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The Future of AI in Games

Industry figures share their thoughts on pushing the boundaries of NPC behaviour.

431 Comments

Artificial intelligence in games has matured significantly in the past decade. Creating effective AI systems has now become as important for game developers as creating solid gameplay and striking visuals. Studios have begun to assign dedicated programming teams to AI development from the onset of a game's design cycle, spending more time and resources on trying to build varied, capable, and consistent non-player characters (NPCs). More developers are also using advances in AI to help their games stand out in what has already become a very crowded marketplace, spawning a slowly growing discussion in the industry about redefining game genres. Think tanks and roundtables on advances in game AI have become prominent at the annual Game Developers Conference (GDC), while smaller AI-dedicated conferences such as the annual Paris Game AI Conference and developer-run online hubs such as AiGameDev.com are garnering a big industry and community following. While industry awareness about the significance of AI in games continues to grow, GameSpot prompted Matthew Titelbaum from Monolith Games, Remco Straatman from Guerrilla Games, and AiGameDev.com founder Alex J. Champandard to share their thoughts on the future and growth of game AI.

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The Halo franchise is recognised as a leader in the field of game AI.

Unlocking new possibilities

While faulty AI is easily recognised, an AI system that is doing its job often goes unnoticed. No one stops halfway through a level to admire the idiosyncrasies displayed by NPCs unless they are doing something completely out of character--the more unremarkable, the better the AI system. While achieving this result is still a priority for game developers, making games with an AI system that stands out for being good is a relatively new concept: few studios want to dedicate costly man-hours to chasing innovation in a highly technical field that, for the most part, is likely to go unnoticed. However, there are some exceptions. In 2007, AiGameDev.com launched its annual game AI awards, nominated and voted by the site's community. The purpose of the awards was to spotlight the games that showed promise in the field of AI, either by trying something different or exhibiting technical proficiency. In 2009, the Best Combat AI and the overall Best Game AI awards were won by the same studio--Guerrilla Games for Killzone 2. Remco Straatman, lead AI programmer at Guerrilla, says a lot has changed in game AI in the last five to 10 years, with more developers trading low-level scripting for more advanced NPC decision systems.

"In general, I think game AI has gone from the stage where it was an achievement if it did not stand out negatively to the point where AI in most big games is solid, and some titles are using innovative new ideas," Straatman says. "More development teams have also moved from simple state machines to behaviour trees and using planners in NPC AI systems describing knowledge of the world around the NPCs have improved with better knowledge for navigation over changing terrain, and more knowledge about strategic properties of the world such as cover. I also think advances in animation systems with better ways to combine various animations and physics have become available, which now allows for more realistic movement and responses to being hit [in combat AI]. Most of these systems were not around 10 years ago or simply could not run on the hardware available."

Creating a solid game AI system involves successfully networking smaller systems together. For example, a system that deals with the problem-solving capabilities of individual NPCs goes hand in hand with a system that makes sense of the gameworld and its parameters and helps NPCs make relevant decisions. Thankfully, developers don't have to build these systems from scratch: they use specific planners that generate increasingly complex networks.

"At the moment [Guerrilla Games] is using a specific type of planner for our NPCs called Hierarchical Task Network (HTN)," Straatman says. "This is capable of generating more complex plans than what we had before Killzone 2. We also keep on improving things like the CPU performance, which means we can support more NPCs in Killzone 3 than we could in Killzone 2. The terrain-reasoning systems we generate have also evolved over our various titles. We are now able to deal with much more dynamic terrain (like obstacles moving around or changing shape) than ever before. Our data on where there is cover has also become more detailed, something that allows NPCs to deal with more complex environments such as multistory buildings, etc."

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Killzone 2's lead AI programmer Remco Straatman believes the industry is still struggling to make NPCs as human as possible.

Back when Straatman and Guerrilla began work on Killzone and Shellshock, the team’s goal was to make the AI system as capable of making its own decisions as possible, realising this would make things all the more fun for players. However, doing this in a consistent way proved to be a lot more work than the team anticipated, particularly when dealing with combat AI. While the goal of normal AI is to emulate the real-life behaviour of a particular nature (for example, doctor, civilian, or shopkeeper), combat AI works very differently. Firstly, its main objective is to be as entertaining as possible. In some cases this means being efficient at killing players; in other cases, it's more about making intentional mistakes and "overacting" by way of signalling to players what is about to happen.

"Where normal AI tries to emulate an expert medical specialist or world champion chess player, game combat AI is more like emulating an actor," Straatman says. "At the end of Killzone 2 we found ourselves looking at the NPCs doing things that we did not expect, and this surprised us positively. Reviews and forum feedback confirmed we had at least partly achieved the vision we had so many years back, and people playing the game recognised and appreciated it."

One of Killzone 2's most commended features in the field of AI was the game's skirmish mode. Because this mode is more team-based and tactical than the single-player campaign, the AI bots in this part of the game need to do more than simply run around and kill one another. Guerrilla based the skirmish AI in Killzone 2 on the real-time strategy model, building two levels of AI on each individual bot. The first is a commander AI, which controls overall strategic decisions; the second is a squad AI, which translates the commander AI's orders into orders for the individual bots. The team then taught the bots how to use the in-game badges as part of the order given to them by the squad. For example, if an engineer bot is ordered to defend an area, he will first build a turret at a tactical position before starting to patrol. While some might argue that AI bots no longer play as important a role in multiplayer games--given that most gamers now play online--Straatman says bots improve gameplay and give players a chance to test out multiplayer strategies before going up against other human players.

"They give people a testing ground for real multiplayer--getting to know the maps and the game modes in a game against human players can be too much to start with."

According to Straatman, the area that needs most improvement in the game AI field is buddy AI. Because buddy AI systems often have contradictory constraints, getting this system right is often a big challenge: the buddies should be visible and close to the player but not get in his line of fire; they should stay close and respond to the player movement but not move around all the time; and so on. Buddy AI is also much closer in view to players than enemy AI, making any errors easier to spot.

"Enemy NPCs know what other NPCs of the same faction are going to do because they are all computer-controlled and can tell each other what they will do next. However, players are much harder to predict--if you would look at movement patterns of players, you will see they are quite strange at times. This is made worse by the fact that player turn rates, movement speeds, and acceleration are very high. The last point is the expectation of the player: enemies are only supposed to shoot at you, whereas buddies are supposed to fight and interact with you in a sensible way. We are working hard to make the buddies work better, because we feel that they can add a lot to the player experience when done right."

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The AI director in the Left 4 Dead games is an example of how developers can use AI to reach beyond traditional individual NPC behaviour.

Straatman believes the struggle to make NPCs as human as possible is still very much at the top of the list for many AI programmers, with the future set to change the way we think about in-game interaction.

"The ideal is always to immerse the player in the game: the NPCs should feel like they are living and breathing creatures, and this illusion should not be spoiled anywhere. Within the relatively limited interaction you have in a game, it may be achievable to make the distinction very small. I think human behaviour is so interesting, and yet subtle interactions such as conversations are still out of reach of autonomous AI; games rely on clever scripting or cutscenes to get that across. If we as a field will master these types of interactions, more parts of the game can be interactive, and possibly whole new game genres may become feasible."

"I think this will make games more approachable and immersive. If we are able to maintain the immersion by having realistic behaviour in the interactive parts of the game, you will get a seamless experience from cutscenes to combat. I also think we are ready to use AI for more than just individual NPCs--the director system in Left 4 Dead is one interesting first step in that direction. We probably will see more combinations of AI systems that before were limited to one type of game: RTS games will have unit AI that will come closer to what you now see in first-person shooter games. MMOs could also start using more elaborate AI, potentially even to command hordes of NPCs. I hope we will see some brave studios try to create these new systems that are now becoming possible." Click on the Next Page link to see the rest of the feature!

Getting the most out of multiplayer

Alex J. Champandard, the brains behind AiGameDev.com, has his finger in every game AI pie in town. Following his work as senior AI programmer for Rockstar Games developing RAGE (Rockstar Advances Game Engine), Champandard moved on to contract for Guerrilla Games’ Killzone 2, where he developed the strategic AI for the multiplayer bots before starting up AiGameDev.com, the online hub of the game AI community. In-between running the site, Champandard continues his AI consulting work with studios like 2K Czech and Crytek, as well as co-organising the aforementioned Paris Game AI Conference.

Citing Left 4 Dead, the Killzone games, the Halo franchise, Grand Theft Auto, Assassin's Creed, and Far Cry 2 as exemplary candidates in the game AI field, Champandard says the last decade has brought a deeper understanding on the part of game developers about how to best fix age-old AI problems.

"We've realised that just borrowing techniques from traditional artificial intelligence doesn't work, and it requires a significant know-how to get something fun and believable out of those algorithms," Champandard says. "A large part of figuring this out has been to think about the impact on the player and the in-game results. Thinking about creating NPCs as 'computational behaviour' instead of 'game AI' sums it up perfectly: it's not about the intelligence under the hood, it's about what the behaviour turns out like: adaptive, credible, entertaining."

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Champandard lists the Assassin's Creed franchise as exemplary candidates in the game AI field.

This recent progress means game AI is no longer the weakest link in game development, as was the case 10 years ago. While some studios see AI as nothing more than a necessity, others are trying to innovate in the field. Champandard says the best example of this is AI Directors in sandbox games.

"The entire concept of a sandbox game is impossible without AI. The idea that you can do anything in the world and its inhabitants will react to you would not be possible without AI to power those NPCs. I think the industry has already discovered that you need AI Directors to make sandbox games really fun. Otherwise you may end up with situations that emerge out of the simulation that are just plain boring. Using AI programs that 'direct' the game helps make sure you're seeing the best of what the game has to offer, as planned by the designer. This kind of technology opens the doors to new types of games, where the story is generated as you play. The progress is slow, however, which means it may take a few years before this becomes mainstream."

Champandard believes the future of game AI lies in more solid multiplayer experiences, as AI systems slowly improve.

"I see more and more games providing bots as a way to improve the multiplayer experience. Playing online can be very unpredictable if you're not with your friends, and statistically players tend to prefer playing against bots than random people. On the technology side, AI is now helping out in all the other disciplines of game development, slowly revolutionising software engineering, and improving techniques and algorithms that are applied. It's an exciting time to be in the field."

Expanding the AI domain

Like Straatman, Monolith Games' Matthew Titelbaum believes future AI systems will become more immersive and allow for a new kind of gaming experience. However, quoting his experience working on the F.E.A.R. franchise, Titelbaum does not believe that giving NPCs more human-like behaviour is the way to achieve this. To him, it is not humanity that will advance game AI, but rather, more unpredictable behaviour.

"Most games take the player on a journey from point A to point B. Along that journey, the game presents the player with a series of puzzles to solve. Some may be navigational (i.e. how do I get across that gap?), some may be organisational (i.e. what order should I build things in?), but most of them rely on some sort of other characters' intent on destroying or rescuing the player. Without a series of interesting interactions with these characters, the journey can become fairly tedious," Titelbaum says. "It used to be acceptable for AI to have perfect knowledge of the environment. Now we have stimulus and sensor systems to more accurately model what an AI can conceivably know about. We’re also using planners, hierarchical state machines, and behaviour trees to map this out. The bar keeps getting raised as new concepts from the academic world steadily find their way into commercial releases."

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F.E.A.R. 2: Project Origin made use of Monolith's goal-based action planner AI, which helped produce context-sensitive behaviours in the game.

Like Guerrilla, Monolith employs several subsystems for both normal and combat AI. The common link between the two is the goal-based action planner, which shipped in F.E.A.R. and F.E.A.R. 2: Project Origin, which helped produce the context-sensitive behaviours in the games. The first step came from the team’s level designers, who annotated each level with information that the AI could understand. For example, marking a table as a good spot to take cover and noting that the table must be flipped over before being used. After this marking is completed, it is up to the AI to properly interpret the annotations and integrate its own context: when the AI decides to go for cover and it chooses that table, the annotation tells it to flip it over. These systems work together to give the AI more knowledge about the world, and give players the impression that NPCs see their movements and correctly judge their intentions.

So if the goal of NPCs is to fool players into believing they think and act just like other players, why does Titelbaum think that striving to make NPCs correctly copy human behaviour in future AI systems is not a good idea?

"In general, I think human-like AI in traditional narrative player versus environment (PvE) games doesn't really make a lot of sense. The AI characters are there to play certain roles and be part of the puzzles along the way. They can be challenging, they can be unpredictable, they can even adapt to the player, but, above all, they have to be fun to solve. I don't see humanness and fun being directly correlated. I suspect Miyamoto-san doesn't spend a whole lot of time thinking how to make Goombas more human-like.

"That said, I think there are some game genres and styles where it may make sense to have more human-like AI. In a purely player versus player (PvP) experience, or in the real-time strategy genre where all player and non-player entities have the same set of choices, I can totally see the desire to have AI that behaves like humans. But, even then, do we want human-like AI or do we want challenging, engaging, and unpredictable AI?"

Titelbaum’s answer is to expand the domain to which AI is applied in games. For example, if AI can stand in for humans playing the game, this means developers should be able to find ways to allow AI to stand in for humans making the game.

"A good portion of level designers' time on F.E.A.R. was spent annotating all the places AI could hide; it's possible, using terrain analysis techniques, that much of that nitty-gritty work can be automated. Using automation removes the need to redo hand-done work when there are major changes to the level layout. The more parts of level creation we can automate, the more time level designers have to create and polish rich experiences."

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Games like Far Cry 2 push the boundaries of game AI.

Titelbaum believes that as games mature and players' objectives begin to push past the 'kill everything in sight' trajectory, developers will create AI that is able to engage in richer, more immersive behaviour that will allow NPCs to express motivation and emotion not just through dialogue, but also through interactions with the player, other NPCs, and the environment.

"I don't think it's about AI acting just like humans. Possible or impossible, I just don't think that's really the desired outcome. Should AI engineers really be working on human-like behaviours and button-mashing behaviours? Is that really what players want to play against?

"I think it's more about AI always acting in plausible ways, given the role within the game they fulfil. There can be a lot of variation in what is plausible at any given time, and this is what makes for compelling interactions. They may have the capability to do what a human could do, but they don't necessarily need to do it when and how a human would." Where do you think the future of game AI is headed? Let us know by leaving your comments below!

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Bosmer7

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Edited By Bosmer7

Playing The Elder Scrolls IV: Oblivion the first time, two events stood out: 1. Approaching an Elvish ruin, a brigand came from within & attacked. As we fought, a giant mud crab walked slowly up, & attacked him from behind. Not knowing what was going on, the brigand freaked out & ran away, leaving me to face the mud crab! 2. Entering a small Inn, I paid for a room & started up the stairs. Halfway up, I heard an argument among the NPC's. One shouted "Thief!", then I heard sounds of a fight. I was stunned. I hesitated for a moment, then went back down to find everyone but the Innkeeper lying dead! I'd never seen anything like it. I was totally enthralled. Later I read about, & witnessed, how each character in the game (there are hundreds) would go through a daily routine & even travel from town to town. I also read about a problem during development where a prisoner that you need to talk to during a quest was found dead in his cell. It took the Devs awhile to find out what was happening: The guards would run out of food, then kill the prisoner & take his! They corrected the problem by giving the guards more to eat. I believe that's still ground breaking A.I. It has limitations, but is still impressive. As to NPC's acting human, not all are human. Naturally, they should have their own unique racial, cultural, & environmental motivations. That, & more flexible & believable dialog & interactions will make great AI, imho.

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You_2

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Edited By You_2

I remember being really impressed by AI back when Call of Duty 2 came out, and the AI would actually get involved by setting up ladders or kicking oped doors. Freedom fighters made a pretty cool stride in AI with the whole command system (it was always fun having expendable bots storm a base while you sneak around the side) --not sure if any other game had implemented a command system before that (I can't think of any -- but then again I haven't slept in a while due to finals week).

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black-tick

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Edited By black-tick

RTS may require more adaptative AI. For FPS, the aim is to have fun as it's not a combat simulator!!!

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the-bat-child

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Edited By the-bat-child

I bet my comment bellow will be flaged as abuse...

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the-bat-child

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Edited By the-bat-child

How the hell did DragonKeeper's comment get -3 thumbs?!?! It was a precise, well written, coherent comment that was verry positive. Huh... guess it really shows the overall intellect of the average GameSpot reader... For the majority of you who do not understand, basically, here is what I said...whats u'r problemz guyz... u r n00b lamerz...

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VivaRevolucion

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Edited By VivaRevolucion

L4D2 for sure has some interesting monter AI combined with terrific level design. But when it comes to your allies..... I mean, they can't even pickup or use throwing items, ( Molotovs, pipe bombs, etc) and use healing kits very badly. Still love L4D regardless.

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KyoHaomarush

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Edited By KyoHaomarush

rofl l4d2 sux , killzone 2 AI is good =P

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NeilCardiff

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Edited By NeilCardiff

My PC and Xbox are already out to get me, they've managed to talk my fridge and dishwasher into joining them. The kettle keeps looking at me funny so I think that's next, if it takes the toaster with it then I'm doomed.

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DragonKeeper

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Edited By DragonKeeper

Whoever designed this web page or did the typography, you need to check your typos. ;) Secondly, I don't think the AI in games goes as unnoticed as is mentioned here. One game that comes to mind is Resident Evil 5. I feel the buddy system is absolutely amazing. It almost feels as if a second human player is playing alongside me when its really just the clever AI of the partner. It has mishaps here and there, like the classic getting in the line of fire or giving me health when I really don't need it, but aside from that the AI is very clever. If I get grabbed from behind or picked up in the air by the executioner, the minute I ask for help, the AI buddy comes instantly over and helps me. When I'm dying and ask for help, the AI usually gets to me 90% of the time. So AI going unnoticed? I don't think so. I always look for the AI in ANY game especially in Guild Wars. The thing Guild Wars has is a henchmen system that you can hire to help you so you don't have to deal with all the other morons that you normally run into in an MMO. Its hard to find good players, so I had my eye on the AI of my henchmen every second of every minute to see how well they were doing and how they were helping me with healing abilities and for the most part they did pretty damn good. Bottom line is, I'm really glad to see companies are starting to try to make the AI more innovative in the experience of gameplay. Thumbs up to you guys and keep going!

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Epicurus-Reborn

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Edited By Epicurus-Reborn

I love the A.I. in starcraft 2. The computer even scouts and mimics the laws of the fog of war. They even throw in a courtesy 'gg' when they lose =). @ehrhardt wow is successful because the grinding/loot system is designed to stimulate your brain like gambling does. Its mentally addictive. And too true, making it harder would counter balance the grinding system they have. no one would play slot machines if you had to solve a rub-ix cube before you can pull the handle, every time. Even though that might be more fun.

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ehrhardt

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Edited By ehrhardt

That's why World of Warcraft is so easy and attractive. It's AI is a complete joke and one can anticipate on the NPC's course of action. If WoW had a more comprehensive set up, the game would be more of a challenge and would create a barrier for players. And I'm all for that. A World of Warcraft without linear AI movement would be a game I would play more often... at least it would be my money's worth.

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Edited By aco91

I would take a look at Company of Heroes, behind the stunning visual effects lies a awesome AI, soldiers react to the battlefield, the enemy commanders are pretty challenging and use more advanced tactics rather than a frontal attack (which seems to be common AI behavior in older RTS games). It's not just FPS-, and RPG-games that benefit from improved AI, in strategy AI is the factor that determines if the game is good or not.

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LtReviews

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Edited By LtReviews

kudos to the people who mentioned S.T.A.L.K.E.R. should be in here. The AI in stalker is far more advanced in terms of algorithm than anything here, including Halo- but I suppose the task that the AI in stalker was given was too great, to the point that the AI in stalker seemed stupid at times. Basically, a developer can make a superb AI, but it will only be considered great if it measures up to the task. Halo AI has pretty limited functions (fighting). Stalker AI has to litterally travel around the world like the player, fight, form alliances, set up camps, trade, etc (the dub this the "a-life" system). So if stalker wasn't mentioned, it wasn't because the AI isn't good. It's because the writers of this feature don't take into account the actual process that goes into programming these "living" entities.

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dorjebodh

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Edited By dorjebodh

i think the ai should be behavioral, that is it acts according to a set of characteristics, like brutes try to take you out any way they can and getting angry on missing or stuff, not so powerful ones trying to outwit you,(like hiding and attacking) powerful ones underestimating you, something like that, also shooter should have types like sharp shooters should move less, and assault types opening fire and chasing you should you run,

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harshv82

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Edited By harshv82

Me thinks they (developers) should invite gamers to play their game in early stages of development and program the AI's to counter them etc etc. Natural AI (Human) think very randomly, for a game to have true AI who can think on its own is very very complex. Crysis had the right idea coupled with sandbox gameplay. I wish more and more developers focus on AI since it is integral part of being a good game, not just graphics or soundtrack.

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swmdwn

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Edited By swmdwn

I think spike VGA should include best AI award too. Gamers want realistic graphics and great sound instead of good AI and developers know that. And I think that developers don't devote much time to NPC programming since there is MP to compensate for that.

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cshourihan

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Edited By cshourihan

Wow, no S.T.A.L.K.E.R.? As a series it has the most developed NPC's bar none.

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madmenno

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Edited By madmenno

You can get better with bots that insta kill you. I used to train with hardcore bots back in the days of quake and counterstrike beta. If i want intelligence i play MP :D

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wasdf111

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Edited By wasdf111

I really wish there was AI that would mimic or counter your preferred strategies so you can turn the computer's common flaws into the computers great strategy. Has anyone else wanted to verse themselves in games types from RTS,FPS,Racing or Street Fighting games.

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wasdf111

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Edited By wasdf111

I really wish there was AI that would mimic or counter your preferred strategies so you can turn the computer's common flaws into the computers great strategy. Has anyone else wanted to verse themselves in games types from RTS,FPS,Racing or Street Fighting games.

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kdawg88

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Edited By kdawg88

I kinda stopped caring about bots back when we got broadband internet and I could play online.

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godsend1989

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Edited By godsend1989

Can someone else comment this beside Halo buthurt fans, thank you.

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Edited By mugrelio

I think this is the right time for developers to focus in game AI more than graphics or physics, i mean, I love good looking games and I love the way a rock or a body fall in a very realistic way, shaders, shadows, particles, lightning. all these stuff are great, but in the end we play against AI enemies, unpredictable and smarter enemies make games funnier, AI is what needs to evolve in video gaming, I loved this article.

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pad69

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Edited By pad69

Quite interesting. It shows the dedication of these programmers to make great gaming experiences. It also shows a good understanding of what makes a good game AI that interacts with the gamer. They are also interested in gamer feed back so they can improve in a changing environment for and of the gamers. Great article.

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Crush_Project

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Edited By Crush_Project

bah almost all ai to date isnt as smart as those chess playing machines they made in the 70's. They wont ever make anything halfway intelligent on purpose, they want to keep there new generation of gamers nice and totally stupid. It took a long time to cull you cows into the current state of stupidity, and thats a uber marketing tool i only see gaining momentum.

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D3thN1gh7

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Edited By D3thN1gh7

I absolutely have to agree with Straatman where the weakest point in AI systems right now for games is your allies. Especially ones that are supposed to follow you everywhere you go. I don't think I've encountered a game yet that didn't have a pretty flawed AI system for allies. And as much as I love Halo Reach, the marine AI was not so good. This was especially noticeable when I had a marine drive a vehicle while I either take the side seat or rear gunner. They would always drive in the most random directions and sometimes just come to a dead stop. Then the moment I got out of the vehicle they would take in the direction I wanted them to go, then when I got back in they would go back into "unintelligent mode" and drive all over the place again. I really hope buddy AI's get improved in the next few years. Because at it is right now, they are quite lacking.

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plamberton

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Edited By plamberton

I think the best example of fantastic use of AI has to be the citizens of GTAIV's Liberty City. Everytime I step into this world, I see or experience something new or amazing with the people on the streets. Most of this happens without any interaction from myself. Just standing on the corner of a busy intersection, I'm blown away by the actions of NPCs and how they interact with each other. I've seen people get into accidents because they are distracted by a pretty scantily-clad NPC walking on the side walk. I've seen NPCs stealing other peoples rides, one was being chased on-foot by a cop and jacked a car to get away. I then saw the cop, commandeer a civilians vehicle to continue the chase.

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koolmidx

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Edited By koolmidx

I'd like to see a day when you can throw all scripts out the window and the whole campaign be driven by AI. Specific NPC's programmed with goals, but given the free will to attain those goals as they choose. Then smack you in the middle of it all with a gun or a wand and nothing more. Voice/Facial Recognition available to the NPC's so they can make judgements on your behavior. "Henry who are you talking to?" "My game, Mom." That may not sound so strange 10 years from now.

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emofunk

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Edited By emofunk

looking at the level of interest, maybe some additional reporting on AI development would be in order because there is alot to the topic.

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JimmyJumpy

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Edited By JimmyJumpy

I don't see why there should be more "unpredictable behavior" as opposed to "human behaviour". If there's anything that is unpredictable, it's human behaviour. I like it when NPC's act in a rational way, or at least, rational for that particular situation in this particular game. But, developers should watch out that we don't get a "Deep Blue" situation -the famed nineties chess robot- where the human player is confronted with an A.I. against which there's no way to win... Maybe, for the sake of difficulty levels -from easy to very hard- developers could work out some I.Q. related behaviour to NPC's: the lower the difficulty level, the lower the NPC's I.Q., or vice versa. JJ

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swmdwn

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Edited By swmdwn

NPC having more brains than you. That would be fun.

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vadagar1

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Edited By vadagar1

and then robots take over the world XD Skynet comes to mind :P, hehe just kidding, I hope that all software companies collaborate on this one then they can all use the super AI they make to sell more games.

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Dark4ever01

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Edited By Dark4ever01

I've always wanted to play a game with challenging AI, and not challenging because the AI is able to perfectly snap to the 1 pixel of my character that's out of cover and deal more damage than my guns. I want to face AI's that don't rush like retards towards me, AI's that use cover and try to flank me. Is it really that hard to make them a bit more, well, afraid to die? There's basically no other flaw in a game that puts me off the immersion more than seeing enemies run straight at me even when I'm using a .50 cal. Is it really that hard to program AI to make them not want to use a turret if they see that 2 of their buddies where killed while using it? Or that they need to get out of the f4king open when they're getting their heads blown off by a sniper? I often see developers bragging about their AI systems because the enemies can drag the bodies of their wounded buddies, that's just a scripted gimmick, gives us true and challenging AI please!

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CamRaiD

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Edited By CamRaiD

They should make an open library for AI

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tk9780

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Edited By tk9780

Problem with all AI game system is by the time the computer has calculated the required movement/action for the AI controlled elements the actually in game situation has change. So we end up with the AI taking inappropriate action, then when add to this 'game designers' annoying habit of placing scripted sequences for certain in game AI characters, you end up with fiasco of games like 'Medal of Honor 2010'

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calum1984

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Edited By calum1984

Erm your sort of right with halo having excellent A.I, I say sort of because the A.I for your allies borders on total stupidty (ive been shot at, driven off cliffs, had grenades thrown at me, rocket launchers fired at enemies next to me etc etc). The enemy A.I on reach though is absolutely fantastic, especially the elites they act in the exact same way most players do controlling elites on multiplayer.

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kakashi6666

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Edited By kakashi6666

if i remember corectly assassins creed 1 was one of the first games to have a dedicated ai system for every person,animal and watever u seen in the game wasnt it like 200 hundred ais runing at any one time i might be wrong on the last part like

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Bencse

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Edited By Bencse

The AI is getting better everywhere, and makes you think they are thinking. But still, playing with your buddies is a lot more fun (whether they are next to you, or halfway around the world). And it always will be.

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lucfonzy

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Edited By lucfonzy

coming back to Crysis after games like CoD and BF is a breath of fresh air. Those games literally funnel you down a corridor and throw enemies at you, crysis makes you think out every encounter carefully, I love their AI system

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Dynamo11

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Edited By Dynamo11

So no mention on AI in RTSs then

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pik-ku

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Edited By pik-ku

multiplayer is also great if you know your teammates...

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william623

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Edited By william623

Because it just only the VI(Vitual Intelligence), not really the AI.

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Mikelangelo1

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Edited By Mikelangelo1

Human vs PC on even terms Human will always win...

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sbdb

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Edited By sbdb

AI has the future, multi-player games have not...I've been saying that for years.

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BuBsay

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Edited By BuBsay

Why is it Gamespot never accepts the existence of any games besides FPS's? No mention of the Civ games or Total War games? Come on, Medieval 2 Total War had some of the best strategy AI I had ever seen.

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nathan83_xp

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Edited By nathan83_xp

and thus Skynet was born.

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ironman388

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Edited By ironman388

shouldn't STALKER, not halo be considered the game with the best AI in games. while the combat AI isn't always good (when it works though, it works very well), all of the entities in the game interact in life-like ways, with no interaction needed from players. dogs group together, stalkers and bandits fight, loot each other, setup camps and do all sorts of things in the zone. also none of this is scripted at all

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teeskoowared

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Edited By teeskoowared

I hope AI can take some bounds in the coming years...I'm kinda sick of the whole multiplayer trend, though it is useful in its own way. I would really like to see some more games focused on single player (Fallout, Final Fantasy, Zelda) and more time spend on AI helps make those games more engaging.

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MasterOfSprites

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Edited By MasterOfSprites

As long as it doesn't get too advanced, if we start developing AI that mimics the human mind, let us just say that is a little uncomfortable.

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Statistic

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Edited By Statistic

I've been hoping for decent AI now for YEARS! 15 years? Poor AI destroys a game for me.

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