Game AI Conference Explored 28
Academia Blog Grand Text Auto has up a long set of notes from last week's first AI and Interactive Entertainment conference, which includes keynote talks from Doug Church, Will Wright, Chris Crawford and Damian Isla of Halo 2. From the Doug Church talk: "none of the AI detail gets attention in a 30 second ad or magazine blurb...also, if a character in battle only lives a minute, there's not much fidelity players can even perceive...industry has been promising good characters for a long time, not delivered...
players are cynical, don't want to hear it anymore...hard to back out of the fakery"
Ummm..... (Score:1)
Re:Ummm..... (Score:2)
And now that think about it... (Score:2, Interesting)
Re:And now that think about it... (Score:1)
I'm starting to feel very silly, because i'm the only one commenting on this story. 4 comments so far too.
Re:And now that think about it... (Score:2)
Re:And now that think about it... (Score:3, Interesting)
It looks remarkably like a computer architecture when broken into components. You have your I/O neurons, interfacing with a component that discards noise. From here it is put onto a bus, into what the textbook labels as the "executive" (CPU). The executive can store and load from short-term memory (registers)---there are different kinds for various senses and parts of cognition---and do other brain-type things. It can al
Re:And now that think about it... (Score:1)
Re:And now that think about it... (Score:1)
Re:And now that think about it... (Score:3, Informative)
At the time of Descartes, they thought that everything looked kind of like it was clockwork and so they made explanation using that metaphor. Freud did a pretty good job of explaining the psyche in terms of conflicting forces and Jung did it by populating our heads with stereotypes.
Metaphors are cool that way - they are flexible and once you get a halfway good m
Re:And now that think about it... (Score:2)
Re:And now that think about it... (Score:1)
Re:And now that think about it... (Score:1)
Re:And now that think about it... (Score:2)
In addition to yes (as the other poster already mentioned), the HL AI does panic under fire. They don't do it all the time - usually they hold their position and try to you out. If you throw a grenade, then they will try to flee.
Re:And now that think about it... (Score:4, Insightful)
AI for a computer game? Hardly.
One of the most effective, fun game AIs I've played against recently is that in Halo - it's probably no more advanced than that in some other games, but it has some great application of smoke-and-mirrors and does a good job of presenting obvious cause-and-effect behaviours to the player.
Kill a Covenant Elite, and all the lowly grunts nearby will panic and try to run and hide. But to actually shoot that Elite, it's probably taking cover behind a rock, waiting for you to attack - it doesn't just meander into combat, shooting blindly.
All sorts of things like this - simple 'IF foo THEN bar' behaviours which the player can learn, understand and anticipate can be great, so long as they're fun to play against. Some hyper-intelligent enemy that can figure out precisely where the player is and attack unseen might be programmatically more advanced, but isn't necessarily more fun to play against.
In-the-field tactics are probably best left to the game AI, but higher-level, map-specific scripted strategies can give the illusion of some overall plan behind the enemies' actions (plus they can be designed to be fun to fight against, rather than being whatever the AI might extrude - fun, crap or otherwise).
Neural networks or whatever might be more 'realistic', but they won't necessarily be better to play against...
Re:And now that think about it... (Score:2)
ACK, I see the biggest use of neural networks and advanced AI not so much in enemy behaviour, but in interactive story telling. Today most games run on some basic AI combined with a bunch of prescripted events, so basically everything the player is going to see is already set right from the start. What I think will play a important role in the future aren't more clever enemies, but an a form of
Bugs (Score:1)
They think too small.. (Score:2)
One area of AI-usage that I have not seen explored yet is crafting an AI that would respond to the players actions and modify the flow of the game. In example: suppose I was developing [yet another] fantasy-based MMORPG. Perhaps this one involves 3 kingdoms caught in a never ending struggle (remind you of
Except thats not AI (Score:2)
Throw in the whole 'well what if there were no other players to escort the original scout player to the city?' issue or the ever-present 'what about balancing the two sid
Re:Except thats not AI (Score:5, Interesting)
Functionality most likely implemented through a huge set of IF-THEN statements.
That's to some degree all that AI is, whether it's an expert system or an Eliza-style conversational program. You really don't get away from if-then until you start talking about computational intelligence, like neural networks, Dijkstra-style pathfinding, and the like.
Re:They think too small.. (Score:2)
Do people WANT AI? (Score:1)
I'm nor convinced, people even want a strong AI.
I for one like shooting hordes of relatively stupid enemies. I love Resident Evil 4 (finished it yesterday), but the enemies are not exactly clever (and no, that's not because they're zombies. They're not).
The challenge comes mostly from their number and some clever locations they're sitting or waiting.
IMHO, a clever combination of scripts and behaviour patterns should be enough to provide a reasonable challenge.
If people want good (A)I, they can play o
Uh huh (Score:1)
Although there are a few bright gems in the future that this may be true about, I feel that this statement is for the most part false.
Just look at the PS3 and Xbox 360. Sony and Microsoft have gotten into a dick measuring contest about who can have the best specs. Nintendo is promising a revolution, but I'm guessing it will be more of the same old. Next generation games will be a lot like today's games, only prettier.
Thesis from a friend (Score:2)
Thesis is a learning system for game NPCs. He used Team Fortress Capture the flag, one specific map, and trained his 4 bots against FoxBot and another bot which name i don't remember.
After some training, he gathered 4 human players, and made them play against the 3 bot teams (not saying which was which bot, of course !). Results? Human players found his bots were the most realistic and surprising to play with (not the hardest).
Hopefully
NYTimes article on the conference (Score:1)
As the AI designer for Doom3, I'd like to add... (Score:1)
-Eric