:15 PM
Game AI is about providing better experience to the players, and the current shitty state of Artificial Intelligence will provide nothing but frustration to players. You're not the only person in the world that has thought about that, really, put some thought into it. There is no awesome war fighting artificial intelligence, its not just about throwing money at it, why the hell do you think wars are still fought by human beings? Its not about you being the only person in the world to have this vision, is about being a viable way of improving player experience, and its not.
Posted 07 October 2012 - 06:28 PM
Edited by CRYP7IK, 07 October 2012 - 06:30 PM.