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basem basem

what are the drawbacks of AI with games

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Please clarify what exactly? 'Problems' is a very general term when applied to such a broad and diverse field as artificial intelligence, and hell, you could spend an entire thesis or two just explaining a [i]single[/i] problem! So, narrow down the question a bit first.

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Please don't center text, it's harder to read.

Darkly tells the truth, but I'll give it a try. The first drawback from the top of my head is performance. AI often requires a lot of processing power, like Pathfinding and state machines with CSC (Hierarchi can make it better). These can be very complex and depending on the game, require a lot of processing. Just short, dunno if this is the type of thing you were looking for.

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One of the main issues I have is realism. Making the perfect AI isn't hard, making a convincing AI is! Users need to be convinced that the enemy they see is really thinking, and not f.e aiming straight at you all the times. Making it look believable is hard, complexity is also an issue of course. Strategic planning and whatnot. Oh and what DarklyDreaming said ;)

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[quote name='0x3a' timestamp='1307487125' post='4820718']
One of the main issues I have is realism. Making the perfect AI isn't hard, making a convincing AI is! Users need to be convinced that the enemy they see is really thinking, and not f.e aiming straight at you all the times. Making it look believable is hard, complexity is also an issue of course. Strategic planning and whatnot. Oh and what DarklyDreaming said ;)
[/quote]

Also, game's can't be too realistic. If you compare games with real life, games lose a lot of visual detail (doh). What in real life can be perceived as a "perfected movement" (think, for example, sports) can in games appear to be unintelligent, repeated behaviour.

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[quote name='Rodimus' timestamp='1307487677' post='4820721']
[quote name='0x3a' timestamp='1307487125' post='4820718']
One of the main issues I have is realism. Making the perfect AI isn't hard, making a convincing AI is! Users need to be convinced that the enemy they see is really thinking, and not f.e aiming straight at you all the times. Making it look believable is hard, complexity is also an issue of course. Strategic planning and whatnot. Oh and what DarklyDreaming said ;)
[/quote]

Also, game's can't be too realistic. If you compare games with real life, games lose a lot of visual detail (doh). What in real life can be perceived as a "perfected movement" (think, for example, sports) can in games appear to be unintelligent, repeated behaviour.
[/quote]

firstly , thank u all
and sorry because my question wasn't clear but i am still a student and the problem that i am interested in is ( repeated behaviour ) repeat responds and actions and reaction and scenarios

IS there any game currently learning from the user ?? ,in other words learn the techniques that human do to win in the game and then after saving it the AI player used these techniques creatively to beat the human
that is the human nature , we learn from each other
and that will lead to another problem (memory inflation)

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I don't know any games that learn and save a profile for the player. There are, however, games that adapt the game flow to make the difficulty fit the player. Read about L4D's "AI director". Quite cool, and sort of related to what you are asking for.

There's one thing you have to remember though. The purpose of game AI is to create a enjoyable experience for the player. Thus, if it was to learn as a human, it would end up becoming to good or counter you to well, creating a frustrating game. People tend to like a certain type of game style and forcing them to play differently most likely ain't smart. I, for example, prefer to sneak around in cloak mode in Crysis (2). If the AI agents were to adapt to this, making cloak useless, I'd probably quit playing instead of adapt to their adaption. I'd hate it!

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As Rodimus said I don't know of a game that profiles a character but there are games at runtime that the AI learns about the environment. F.E.A.R AI were able to detect if you have passed through a hall and shot up the walls or if you were above them and you stepped forward and there was a footstep sound. From what I have seen AI is of course evolving in games but some of the things we are starting to touch on are incredible; such as the AI in F.E.A.R (granted a few years old now) and other games where the enemies are employing tactics instead of the old "oh the player shot at me, so shoot back" or the player is just around the corner so jump out and attack.

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