Adaptive AI in Games - Does it Really Work? 128
qasimodo asks: "I was recently reading a preview of Splinter Cell: Pandora Tomorrow, and then I came across this article at GameSpot saying Pandora Tomorrow will feature adaptive AI which 'will adjust itself to players' skill level'. I remember (and is also mentioned in the PT article) Max Payne also featured this, but I never noticed it. I guess that's the best way to know if it works, since it adapts to your gaming skills, but does it really work? Have you noticed it? Do you have proof of it?"
Shandyometer! (Score:5, Interesting)
X-Com had a shandyometer, my old housemate used to send men who were very poor and irritating out, let them get slaughtered, then send in his main team and the game would have made it easier.
(For the non-Brits, Shandy's a mix of lager and lemonade (as in 7up/sprite), the old lore is that its drinkers are somehow unable to handle real beer)
Re:Shandyometer! (Score:1)
Re:Shandyometer! (Score:1)
http://www.bitmap-brothers.co.uk/our-games/futu
I remember reading about the technique in a magazine, over 10 years ago.
Descent 3 (Score:5, Interesting)
Also, I think that the sea battle AI in puzzle pirates could possibly be adaptive in some way. A couple updates ago they allowed brigands (computer controlled boats full of booty) to fire canonballs. Since then it has been widely agreed upon by players that they have increased in difficulty each and every day. There was an update last night, so we'll have to see what happened. I'm still a little unsure of this because if the AI was adaptive in some way, wouldn't they tell us?
Re:Descent 3 (Score:3, Interesting)
Actually, the AI in Descent 2 was fairly impressive in certain ways, though you
wouldn't usually notice it most of the time. The thing that caused me to first
notice it was in a level that I was creating. I'd positioned three Diamond
Claws (the nastiest/scarriest of the melee bots) together at one corner, which
was just past a fly-through trigger that tripped a producer at the opposite
end of the hall (behind you). You could l
Adaptive AI (Score:3, Informative)
I'll be the first to praise Descent's great AI, but I honestly don't think it's adaptive at all. Doing a search yielded no pages that indicated an adaptive AI. I even found an interview with one of the developers, and although AI was discussed briefly, no mention was made of adaptability.
The Descent robots were definitely smart - they could find you ANYWHERE in a level, could call for reinforcements, and some knew how to sneak up behind you when you weren't looking. But they didn't adapt to your pla
Well (Score:2)
I made an adaptive pong game once. Almost anyone could beat it. If you sucked enough, the computer's paddle would essentially stop moving altogether. If you were very good, it would predict exactly where the ball would land and become unbeatable.
Re:Well (Score:2, Insightful)
If there was a point where it became unbeatable, then it was not very good at adapting, was it?
The essential point in adaptive AI on games is to be difficult enough for anyone to be entertaining, without getting frustrating, or the opposite, that it's so trivial to beat it that it becomes uninteresting.
Re:Well (Score:2)
Re:Well (Score:2, Insightful)
> anyone to be entertaining, without getting frustrating
I think you want the player to get *slightly* frustrated *occasionally*. Not
badly, and not often, but if the player always wins without putting in some
extra effort, that's no fun either. When the player's tactics and skills
stagnate, you want to start beating him some of the time. (Not all of the
time. Not, even, most of the time, I think. But some of the time.)
One wa
Re:Well (Score:1)
I think that was the essence of my point, just worded differently
Adaptive AI and it's drawbacks (Score:4, Insightful)
However (Score:5, Insightful)
If less people are buying these games, because they just aren't the master that you apparently are and would rather not get halfway through the game only to quit in frustration, it hurts the company so this move makes sense.
However, to satiate you, they should add an option to set the AI on the hardest possible skill level.
Re:However (Score:2, Informative)
The field of artificial intelligence is nowhere near having a good handle on simulating thought but Splinter Cell isn't where the breakthrough has come. And I'm not tryin
That's the problem with AI. (Score:2)
Face recognition? Oh that's just statistical analysis, that's not AI.
And so on, and so on.
It's AI, either because it's a smart behavior that you didn't expect it to exhibit (you being the player), or because you didn't have to show it explicitly what to do in each situation (you being the programmer).
I think that's about as good as a useful defintion we
Re:However (Score:2)
Let me give you a clue, being AI does not exclude and will certainly include analyzing statistics and responding by adjusting variables. The minute analyzing comes into play and it's something artificial doing it, THAT IS AI. Whether it's very bright or not is irrelevant. I know human beings that aren't as intelligent as Splinter Cell.
I do however believe that thanks to people like you, NOTHING will e
Re:However (Score:2)
Neural networks are merely an extremely flawed emulator of the actual function of neurons... or rather something of a combination of the above and the results of our poking a stick at the above and seeing what it does.
Truth be told they have little to do with AI, and AI has little to do with them. If you want to emulate biological intelligence, you look to a neural
Pffffffffft! (Score:2)
Re:However (Score:2)
I stopped playing Infocom's "Hitchhiker's Guide to the Galaxy" because I couldn't open the fucking door (about 1/2 hour into it, on the Vogon ship). Yes, if it was adaptive, I would have given that game more time.
And I worked at Infocom in high school!
Re:Adaptive AI and it's drawbacks (Score:1)
Re:Adaptive AI and it's drawbacks (Score:2)
The counterpoint to that is that the game has to be perfect, in terms of not punishing you by interface.
Splinter Cell, for example, like many games, had quite a few points where you had to die to figure out how you should have acted. Hell, one of the opening missions, where you need to sneak past some cops shaking down a drunk, there's too much sillyness. The cops can't hear you grunting and wheezing as you go past, hand to hand, but if you climb up too fast, you're hosed.
Prince of Persia: Sands of Ti
Re:Adaptive AI and it's drawbacks (Score:1)
Re:Adaptive AI and it's drawbacks (Score:2)
Yes, to a certain point. But I think they still took it too far.
It also doesn't help that a) they have to show you a walkthrough, basically, to get you through the levels, and b) very often, I found, a pole you were supposed to grab was difficult to make out against the wall, or a jump that looked too long was doable, while a jump that was doable looked too long.
Re:Adaptive AI and it's drawbacks (Score:2)
Negative.
There were many times that a you had to jump a space that was wider than jumps you previously coulnd't make.
Then there jumps that looked impossible, instant death, that Princey would simply traipse over.
Re:Adaptive AI and it's drawbacks (Score:1)
Re:Adaptive AI and it's drawbacks (Score:2)
Yes, I know, and that's the problem.
Besides, most 'adaptive AI' is of the 'lower the health of the beastie that's whipping the PC's ass' or 'increase it's accuracy to Godlike levels' style.
What it SHOULD be is 'PC likes to crawl along ceiling pipes and rain down death from above, so watch the ceiling' or 'PC goes for head shots for quick kills, so bust out the helmets' or 'PC likes to shoot out the lights, so bring floodlights into a room we think he's going to, wait 45 seconds after he shoots out the l
Re:Adaptive AI and it's drawbacks (Score:2)
Re:Adaptive AI and it's drawbacks (Score:1)
There are an increasing number of single player games, even console ones (Metal Gear Solid 2 for the PS2), that let you upload your record to the internet after you have completed a game. In the future, "Hardest AI" may share a spot on online ranking ladders next to fastest time and most head shots.
By making it a goal to do so well that the game gets harder, you are adding a
Re:Adaptive AI and it's drawbacks (Score:1)
I'm surprised this is getting... (Score:5, Interesting)
as much attention as it is. After all, I believe it was NBA Jam which introduced this concept, though they called it "CPU Assist". Essentially, a player who was losing would get more and more help from the computer as his deficit grew and grew, making his shots much more likely to go in and letting him knock opposing players over much more easily. On the flip side, a player with a big lead would find most of his shots hitting iron, and his players would lose the ball and get knocked over if opposing players even looked at them.
I also recall reading many years ago in an issue of Sega Visions (Sega's failed answer to Nintendo Power) that the Jurassic Park game for the Genesis would have "Dynamic Play Adjustment". The only example I can recall of this is that if the player was doing well, gaps to jump would get wider. I'm sure there were other examples, but that's the only one I remember.
So, in other words, this ain't new.
Re:I'm surprised this is getting... (Score:4, Interesting)
Try at least as far back as Astrosmash [intellivisionlives.com], an 1981 Intellivision game.
It keys the difficulty to the number of extra lives you have. At the lowest level it's almost impossible to lose, and extra lives are handed out generously.
I think it's actually good in a way they backed off from this; once you start playing this game it's hard to stop, because you almost inevitably have to leave a game in progress, either by powering off or by deliberately dying enough times to lose, which is about as easy psychologically.
This is at least a candidate for "first", though I wouldn't be surprised if someone comes up with an Atari 2600 game that used it (before 1981).
I'm also somewhat surprised the arcade games didn't do more of this; this dynamic difficulty level is much more addictive then the monotonically increasing (and always huge) difficulty employed by modern games.
Re:I'm surprised this is getting... (Score:2)
Hah! You're right. But come on, give me credit for at least not thinking that the history of video games begins with the Nintendo 64.
Check it out [intellivisionlives.com].
Re:I'm surprised this is getting... (Score:2)
Consider credit given
Re:I'm surprised this is getting... (Score:2)
Although it definitely helps the profitability of an arcade game to be fun/addictive, one has to remember that the point of an arcade machine is to keep the player plugging those quarters in. If they made it too difficult to lose the game, you'd never put any more money in.
The trick is to some
Re:I'm surprised this is getting... (Score:2)
That's true, nodays the coin slots are mostly just for looks. After all, why bother charging yourself a quarter? And it's not like there are Arcades anymore.
Its nothing new (Score:2, Interesting)
The concept is mentioned in Rules of Play [amazon.com]. Although I don't have it accessible right now, the example they used was in Wipeout XL (but could be any other Wipeout game for that matter). If your racer took a spill in the first lap and the AI of the computer racers didn't change, you'd have no chance at making it back up to the front of the race. However, because Wipeout X
Re:Its nothing new (Score:1)
Re:Its nothing new (Score:1)
I hear Diddy Kong racing didn't have this adaptive AI stuff, so if you had a lead, the computer wouldn't cheat
Re:Its nothing new (Score:1)
Re:Its nothing new (Score:2)
On the other hand, races among good players tended to be decided in the first quarter of a lap or so, it was TOUGH to catch up. And the tiny pipsqueak characters
Max Payne (Score:4, Funny)
Re:Max Payne (Score:1)
Damn, that made no sense.
problem with AI and difficulty (Score:4, Insightful)
personally, i don't think a 'difficulty' slider should come into affect with AI. The AI should always -try- to behave the same way.
Whether you intend for them to be tacticians, civilians, or just mindless grunts. on 'Easy' or 'Difficult' a bad guy should still know he should take cover, call for backup, etc.
The 'difficulty' should come into play when deciding their accuracy, movement speed, 'scoring' (penalties for shooting hostages, raizing conquested territory, etc). It could also come into play in deciding the scarcity of resources. on Easy, there should be extra resources for the hero, and less for the enemy.
Adaptive -AI- is the wrong approach. Adaptive -difficult- is still a good idea though. but don't make enemies dumber; just make them slower, more inaccurate, fewer in number - don't give them as many grenades and leave more health packs around.
oh, and i also don't appreciate the 'difficulty' sliders that just scale the damage you receive up and down. that is an awfully 'cheap' hack imo.
Re:problem with AI and difficulty (Score:5, Insightful)
I'd disagree:
A typical civilian is liable to run scared, shoot while running, empty their clip desperately, that kind of thing.
A regular soldier is liable to call for cover, move to a braced position or whatever for shooting, but still make some dumb mistakes.
A truly elite solider, the target is probably never going to know they and their squad were there until they are lying dead on the ground. They'll plan tactics in advance, have them well practiced and executed silently. They'll be better at scanning for targets, they'll be better at moving silently through the best areas of cover. When they do move, they'll be covered by an already well placed squadmate. Their communications will be as much via silent gestures as noisy radios.
Within that spectrum (and me not knowing much about elite forces), there's a huge range of variables for a given enemy. That security guard could be nothing more than a civilian in a uniform on easy difficulty yet an ex special forces soldier on high difficulty. They're still both "just a security guard" yet there's a huge range of differences in how their AI might act.
Ghost Recon has my all time favorite example of that. On the first mission, if you go around to the north of the valley, there's a slope that troops come down.
I'd played it once on easy. I managed to clear them all with just a single sniper and good reactions. As soon as they started getting shot, they just tried charging, firing wildly, hitting nothing.
On elite, the sniper died almost as soon as he gave away his position as half a dozen guys found cover, found him, lined their shots, then took him down.
Next I took a squad of three guys, including a light MG. I found some bushes near the bottom of the hill. I waited for them to come in to the open, then opened up. Quickly they dropped to the ground. Then they started moving in pairs back in to cover behind a boulder, the others providing supressing fire. As they kept the range between them and I, they were much harder to take down and I got maybe two of the six before they were safe. Now it became a case of do I have to clear them out or will they come after me? They answered that for me and came after me. Yet even then, they maintained great covering fire, from braced pairs who were taking advantage of the accuracy, moving from cover to cover.
In both cases, they were just about as accurate as before (they just used more accurate firing positions) and could take just as much damage (Ghost Recon is great for accurately handling how much mess a single bullet causes). It was entirely down to their use of tactics that they went from being a group of idiots to mop up to scarily hard adversaries.
Granted, those were skill settings, not an adaptive AI system. Still, that's what differing AI levels should be like. I can't stand games that differ difficulty by making shots do more or less damage, by simply upping numbers of enemies, by suddenly making enemies perfect shots while they still move in exactly the same way they always did.
Re:problem with AI and difficulty (Score:2)
For the most part I agree with you, my direct parent poster. I don't believe that more or less skilled players should recieve different amounts of mana from heaven and increased health, or decreased enemy health etc.
I believe that there should be two basis on which to analyze the player (high level basis that is) skill and intelligence. The two are certainly NOT the same thing, although a player may be skilled and intelligent both. Basically the AI need
Re:problem with AI and difficulty (Score:2)
yes, i think that -reaction- speed should be a factor adjusted by difficulty, not movement speed.
and yes - i never meant that a civilian should be an expert tactician if you turn a game to 'difficult'. i was suggesting that a civilian should behave like a civilian no matter what the difficulty. just because you select 'hard' doesn't mean that joe-blow on the street is suddenly a kung fu master. similarly a m
Re:problem with AI and difficulty (Score:1)
of playing the game. (I put "intelligence" in quotation marks because I'm
using the traditional definition that includes quite a lot of things that
computers can do, such as examine by brute force all the possibilities for
the next N moves in a chess game, or test various board positions against
every single word in a large dictionary in a Scrabble game. If you think of
intelligence in terms of abstract reasoning and qualitative learnin
Re:problem with AI and difficulty (Score:1)
exactly my point (Score:2)
and particularly, aside from whether it's the 'right' way to adjust difficulty, wasting time coding and testing varying levels of enemy behaviors that most people will never see is just plain waste.
I've seen this before (Score:1)
Guess it comes down to the type of game (Score:2)
One thought on this subject is that the game should know what the objectives are and allow the AI engine figure out the best way to achive the goal (as in RTS), which could generate interesting and unpredictable game play. Back when I was playing C&C, I quickly figured out that the AI could not deal with walls very well, which was a very si
Re:Guess it comes down to the type of game (Score:2)
When you have a sufficient legion of tanks, send them out and crush the enemy. If you don't crush them that's ok, so long as you never stopped building tanks. When you have another legion of tanks send them out. Of course choose your targets
Re:Guess it comes down to the type of game (Score:2)
Walls are nice and all, but they cost too much money and take two seconds to blow up. Hell the 3rd rank or so of my tanks hasn't even fallen into place before they've already eaten through your wall. Of course you have to manually control your tanks and concentrate the full force fire on individual targets so that most everything dies or is blown up instantly. Dividing your fire is great, but you
Possibly not Possible, Plausible or Wanted (Score:1)
Re:Possibly not Possible, Plausible or Wanted (Score:2)
Re:Possibly not Possible, Plausible or Wanted (Score:2)
There you go, theoretical proofs. Hell it's more solid than MOST of the prevailing theoretical facts out there that we consider foundations of modern science.
When YOU will see a computer that approaches the capabilities (I assume you mean intellectual capabilities, it might be awhile before
If I remember correctly, (Score:4, Interesting)
Say I tend to shootjump to the right when I head into battle. The AI couldn't care less. Now if it _did_ notice that enemies tended to die more often when I did so, and cause them to proactively fire where I would, statistically speaking, very likely end up, that'd be an AI to write home about.
The most remarkable AI in modern gaming that I've encountered of late is that of Virtua Fighter 4: Evolution [neoseeker.com] (a bargain at $20 new, btw), in which battle profiles of players in the Japanese arcade circuits was distilled into what prove to be fairly different AIs. Dynamically speaking, the game tracks the areas that you tend to attack successfully (high, middle, or low), whether those attacks are strikes or throws, and whether you won or lost with those percentages...and, judging from its effectiveness at smushing me in the long run, adjusts its behavior accordingly. So while a given AI profile might tend to, say, try to counter middle throws often, that tendency might be further exaggerated as the bulk of my throws tend to come from that area.
Quite impressive not only for its dynamism but also for the wide and finely graded range of difficulty among the AIs. As you gain ranks in the Quest mode (from 1st kyu to 10th, 10th dan to 1st, and beyond), your opponents very slowly become more difficult such that you can actually observe effective tactics emerging and adjust your _own_ behavior accordingly. Quite a far cry from Street Fighter II, mm?
Re:If I remember correctly, (Score:1)
D'oh! (Score:1)
Re:If I remember correctly, (Score:1)
Re:If I remember correctly, (Score:1)
That would be interesting to play against, but I don't think it would be very realistic. Each AI person that you enounter in the game would have no idea what your tendancies were at first. They should not know
This has been around a while... (Score:3, Insightful)
IIRC, Doom and Quake had adaptive AI, too.
No, I guess it doesn't really do anything different from a random number generator.
Re:This has been around a while... (Score:2, Informative)
Re:This has been around a while... (Score:2)
New SC Pandora Tomorrow Trailer was put out today (Score:2)
State of AI in games (Score:4, Interesting)
Considering the advances made in computing, I'm surprised that current gaming AI is still so sucky. It seems that our games have advanced only graphically and in size (I'm thinking world size -- but physical size has also grown) -- largely due to advances in memory and storage media.
As far as I can tell, AI has not advanced with current technology. I'm reminded of this while playing modern RTS games, where it seems that all computer opponents have similar stratagies, but never seem to ever actually "learn" anything (or even show a hint of adaptability). Of course, this is all purely antecdotal, but not without merit.
Any game developeres care to back me up? Or am I full of shit on this?
Re:State of AI in games (Score:2, Insightful)
Adaptive AI in this case would be more like that if you only use a certain set of attacks the AI learns what you are likely to do and defends appropriately. Just like a real person would. These would be the end of using se
Re:State of AI in games (Score:2)
Though even the new C&C Generals has some nice AI for probing def
Re:State of AI in games (Score:1)
One of the hardest problem is doing leveldesign for an unpredictable AI. Hell, it's hard enough to do leveldesign for those unpredictable players already
Re:State of AI in games (Score:2)
I spent a little bit of time in college working with AI and evolutionary computation and I can say with very little authority that AI has, in general, come a long way in the last 10 or 15 years. Also, my post was probably more of a semi-ontopic rant than anything else (with very little to do with adaptive AI). Still, I don't consider AI with adaptive difficulty all that far from a strategicly
Max Pain in Max Payne (Score:4, Interesting)
Its Not Adaptive AI (Score:4, Interesting)
What they need to do is adjust to the players styles. I like to camp and snipe in just about every game. I wish it would then cause the AI to start moving more rapidly, and check sniper spots more often. Do you always do something when you enter a room? Then the AI should brilliantly counter it, so I have to get a new strategy. Do I always camp in the same place? Then nade me.
Second of all I dont want it to turn pathetically easy, even though every game should have a difficulty setting called baby or wuss. (especially racing games like Gran Turismo) that would let you win. I labored so many damn hours perfecting my skills to no reward in Gran Turismo Three and I want my Formula One cars NOW!!! But what is the fun if I never die and never get hurt and don't get that rush when you complete a challenge. Because when I beat GT3 I will be so happy and thrilled and I will feel my $50 and racing wheel paid off. I will buy GT4, hence a happy customer and money for the corporations giving a financial incentive to the suits.
What it should do is offer a hint, to really bad players(flash bang a room with possible enemies and friendlies!!). Adapt to my style. If I want to snipe, then those guards better give up the grenades and take up some binoculars and a rifle. If a player is good at one method, make the objectives possible using that strategy, but encourage all the others too! Adaptive AI should enhance game play and make the game last. If I completed the it the first time sniping, and I want to be forced to try close quarters combat next time, without setting something I have not done any harder and make me have to vary my strategies to complete it. If Splinter Cell pulls off what I want, then UbiSoft will be very rich and I will be one very happy gamer.
Adaptive AI has porblems (Score:3, Interesting)
I naturally adapt a one shot kill strategy in most games to be more efficient (less ammo wastage/less health wastage), unfortinatly in max pain this ended up with the first few level being very easy and then suddenly becoming impossible to complete.
Never the less max pane was religated to the dust bin as I was so fustrated and anoyed by this that I hardly felt like replaying half the game.
Just goes to show that Q&A testng is vital when implimenting a new tech as this should have most definilty been picked up.
AI? (Score:1)
Create a fitness value for the player based on whatever criteria you feel best indicates the skill level of the player (Time to complete a stage, Amount of damage taken, Accuracy rating, etc.). Measure the player's actual value against some expected value. Then, adjust certain game parameters (Enemy firing rate/accuracy, Availability of health packs, etc.) to compensat
Killer Instinct (Score:1)
Make adaptive AI an optional setting? (Score:1)
Here's how you keep people motivated (Score:2)
Seems the AI should always move towards that.
the problem ive found atleast in FPS (Score:1)
Its really annoying (Score:2)
Grand turismo had this, and it was really annoying. I'd have a great run, finish some race in 3:20, but take last place. Next attempt I'd take first despite taking 3:50 to finish the same race. Happened all the time, you had to force yourself to drive bad because when you did a good job you couldn't win.
What I hated most was taking a corner at the fast speed the car could handle, and seeing a car that handles worse pass me on the corner and not spin out afterwards. In other words it wasn't adaptive
Re:Its really annoying (Score:1)
Older versions of Mario Kart had the same problem. Nothing like having a tiny shroom pass your heavyweight (high topspeed) kart like it was nothing. In Double Dash, either they fixed it or replaced it with real AI, b
Gimme multiplayer! (Score:1)
Couple Examples (Score:1)
NFL Blitz anyone? (Score:1)
This is not really adaptive AI, but rather, a tweaking of the stat system (instead of an fumble every 40 tackles, its a fumble every 5), but it seems that n
Re:NFL Blitz anyone? (Score:1)
Counter-Strike (Score:1)
Or... (Score:4, Funny)
Deep breath, its a joke.
Re:No. (Score:3, Insightful)
Re:No. (Score:1)
A lot of racing games have had adaptive AI's. Gran Turismo certainly does. And Papyrus' NASCAR Racing 2003 has it as well, it's an explicit option you can turn on, and it seems to work pretty well.
Re:No. (Score:1)
Re:No. (Score:1)
Re:No. (Score:3, Interesting)
Re:No. (Score:1)
Re:No. (Score:1)
You are right, it's not going to happen anytime soon. Adaptive algorithms are known - they are used among others in OCR but they are not widely used in games. As far as I remember, some of the chess programs (Chessmaster? I'm not sure) used played games as a library of moves for analysis. But this probably counts for "he's done t
Re:No. (Score:2)
The idea is that the difficulty should scale. Thus an uber player should be equally challenged as a first time player who has barely figured out the controls.
For you who is becoming a better player the game shouldn't get easier as you become more skilled, however it shouldn't be harder for you to win either, rather it should remain equally challenging. No this doesn't serve if your the type who likes to show his friends what a bad arse you are beca
Re:No. (Score:2)
Re:No. (Score:2)
I suppose there are some people who like that feeling of "banging your head against the wall", where no matter how much better you get, everything is just as hard. Personally, I like the feeling of getting better at something and being rewarded for my skills, not penalized.
Re:No. (Score:2)
Re:No. (Score:3, Interesting)
Re:No. (Score:3, Insightful)
This isn't rocket science people. There have been, for example, nearly perfect Ai's that have played within the rules of a game and can still kick a player's tail. All games are developed with the idea in mind that every move has a counter, and every counter has a counter.
Re:No. (Score:2, Interesting)
NASCAR Racing never used to have it until this last iteration. As I said, it works pretty well. Starting a race from the back at Daytona, I managed to fight up to 17th place by the end (10% race distance) which is pretty good, and it was a huge fight all the way.
One thing a racing games DOES need