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# How hard is AI

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12 replies to this topic

Posted 24 November 2013 - 10:26 AM

just wondering how hard is it , and more stuff about it cuz i got course about it in Uni

### #2Samith  Members

Posted 24 November 2013 - 12:41 PM

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It's about as hard as math.

Posted 25 November 2013 - 08:03 AM

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AI is as hard as how hard you make your AI.

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### #4TheChubu  Members

Posted 25 November 2013 - 02:07 PM

Finite automata / finite state machine theory is long and convoluted

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### #5Khatharr  Members

Posted 25 November 2013 - 06:31 PM

A simple FSM is just a small program. If you've ever played Final Fantasy 12 then you've programmed an FSM before. More complex AI is more complex, but if you can code and do math you should be fine.
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### #6Petter Hansson  Members

Posted 27 November 2013 - 02:22 PM

You should be fine if you're taking (and passing) other CS courses really. Additionally, AI can be quite fun to work with, which helps. You feel like you're god when you watch something come alive on its own, even if it's just doing some text output.

Edited by Petter Hansson, 27 November 2013 - 02:26 PM.

### #7Icebone1000  Members

Posted 28 November 2013 - 05:34 AM

Just for the sake of chitchat, I have the impression that if your game is ready and the only thing missing is the ai for all enemies, your game is just half the way implemented, comparing proportionally.. in a very loose way.

Thing is, you can use a graphic engine, a physics engine..but the ai and gameplay you will have to code yourself, and your ai have to cope with your gameplay, so I have this idea that its basically 50%/50%, gameplay/ai..generalizing. for a rts I thing the ai dominates development entirely..

how close is that line of though?

### #8ferrous  Members

Posted 03 December 2013 - 05:22 PM

Just for the sake of chitchat, I have the impression that if your game is ready and the only thing missing is the ai for all enemies, your game is just half the way implemented, comparing proportionally.. in a very loose way.

Thing is, you can use a graphic engine, a physics engine..but the ai and gameplay you will have to code yourself, and your ai have to cope with your gameplay, so I have this idea that its basically 50%/50%, gameplay/ai..generalizing. for a rts I thing the ai dominates development entirely..

how close is that line of though?

Depends on the game.  Your average side scrolling shooter, most of the AI isn't reactive and just moves in patterns, or just given an initial velocity and a fire rate.  The average MOBA doesn't have much either beyond basic pathfinding and attack AI.  (That's not counting Bots for the players of course)

### #9Greg Quinn  Members

Posted 22 January 2014 - 06:32 PM

Only God or our Creator truly knows, if you pray nicely he might share the source code

But your question is too broad. It can be fairly easy from a simple follow and evade AI to thousands of agents at war all inteliggently using terrain, weapons and morale to their collective groups tactical advantage.

Edited by Greg Quinn, 22 January 2014 - 06:33 PM.

### #10/ Nathan2222_old   Members

Posted 23 January 2014 - 01:43 PM

Only God or our Creator truly knows, if you pray nicely he might share the source code

But your question is too broad. It can be fairly easy from a simple follow and evade AI to thousands of agents at war all inteliggently using terrain, weapons and morale to their collective groups tactical advantage.

And only him makes unartificial AI, very realistic AI, and he keeps on doing that over a 1000 times every second.

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### #11Jerry.Mouse  Members

Posted 25 May 2014 - 03:27 AM

AI is always soft ...

### #12Mats1  Members

Posted 26 May 2014 - 03:08 PM

And only him makes unartificial AI, very realistic AI, and he keeps on doing that over a 1000 times every second.

1000 times a second equates to a clock speed of 1KHz. Even double this rate is hardly an impressive figure for a God. In fact, a 1982 ZX Spectrum would be running like a Ferrari in comparison, with it's 3.5 MHz processor being over 1000 times faster!

### #13ApochPiQ  Moderators

Posted 26 May 2014 - 03:24 PM