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Games Entertainment

Next Gen Beautiful But Brainless? 131

Next Generation has up a short piece discussing a Guardian Interview with AI developer Steve Grand. Grand opines that next-gen graphics are deepening the uncanny valley. More than just plastic looks and inhuman faces, the weakness of game AI is increasingly becoming glaring compared to the graphical prowess in games. "AI isn't so much unappreciated as nonexistent. Most of what counts as AI in the games industry is actually a bunch of 'if/then' statements. If a computer character doesn't learn something for itself then the programmer must have told it what to do, and anything that does exactly what it's told and nothing else is not intelligent. This is changing, and neural networks and other learning systems are beginning to creep in. But games programmers tend to devalue the phrase 'artificial intelligence."
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Next Gen Beautiful But Brainless?

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  • If that's what people want, they'll buy it. If they don't the producer will try a different tack. That's how market's work.
    • by Pope ( 17780 ) on Friday April 20, 2007 @01:20PM (#18814619)
      "The market" can't decide on something that it doesn't have a chance to buy in the first place, now does it?

      Nothing's stupider than some pithy comment about "the market." The market is people, and people can be irrational about a lot of things. The invisible hand deserves a rap on the knuckles from time to time.
      • by 7Prime ( 871679 ) on Friday April 20, 2007 @01:33PM (#18814803) Homepage Journal
        Me thinks the invisible hand needs a shiny new pair of handcuffs, from time to time, to teach it to stop groping people.
        • Me thinks the invisible hand needs a shiny new pair of handcuffs, from time to time, to teach it to stop groping people.

          That's awesome. Reminds me of a "Deep Thought" that Jack Handey might have written. Funny stuff.
      • Re: (Score:3, Insightful)

        i'm a fan of free markets... getting things without having to buy them is quite rewarding.
      • Re: (Score:3, Insightful)

        by Reapman ( 740286 )
        If I'm reading this right, your basically saying that people have no choice, because all publishers value graphics over AI, so even if people did'nt care about graphics, only AI, it would'nt matter, because there's no developer out there, right?

        If so people will vote with their dollars still. If NO developer meets what people want, then ALL developers will suffer, just look at the Video game crash in the 80s. Everyone (for the most part) produced crap, and the people responded by saying screw you guys.

        Of
  • AI - non-existent (Score:3, Insightful)

    by SQLGuru ( 980662 ) on Friday April 20, 2007 @01:14PM (#18814539) Homepage Journal
    The problem is that AI in general is "hard". Not just for games. We still don't understand well enough how our own intelligence behaves to model it successfully in games. As a programmer, I can model a process pretty easily. I can model objects fairly well. What I can't model is something that is nebulous and undefined.

    Layne
    • What I can't model is something that is nebulous and undefined.

      You wouldn't happen to work for a government oversight agency, would you?
    • by twistedsymphony ( 956982 ) on Friday April 20, 2007 @01:36PM (#18814849) Homepage
      With the already ridiculously high cost of development to bring graphics up to modern day standards for "bleeding edge" it's not like they have much time to develop a good system for something they can't show you a screenshot of. Spending the time to develop a real AI as you described doesn't really add much value to the game in terms of marketing.

      Another reason AI isn't advancing is because modern games in addition to concentrating on graphics also concentrate heavily on multiplayer and online aspects. Sure the "AI" in an FPS or RTS might not be all that great but how good does it need to be? most people will just breeze through the solo missions in a few short hours and then spend the next 6 months to a year playing online where AI doesn't even factor into it. Once again, some solid multiplayer features are much more valuable use of development time then computer AI.

      Honestly I see us moving to a point of being less depend on AI before AI actually gets better... it's just not a cost effective use of development.
      • Re: (Score:2, Insightful)

        by cosinezero ( 833532 )
        Arguably, many gamers would be perfectly happy playing a room full of AI players than have to deal with the garbage inherent in online play.
        • Arguably, many gamers would be perfectly happy playing a room full of AI players than have to deal with the garbage inherent in online play.
          You'll get no argument from me, it's just that it seems the way games are moving more concentration is going to the online portion then the offline. Though when I do play online I only play against friends, very rarely do I play against random people that I've never met before.
          • Re: (Score:3, Informative)

            by Saige ( 53303 )
            Though when I do play online I only play against friends, very rarely do I play against random people that I've never met before.

            It's a bit off topic here, but I think the key with online gaming is to merge these two where possible. I think that's one of the things that made Halo 2 so popular on Xbox Live - you could play WITH your friends as a team, and take that team against a team of strangers. And not just random people, but people of approximately the same skill level.

            It's an incredibly fun way of do
      • by Tha_Big_Guy23 ( 603419 ) on Friday April 20, 2007 @01:51PM (#18815071)

        most people will just breeze through the solo missions in a few short hours and then spend the next 6 months to a year playing online where AI doesn't even factor into it.
        I can see where you're coming from. There have been, however, several games where the cooperative modes in the game were nearly as entertaining as the multiplayer modes. The first example that leaps to mind is Halo. Just because the "in" thing is 400-way multiplayer deathmatch, etc, doesn't mean that you shouldn't spend time creating a great AI for cooperative mode.

        Imagine for a moment, you have a single player FPS. Now, take that FPS and add to it an outstanding AI. Then add in cooperative play for up to 8 players. Now, you have a game that you and your friends can play cooperatively, a computer that learns your tactics, and can develop new tactics on the fly. This to me seems so much more entertaining than fragging the same guys over and over again in a deathmatch. I'm pretty sure I'd buy it.
        • I'd just like to add that AI also factors quite heavily in MMORPG's. World of Warcraft for instance is mostly popular because of the cooperative play (and even multiplayer contains some NPC's). The AI is dumb as bricks but they kinda turn that into a plus by making it somewhat of a puzzle on how to best beat an entirely scripted event. A better AI might help with all the bugs that crop up from time to time though.
      • Another reason AI isn't advancing is because modern games in addition to concentrating on graphics also concentrate heavily on multiplayer and online aspects. [...] most people will just breeze through the solo missions in a few short hours and then spend the next 6 months to a year playing online where AI doesn't even factor into it.

        You seem to be conflating "online" with "PvP".

        I believe that there's an enormous untapped market of people interested in social and cooperative gaming.

        I've got 3 consoles

      • With the already ridiculously high cost of development to bring graphics up to modern day standards for "bleeding edge" it's not like they have much time to develop a good system for something they can't show you a screenshot of. Spending the time to develop a real AI as you described doesn't really add much value to the game in terms of marketing.

        You seem to think that the kind of AI that is needed would have every enemy in a FPS wondering as much about what they are going to have for dinner as how to best kill you.
        The kind of AI that is needed for games is going to very specialised and tailored to the game. It doesn't need to pass the Turing test to be better than the dumb systems out there.
        I think one of the main reasons that AI isn't that heavily worked on is that is might change how a game needs to be played. A 'smart' enemy in a FPS, on lo

    • by MS-06FZ ( 832329 ) on Friday April 20, 2007 @02:41PM (#18815783) Homepage Journal
      Well, AI is not limited to what we'd classically think of as attempts to mimic thought. The term "Artificial Intelligence" also includes algorithms that solve problems that are merely difficult - things like combinatorial searches (A* and min/max searches, in particular) - and the general approach of attempting to model an AI character's actions based on their state and their goals, rather than going just for the desired effect of making them reasonably tough game opponents.

      In the context of this discussion, "AI" means broadening the use of those algorithms (they are already necessary in some situations anyway) and in general producing game AI that's more capable - better able to deal with obstacles in the environment, predict player strategies and determine which of its strategies are most effective against the player. The goal being to create automated opponents which don't need to rely on unfair advantages (such as superior car performance in a racing game) to compete against human players.

      In the context of, say, a mech combat game (as an example, racing games are a bit more of a static problem, and flight sims wouldn't require so much obstacle navigation), a capable AI would likely need the following:
      - A predefined set of tactics. These would be designed by the people who create the game. The important thing would be that the tactics are effective and that the game AI has sufficient information about when each tactic is useful. Supplying this kind of "playbook" information decreases the demands on the AI program significantly: they no longer need to be able to synthesize these tactics, they can merely choose the right one.
      - A system for selecting tactics to use: a good design would include considerations like the state of the AI's mech, the weapon being used against it, and general parameters of the enemy machine. (For instance, a good AI operating a sniper machine should know not to close to close range with a player machine that specializes in close combat... Likewise, if the AI's machine is running out of power, it shouldn't attempt an "overboost" move - unless it is clear that such a move could work sufficiently to win the fight.)
      - An adequate navigation system for moving around in the environment. This must be tied in to the tactics being used - so that attempts to dodge a missile, for instance, aren't foiled by collision with an obstacle.
      - An adaptive factor - a process that attempts to determine how effective various tactics have been against a particular opponent, and why certain tactics may have failed - so that tactics that are likely to fail again are disregarded.
      - A random factor - the AI's next move is randomly selected from among the best candidates.

      See, that's not so nebulous, is it? Pretty well-defined, I'd say. It's just, as you say, hard. It's hard to create a system that's dynamic and complex, it's hard to make sure you've got it right when you have created it - and the problem with game development is that there's so many other places that effort could be directed which aren't as easily dispensable as good AI. Most game AIs nowadays have a moderately good playbook (it's one of the easiest elements to add - humans know how to play the game and so they can record sequences the computer can repeat - so it's easy to add a small playbook - though providing good static information about how to choose a tactic from a larger playbook is harder), and a random factor is easy to introduce. Selecting tactics is often reduced to a static problem, and navigation is either made static, or solved by making the AI able to get through the environment in other ways, if necessary. (For instance, an AI that is always shooting and frequently moving forward - but gets caught behind a building - if the building is destroyed when the AI shoots, then moving forward no longer gets the AI stuck.) But navigation often is not tied in to the tactics and adaptive factors usually aren't adequately implemented in a way that makes a real difference.
      • Re: (Score:3, Insightful)

        by ClassMyAss ( 976281 )

        The term "Artificial Intelligence" also includes algorithms that solve problems that are merely difficult - things like combinatorial searches (A* and min/max searches, in particular) - and the general approach of attempting to model an AI character's actions based on their state and their goals, rather than going just for the desired effect of making them reasonably tough game opponents.

        To call A* and finite state machines artificial intelligence is, in my opinion, an extreme twisting of the term; these t

        • Re: (Score:3, Insightful)

          by MS-06FZ ( 832329 )

          The term "Artificial Intelligence" also includes algorithms that solve problems that are merely difficult - things like combinatorial searches (A* and min/max searches, in particular) - and the general approach of attempting to model an AI character's actions based on their state and their goals, rather than going just for the desired effect of making them reasonably tough game opponents.

          To call A* and finite state machines artificial intelligence is, in my opinion, an extreme twisting of the term; these things only fall under that label because early researchers were still under the delusion that they could hand-code an enormous tree of if statements and if they gave it enough feature-bloat it would seem intelligent. In my opinion, the simple algorithms used in today's "AI" engines should more be labelled pre-AI, as in useful procedures that incoming data might be preprocessed through before it's sent to something that actually does something smart with it.

          Yeah, I tend to agree. In my AI class at college we learned things like the "Customers who bought this also liked" algorithm, as well as the search tree stuff I mentioned. Like you, I don't think that stuff is a likely candidate for the problem of synthesizing an intelligent mind. But within the context of most games, AI just means the perception of intelligent strategy, within a very limited domain. It's easy to make an "AI" capable of piloting an Armored Core or driving on a small set of pre-defined

          • Yeah, I tend to agree. In my AI class at college we learned things like the "Customers who bought this also liked" algorithm, as well as the search tree stuff I mentioned. Like you, I don't think that stuff is a likely candidate for the problem of synthesizing an intelligent mind.

            Yup, that sounds about right. I was a math major in college, but I was very interested in AI, so I sat in for the first lecture (my school had a shopping period where you "sample" your classes before registering), and I ultimatel

            • IMO, the problems with real AI actually are not necessarily rooted in the algorithms as much as the languages used to write them

              People used to think that. Over the last several decades, they came to realize that you simply cannot "write" AI programs, you have to learn them.

              So, the "language of real AI" exists: it's learning algorithms.
              • People used to think that. Over the last several decades, they came to realize that you simply cannot "write" AI programs, you have to learn them. So, the "language of real AI" exists: it's learning algorithms.

                I think you misinterpret the strength of my claim - it's a lot stronger than just that classical AI is not going to happen. I don't think our languages are properly set up to write the learning algorithms, let alone AI, and I agree that to "write" AI programs is a futile mission. The fact is, to s

                • The fact is, to set up a good learning algorithm you essentially have to craft your own interpreted language to let it use, which is a good sign that none of the available languages are doing the trick.

                  Modern machine learning algorithms are largely about numerical algorithms and graphs. Many modern programming languages support numerical algorithms and graphs very well.
      • The term "Artificial Intelligence" also includes algorithms that solve problems that are merely difficult - things like combinatorial searches (A* and min/max searches, in particular) - and the general approach of attempting to model an AI character's actions based on their state and their goals, rather than going just for the desired effect of making them reasonably tough game opponents.

        Knowing about "A* and min/max searches" is about as useful in AI these days as knowing about relays is for writing Java e
        • by MS-06FZ ( 832329 )

          The term "Artificial Intelligence" also includes algorithms that solve problems that are merely difficult - things like combinatorial searches (A* and min/max searches, in particular) - and the general approach of attempting to model an AI character's actions based on their state and their goals, rather than going just for the desired effect of making them reasonably tough game opponents.

          Knowing about "A* and min/max searches" is about as useful in AI these days as knowing about relays is for writing Java enterprise applications.

          Depends on how broad your definition of "AI" is and what level of "Artificial Intelligence" you seek to create. For an "AI" chess opponent, jet fighter pilot, Bomberman player, etc. those search algorithms could be quite sufficient. I won't claim that this kind of "artificial intelligence" is likely to pass a Turing test - but in the context of games you don't really need that.

    • As a programmer, I can model a process pretty easily. I can model objects fairly well. What I can't model is something that is nebulous and undefined.

      Yes, but that's a problem with the education programmers receive, not with the world. There are good techniques for modeling those processes, you simply weren't taught them.
  • agreed! (Score:2, Insightful)

    I always get a little miffed when games use "AI" to describe what they do.

    OTOH, I do see why true AI doesnt make much of a play in games... how long does the average bad guy live in a FPS anyway? If they learned from one guy to the next it would be more like a 'hive mind' then indviduals learning. For RTS games it could make a little more sence, since the "commanders" wouldnt be amung those slaughtered on the battlefield on each level. MMO's present a whole bucket of issues beyond the life span one...
    • what's wrong with a hive mind though? in games like Half life this is exactly what would fit. It would be extremely interesting to see how monsters would react to you if they had a hive mind. Would they rush you after a sniper area or would they figure the best idea is the snipe back? It could be very very interesting..
      • oh it would work for some games... but the vast majority of FPS out right now either state, or imply that their opponents are indviduals (any WWII sim, Ghost Recon / Rainbow 6, Halos etc...)
    • Re: (Score:3, Insightful)

      by Astarica ( 986098 )
      MMORPG AI has to be massively stupid. I know all the MMORPG talks about how much progress their AI has, but the fact is if you're a nearly omnipotent being with thousands years of expeirence plus an army of inexplicably powerful minions, it takes a lot of skills to actually lose to X ragtag adventurers. Just ask yourself, if you're controlling the guys you're fighting against in a MMORPG, would you possibly lose to your own party? The answer, hopefully, is no. But then this has to be the case because th
      • The answer of course then is to increase AI and decrease fire power.

        A far, far weaker opponent can defeat an enemy if its clever enough.

        The big problem with boss fights in MMOs is that they are one guy vs. a party, and pretty much rely on raw firepower, zerging, or number balancing to beat.

        I've always been a fan of games like Zelda where defeating an enemy is not based on fire power (you don't generally get many "stat ups" in Zelda), or even that much on skill with a controller, but is instead based on figu
        • That model is inherently impossible in a MMORPG. If you look at your standard fantasy lore, usually you'd expect 1 'hero' to defeat tens if not hundreds of 'minion' characters, which is why the evil boss has an army of those to try to slow/wear down his opposition. Further the evil boss, while powerful, is not insurmountable powerful compared to the heroes so that's why he might not be attacking with just himself + his army at the same time because it's possible to just take him out first while ignoring h
      • Yes it's true that good AI does not belong in some games, and yes, that includes MMORPGs. The current formula for MMO boss fights (boss has predetermined behavior, adventurers need to execute predetermined strategy to kill him) is really popular and not in need of replacement.

        However there are lots of games out there that would definitely benefit from better AI. So lets not discount the entire field just because it doesn't apply to one genre.
  • by Astarica ( 986098 ) on Friday April 20, 2007 @01:21PM (#18814645)
    You already have the suspend your sense of belief to really think that you will actually beat a computer in say a FPS where it can aim perfectly, or a fighting game where they can simply react to any move you might do. For example you can play the training mode in Soul Calibur and you'll quickly realize that the computer can guard counter every move you ever do forever, but of course they don't do that in the real game. Even on the super duper hard setting they give up after a while, even though they can do it forever on the training mode. Shin Akuma in various Street Fighter incarnations counters almost every move perfectly. You throw a fireball, he'll jump kick you. You jump kick him, he'll dragon punch, and the only way to beat him is hit him with moves that he isn't programmed to counter. There's no reason why the computer can't play like that aside from it'd make a very boring game when you repeatedly get owned by a computer.

    If by being smart means 'better at a game' the AI is already a super genius. If by smart means 'flailing your hands around while pretending to do something before losing to a human player', then whatever that creates the best sense of illusion works the best. If it's a bunch of if/else statements, why not? There's no reason any fancy technique will get you a fancier loser.
    • For example you can play the training mode in Soul Calibur and you'll quickly realize that the computer can guard counter every move you ever do forever,

      That's not really AI, though. If you're playing a computer opponent, then the AI behind that opponent is supposed to simulate the behavior of that opponent. The real behavior of that opponent is how it would act in real life. If I'm playing an FPS against AI-controlled people with machine guns, then the AI's job is to make the virtual characters behav
    • by sesshomaru ( 173381 ) on Friday April 20, 2007 @01:51PM (#18815079) Journal
      The purpose of AI isn't to make the game more difficult, though, it's to make the game more fun. I'll admit, it doesn't make sense to adapt AI techniques that will not make a game more fun.

      Put it this way, have you ever had a conversation with a character in a PC RPG? Well, they don't have conversations do they? They just spit out a set of canned responses. Currently, part of AI research is the Turing Test [wikipedia.org] which is to create a machine that can fool a person having a conversation with it into believing that there is a real person there.

      This isn't a win/lose scenario. The machine you are talking to may be an ally or a neutral character in a game. But it would make the game more interesting if the conversation you were having seemed realistic. [youtube.com]

      There are other applications of AI as well. For example, they could add unpredictability to an enemy behaviour in a game. The enemy AI still wouldn't be the unbeatable uber player the machine would be, but you'd have to vary your tactics during a game to beat it. Yes, you are still "creating a loser," but a less predictable loser.

      What's the point? Well, the point of playing the computer is to learn the nuances of the game. Obviously, there's no great sense of accomplishment in beating a computer. If computers follow a predictable pattern, you eventually plateau on the useful knowledge you can learn from them.

    • Re: (Score:3, Informative)

      by isaac ( 2852 )
      AI sounds better than "Artificial Stupidity" but I think you're missing the point.

      The goal isn't "create better losers," it's "create characters whose actions are lifelike." In the problem domain you specify (FPS and beat-em-ups), this can mean (among many other things) having computer players with a limited "view" of the game space, the ability to learn, and the ability to initiate actions that aren't directly coupled to the human player's inputs. This isn't easy even in such a limited (read: boring) probl
    • by Chris Burke ( 6130 ) on Friday April 20, 2007 @02:09PM (#18815369) Homepage
      You already have the suspend your sense of belief to really think that you will actually beat a computer in say a FPS where it can aim perfectly, or a fighting game where they can simply react to any move you might do. For example you can play the training mode in Soul Calibur and you'll quickly realize that the computer can guard counter every move you ever do forever, but of course they don't do that in the real game. Even on the super duper hard setting they give up after a while, even though they can do it forever on the training mode. Shin Akuma in various Street Fighter incarnations counters almost every move perfectly.

      That's absolutely true, but is in some ways dependent on the game. In a fighting game, you can always see what your opponent is doing, so if you had perfect reaction time you could counter every move. In this type of a game, a computer could theoretically play "perfectly" and never lose.

      In an FPS, this is not necessarily the case. Bots that can aim perfectly are quite potent, to be sure, but sometimes being smart can be just as important to actually winning. For example, if the AI bot has a predictible pattern through the map (as most bots I've played against do), then when you know where the bot's pathing takes them you can have fired a rocket at where they are going to be so it smacks into their feet right as they round the corner. Unless the bot "cheats", and sees your rocket through the wall, it won't be able to avoid it nor will it be able to retaliate because you've moved around the next corner already to line up your next ambush shot. An actual AI that attempted to learn your patterns, and change its own pattterns when it realizes that you've discovered them, would be a truly deadly opponent.

      This is where the difference between algorithmic precision and speed vs actual intelligence becomes obvious. Parts of the game that require fast reflexes and precise aiming are where the computer dominates. Parts of the game that require strategy are where the computer lags severely. One can compensate for the other to various degrees depending on the game. Look at chess. Simply by examining as much of the tree of potential moves as possible it can beat a human player even though it has none of the strategy or intuition that makes the human player good. And ridiculously powerful computers can only just barely compete with the top human players by using the massive computation model.

      But that's only talking about victory. To make an immersive experience, AI could do a much better job than if/else statements, at least in theory. An enemy character that reacted to your actions in a believable way would be much more immersive than one that only responds to a couple specific stimuli and has only a couple scripted strategies. A lot of FPS AIs I would call blatantly retarded and completely wooden and predictable, and that takes you out of the game regardless of whether you give the AI unnaturally perfect aim or not.

      On the other hand, I'm realistic, and AI that really behaves in a believable way without scripting is a long way off. For now, if/else is the most bang for the buck. I'm just saying good AI could make for a much better gaming experience, and much better opponents, ones that are truly vexing to beat without having to make use of perfect aiming/reaction times. And it wouldn't feel as cheap as Akuma to boot.
      • Just what is a 'believable' reaction in most games? If you take a fighting game, where the computer and I start off with character of roughly equal strength (ignore bosses), it would be believable to have the AI act slightly below the average human (after all I, an average human, am expected to win eventually) on the normal level of gameplay. It'd be believable that the AI acts slightly above human on the hard settings. This works for FPS where you and the enemy are of equal strength too.

        But let's say yo
      • by Qzukk ( 229616 )
        Unless the bot "cheats"

        The computer knows exactly where you are, exactly what you are doing, and exactly where and when that rocket will blow up. The challenge is to make the computer ignore that enough of the time to convince you that its stupid. The bot does not "see" you, it's programmed to respond to your location only when you're within X of it. Likewise, it knows exactly where and when to shoot in order to hit you, it's programmed to miss Y% of the time. Not just FPSes, the computer in Starcraft k
        • Re: (Score:3, Interesting)

          by Chris Burke ( 6130 )
          The computer knows exactly where you are, exactly what you are doing, and exactly where and when that rocket will blow up. The challenge is to make the computer ignore that enough of the time to convince you that its stupid. The bot does not "see" you, it's programmed to respond to your location only when you're within X of it.

          While obviously "the computer" does know where you are, that information does not necessarily have to be given to the AI algorithm. Of course many times the information is given and
    • I concur. (Score:2, Interesting)

      I agree wholeheartedly with this. I consider the ultimate quote about AI from one of Looking Glass's designers (yeah, he said it quite a ways back...unfortunately I'm paraphrasing a bit until I find the book where it was written): "Gamers don't want good soldiers. They want good babysitters. In Thief, we had guards patrolling around loudly saying how they can't find you. Now, we could have easily made the guards mercilessly hunt you down, but then it wouldn't be fun..."

      This is also a big problem with AI

    • by rarel ( 697734 )
      "If by smart means 'flailing your hands around while pretending to do something before losing to a human player', then whatever that creates the best sense of illusion works the best." /quote

      I read here not long ago there's a agme that does just that explicitly, I think it was _Galactic Civilizations_ or something similar. Basically during training, it sends you a message saying "I see you're building up an army to invade my/your allies but I'll pretend not to notice until you launch an attack"

      Wicked! :) I'
    • by tnk1 ( 899206 )
      Well, the computer can beat the crap out of you in terms of reflexes. This is basically due to the fact that the computer is not just your opponent, but it is the very generator of the game world you are in. It is also given certain information you will never have. It knows your moves before you can execute them, because in order to execute them, the computer has to know them. The opponent program does not have to be given this information, but frequently the programmers do grant this information so as
    • The term AI is hijacked quite often. The field of AI involves much more than just autonomous computer actions. The failure of AI in video games is not a matter of it being not useful here, it's a matter of not being used properly - or at all.

      can simply react to any move you might do
      An appropriately designed AI character would react to what the caracter would see (and how that character would respond to the input) rather than just reacting directly to the keyboard. Some games over the years have exib
      • So instead of detecting that you did the D DF F + punch combination for a fireball, what do you propose the computer to do? Detect the frame rate animation? Again there's no reason why a computer can't tell on the first frame that you're about to do a fireball and counter appropriately. Do you give the computer 5 frames before it can determine what move you just used? 10? 50? Some really good players in fighting games can react with a few frames of whatever move you choose to do. Are those players ch
    • by Jim Hall ( 2985 )

      Shin Akuma in various Street Fighter incarnations counters almost every move perfectly. You throw a fireball, he'll jump kick you. You jump kick him, he'll dragon punch, and the only way to beat him is hit him with moves that he isn't programmed to counter. There's no reason why the computer can't play like that aside from it'd make a very boring game when you repeatedly get owned by a computer.

      That sounds similar to Kya: Dark Lineage (PS2). It had a neat feature where your enemies would "learn" your h

      • But ultimately that's just a fancy way of losing. The computer does not need to 'learn' how to counter your moves because it already knows how to. When I play Street Fighter against someone with better reflexes I don't call them a cheater just because they have better reflexes. Almost everything Shin Akuma does is solid fundamental fighting game stuff. You should always dragon punch when someone is airborne. We just can't do it 100% correct like Shin Akuma does.

        I saw a Street Fighter 3 movie where a gu
  • by jandrese ( 485 ) <kensama@vt.edu> on Friday April 20, 2007 @01:22PM (#18814651) Homepage Journal
    There are always a handful of titles with good AIs, but over my years of playing many different games I can say with some certainty that the AI isn't getting any worse. In fact from what I've seen, the AI has been slowly but steadily improving over the years in general. It used to be in FPS games that the enemies always just walked straight at the player and shot. Nowadays they're likely to use cover, team tactics, and even a bit of misdirection. Sure it isn't as good as human players, but they're a lot better than the Doom or Wolfenstein AIs of old.

    RTS AIs are a mixed bag, but in general they're doing more with less cheating than ever before. A lot of the old games cheated a LOT to make the AI competitive, but often now you'll find that they do a decent job with only minimal cheating.

    Fighting games certainly aren't any easier than the ones of old, yet the AI seems to do fairly well. In some games it's almost punishingly good (Guilty Gear has some very hard AI opponents) and the player might even feel resentment over the computer's calculated reflexes.

    Driving game AI hasn't improved much but frankly that's because there's not a lot to think about with driving games. Stuff like Mario Kart where there are powerups and whatnot can require a bit more smarts, but even then it's pretty simple. It's not hard to program a bot to drive around a circle. On the other hand, it's clear that in today's driving games the computer has to do a lot more work to make it around the corners. This isn't like F-Zero on the SNES where the computer completely cheated by setting its cars not to slide (in a game where controlling your sliding was 90% of the challenge).
    • F-Zero AI cars also teleport directly behind you at fairly regular intervals. Just play the 1vs1AI mode (whatever it's called) and watch the enemy's blip on the map.

      • NFS: Most Wanted still has this. You can be blowing the AI opposition away, then miraculously they'll fly across the map and be on your rear bumper.

        I guess the AI has a hidden button to unleash the hidden Kryptonian hampster wheels under the hood.
    • When was game AI good? I'll tell you when.

      The Reaper Bot [mindspring.com]

      I remember playing that thing when it first came out, and thinking to myself that we were on the verge of some major game AI breakthroughs. I mean, this thing played like a HUMAN, not a robot! You had to beat it with skill and cunning rather than the typical, "find the flaw in the bot and exploit it" scheme.

      Of course, the Reaper wasn't perfect. Which isn't surprising when you consider that it was the first of its generation. Unfortunately, the industry
      • by penp ( 1072374 )
        Isn't it a bit ironic that you're trying to point out an example of "good" AI when the link you provide picks apart the reaper bot and shows that most of its "AI" was really just cheating?

        Still, an interesting read.
        • Does it matter? Characters in games don't take your bearings with sights, either.

          The point is to make it *feel* as real as possible. Being computer games, a little behind the scenes cheating can make that computationally feasible. Reaper was a start. :)
    • by jtogel ( 840879 ) <julian@togelius.com> on Friday April 20, 2007 @03:13PM (#18816309) Homepage Journal
      "Driving game AI hasn't improved much but frankly that's because there's not a lot to think about with driving games."

      If you were right in the second part of your statement, everything I've been doing in the last two and a half years would be completely meaningless. As I don't want to have wasted these years, I prefer to think that you are not right.

      There's a lot to do about driving game AI. First of all, learning to drive well on complicated tracks - without cheating - is not at all straightforward. Keeping the same performance when the user is allowed to create his own tracks is even harder - most racing games rely on knowing their prefabricated tracks well, tracks which are made from a set of standard segments in order to be tractable for the AI. When you introduce more than one car on the track it gets even trickier, as you have to deal with overtaking, collision avoidance, forcing collisions, etc.

      And these are just the challenges associated with generating good driving. Interesting driving has even more challenges - should you drive nicely or aggressively? How do you make the driving look human-like? How do you adapt your skill level to that of your opponents? Etc...

      You can see this blog post [blogspot.com] (with videos) and this paper [togelius.com] for some of the research we are doing into this.
  • by _bug_ ( 112702 ) on Friday April 20, 2007 @01:36PM (#18814843) Journal
    "AI isn't so much unappreciated as nonexistent. Most of what counts as AI in the games industry is actually a bunch of 'if/then' statements. If a computer character doesn't learn something for itself then the programmer must have told it what to do, and anything that does exactly what it's told and nothing else is not intelligent. This is changing, and neural networks and other learning systems are beginning to creep in. But games programmers tend to devalue the phrase 'artificial intelligence."

    First, a neural network is more of the same "if/else" logic as any other AI engine. It's only different in how the AI processes it's input. Sounds more to me like a programmer/theorist who's pissed at all the tricks in existence that can emulate (fairly well) basic intelligence without the use of any "classical" system like a neural network.

    Furthermore, neural-network-based AIs would have to come pre-programmed. This means a neural network that starts at a certain level of development rather than a blank slate. Should bad guys have to learn when and how to fire a gun while you're playing the game? It'd make for some boring encounters.

    Furthermore, most games are quite linear. There's a story to tell and you can't really insert many uncontrollable variables into a linear system and still be able to maintain consistent play experiences for your users.

    I wonder if this guy has seen Spore.
    • Why would we hire human programmers instead of having a series of if/then statements do it for us? Should they have to learn how to use a computer while you're trying to give them things to do?
    • Re: (Score:3, Interesting)

      by nuzak ( 959558 )
      > First, a neural network is more of the same "if/else" logic as any other AI engine.

      At the neuron level, sure, but AI is largely seen as a matter of the emergent properties -- behavior coming out of a system not specifically designed for it. Now you CAN get passable emergent AI out of triggers (passable for the limited scope of a game), and indeed that's what the real masters of game programming AI get paid the big bucks to do, but it's never going to get to "True" AI that people are demanding.

      "True AI
    • by LKM ( 227954 )
      I don't think he means the "if/then" part literally, as in "uses if and then in code." I think what he's trying to say is that AI in games thinks like that. "IF unarmed THEN look for weapon. IF you see gamer, THEN cover. IF nothing to do THEN walk around in pattern."

      This is different from real AI, even though things like neuronal nets obviously also use if and then.
  • I used to give a shit about AI in games, until I discovered multiplayer online games. Now I don't give a shit. Sure, some better AI would be nice, but it's not as badly needed now as it was 10 years ago when we all had was dial-up. I don't even think the AI has to be that smart to be better than we've currently got - it just hasn't been seen as important.

    • by Eideewt ( 603267 )
      I sort of agree, but in AI I'm also looking for something other than more skilled opponents. One thing AI can provide is characters that seem real. In a game like Thief, it's very important that the NPCs behave in a realistic fashion, because you spend most of your time watching them rather than forcing them to react. When you do want them to notice you, they behave in an entirely predictable fashion (they always run to investigate noises when you fire an arrow or throw something into a corner). The better
  • It's not about whether or not it's there, it's about where the focus of the developers is. For example, anyone who's played EA sports games knows about the poor quality of AI. Sports games are a little easier for users to justify, because exceptional things happen, but when the computer is cheating, it's cheating (careful use of save states can prove it). The problem is that the shiny graphics generate hype, which makes publishers want to sell games (like Doom 3, which had great graphics, and crappy game
  • I'm sure the guys at NaturalMotion developing Euphoria [wikipedia.org](wiki) would argue...and i'm sure the guys at Lucas Arts and Rockstar would back them up on that.
    • by spun ( 1352 )
      What does a beefed up rag-doll physics engine have to do with AI?
      • you obviously haven't seen the demo...

        from NaturalMotion's site:

        Q: Is euphoria a physics engine? A: No, euphoria is not a physics engine. euphoria simulates the human (or animal) motor nervous system on Xbox 360, PLAYSTATION 3 and PC. One can think of it as biology meeting robot control theory. euphoria integrates with a game's existing physics engine, which provides the basic body physics (commonly known as 'ragdoll physics'). euphoria adds life to the dead physics simulation. In short, ragdolls are dead, floppy bodies. euphoria characters instead are alive and adaptive.

        • by spun ( 1352 )
          That's why I said "beefed up." It is NOT AI. It simply provides a set of reflexes instead of simple physics. From the front page of their web site:

          [It] is called by the game's AI whenever synthesised motion is required instead of canned animation.

          You have to learn to separate marketing hype from reality.
  • A computer can micro-manage its resources in a strategy game within a second, whereas it might take me ages trawling through menus and sub-menus to find out just why production isn't at capacity. The computer is drawing my character on screen and responding to my inputs on the joypad/keyboard - it *knows* where I am in an FPS or action game. Truly realistic, learning, intelligent AI probably wouldn't be fun to play a lot of games against, because it would be better than you, or at least have faster reacti
    • "Well, what a coincidence, so did all the CPU drivers; what are the odds, eh? "

      But there's also a rubber band on the computer's car, no matter how well the computer drives and how badly you drive, you generally can catch up.

      In a real race, if you run a terrible lap, you're 20-40 seconds behind. You have no chance of catching up. You're done. Unless it's NASCAR, there's no reason to run the rest of the race, and even in NASCAR, the only reason you run is because you get points for lapping.

      Imagine making
    • by LKM ( 227954 )
      This may be somewhat OT, but I agree with the car racing AI. It's not only that they're simply rubberbanding, it's also that they're often driving exactly the same course each time. I like how some Burnout games have aggressive AI where the cars try to push you into oncoming traffic or smash you into walls, or push you out in corners. That feels very realistic, and much more like human racers.
  • I really don't think that AI is the problem, it of course can be hard, but the main issue is that the underlying gamedesign simply doesn't allow good AI. Simple example: God of War. Where exactly do you want to add the better AI? You are a one men army fighting against thousands of bad guys, they have to be stupid and easily defeatable to make that game work. Another game would be Half Life 2: Same problem, one men vs thousands of bad guys, if they actually would behave half as clever as a real person, the
    • by spun ( 1352 )
      Well put. One would need a flexible plot engine to deal with AI. As long as the story itself is hard coded, there is no room for real AI. Bethesda had to remove their advanced AI engine from Oblivion because the AI kept doing unexpected things and breaking the story. If one instead made stories that were generated on the fly based on in-game circumstance, AI would have a place.
  • why would i want to play against an artificial intelligence when i can play online against real people? in my mind, there is no going back to single-player gaming once multi-player games have taken root (even if human players are often less intelligent than the typical computer AI). so, this notion that computer games need better AI is like saying that we need faster cd-rom drives.
    • why would i want to play against an artificial intelligence when i can play online against real people?

      Because for some people, playing with other people is more entertaining than playing against other people.

      Consider D&D. Would it be more fun if it was a D&D deathmatch with 2 opposing teams of players?

  • Graphics vs. A.I. (Score:3, Insightful)

    by hansamurai ( 907719 ) <hansamurai@gmail.com> on Friday April 20, 2007 @01:52PM (#18815089) Homepage Journal
    There's been some great reasons listed already, but the obvious one to me is that the skill of the A.I. isn't apparent in commercials and trailers and screenshots, the graphics are. Graphics are driving the industry, they always have. In my opinion, there was a time when the discrepancy between graphics and A.I. were smaller.

    Consider the days of Civilization II. The graphics were decent for the day but the A.I. was generally pretty good and coupled with a good game engine (not without its faults though), the discrepancy was not that apparent.

    Fast forward a few years to the console game Goldeneye. Very good graphics for its day (especially on a console) but the A.I. was starting to stagnant. There were cases where infinite baddies would flood through a door, getting mowed down continually. Of course, Goldeneye came out almost exactly a year before Half-Life, a game usually praised as having a good graphical engine (on the PC) and good A.I.

    Now a few years later again, we have Half-Life 2 and FEAR and many other first person shooters which are hailed as having great A.I. But all these games still suffer. Why is that soldier jogging against the wall? Why is this character I'm supposed to be leading around getting stuck on corners and running around randomly? The developers are spending so much money on graphical engines that they expect us to be entranced immediately by the world they created, and then all of a sudden, one of the enemies (or teammates for that matter) does something extremely stupid or so abnormal, we're ripped out of this trance and forced to remember that yes, we're just playing a game.

    I'm sure it's not always the developer's fault. They have a lot of pressure from all sides to make the presentation of the game great, but it's apparent that the presentation can fall flat on its face when the A.I. is brain dead. But they don't have to show the A.I. being stupid in the commercials, they can show off the graphics and the pre-rendered cutscenes.

    Graphics are driving the industry and thus the industry is being driven by Nvidia, Intel, and ATI/AMD. If developers were allowed to put some of the money they used to build a state of the art graphics engine into A.I. development, I think we would be taking some great steps. Here's to no more wall-jogging Nazis.
    • While there's definitely some truth to what you're saying, I don't think that completely explains it. I think the truth of the matter is that A.I. is just plain harder than fancy graphics. In the world of academia, there have been plenty of people devoted specifically to work on AI. They aren't distracted by graphics, because that's a non-issue in their research. They've been working on this stuff for decades, and progress is still moving pretty slowly.

      Compare that to graphics technology, which has advanced
  • I don't know if I'm alone in this, but I thought the AI in FEAR was pretty awesome. Maybe because I thought crashing through windows and waiting for me in ambush was cool, but whatever. But yes, most of the time they're dumb. Call of Duty 3 really pissed me off for that in particular. I guess we just have to make sure we buy good games when they come out.
  • Some modern games seem to have pretty convincing AI's. The Fear demo from a year ago seemed pretty smart. And doesn't Forza Motorsport use a neural network somewhere in the AI?
  • by pclminion ( 145572 ) on Friday April 20, 2007 @02:26PM (#18815551)

    It is a common phenomenon in the AI community. When a new method or algorithm is first proposed, which achieved gains over prior methods, it is consider "new AI." But as time goes on and the algorithm is put into common use, it degrades into "just another algorithm."

    AI is really just whatever the bleeding edge happens to be. For instance the A* algorithm to find "good" paths. It's certainly an intelligent algorithm, but nobody really considers it "AI" anymore. It's just a search method.

    So, is a series of if-then statements "AI?" If it's new and powerful and does stuff that no other algorithm can do, probably yes. But as time goes on it becomes just another algorithm. AI, pretty much by definition, is simply "The smartest stuff we can do as of yet."

    • But as time goes on it becomes just another algorithm. AI, pretty much by definition, is simply "The smartest stuff we can do as of yet."
      Maybe in marketdroid speak. In the world where I live, we use a definition of intelligence which is slightly above the congitive ability of a meat pie.
      • Maybe in marketdroid speak. In the world where I live, we use a definition of intelligence which is slightly above the congitive ability of a meat pie.

        Jesus, man, the implication was "The smartest stuff we can get the computer to do unsupervised." Try reading between a lines a bit.
  • Yet more old fogeys shaking their canes at "those whiz bang fancy dancy graphics". The previous generation's AI was always as bad or worse, full stop.

    • by mabinogi ( 74033 )
      If you'd read the article, you'd have seen that no one actually made that claim.

      It was simply saying "Now that graphics are better, the fact that the AI sucks is becoming more apparent"
  • Creatures [wikipedia.org] was a masterpiece for its time, and is still a good game for children today - the author [wikia.com] did some technically challenging work, without a background in AI. Perhaps that's what we need - more general developers thinking about how to do AI rather than people who have been trained in current techniques.
  • AI = obsolete (Score:1, Flamebait)

    by duckpoopy ( 585203 )
    'AI' refers to an obsolete field of CS which is rapidly being replaced by NN, pattern classification and statistical learning theory. 'Game AI' refers to heuristics that programmers hack together at 3am before shipping a title.
  • by ZombieRoboNinja ( 905329 ) on Friday April 20, 2007 @03:15PM (#18816331)
    It's just dumb to say that games "devalue" AI in the mind of the public. In fact, I'd say game AI is the only medium wherein the public gets any real sense of AI as something intelligent - as a hypothetical "person" and a viable adversary.

    The most obvious example is Deep Blue, which is probably still the most famous AI in the world. Nobody cares about the efficiency of its sorting algorithms or any other academic-level AI questions; what they care about is that it can match the world's best human in one particular game.

    The same is true of the more mundane, even crappy AI you see in fighters, FPS games, etc. Those bots in Quake 3 probably weren't getting any invites to Robot MENSA, but they FELT almost as real and as dangerous as human adversaries.
  • by brkello ( 642429 )
    How do we know our own intelligence isn't a bunch of if/then statements? Sure, if we are presented with the same situation, we can do different things (though I would argue that it is impossible to ever have the same situation perfectly...one you experience something once, you have an experience with it, once you have the experience again, you have two, etc.). But say we are presented with the same situation and do different things...just add a random number generator and probablilty in to the statements
  • Has pretty decent AI in it's recent Galactic Civilization games.
  • by Sciros ( 986030 ) on Friday April 20, 2007 @03:41PM (#18816807) Journal
    For one thing, games are getting better and better when it comes to AI every year, and it's not "just" because it's hard. It's also because good AI is resource-intensive, both in terms of processing power and in terms of storage space (depending on what you want to do) ... on and in terms of time it requires to develop.

    A simple rules-based system that has a bunch of if-then triggers is sufficient for a lot of things, but once you get into sophisticated behavior the number of rules becomes simply to large to generate, and the process for selecting the best action nontrivial as rules get bunched together due to equivalence, etc.

    Statistical learning systems (Bayesian, etc) can be very powerful, but have not been seen in games until recently (for a great example check out Forza Motorsport 2 coming out in May, for which the AI was developed in Cambridge, UK, the MS Research building next-door to where I took my lectures on comp. text and speech processing ^_^).

    The main reason that game AI is not as advanced as folks might expect is that "sophisticated," learning AI takes a significant time to develop and train. Most importantly, it requires expertise that goes beyond just being able to code C++ or Java or CLIPS or what have you. People with this expertise don't go into game programming because there they get underpaid. Rather, they go to Google or Microsoft or Yahoo or make their own company. (Indeed, Forza's AI was developed by MS rather than a 3rd party middleware dev house.) Why? BECAUSE THE REAL MONEY IS IN SEARCH!!! That's where the AI experts go, folks.
  • It's not just the AI that's not progressing. Behaviour in general is lagging behing hardware capabilities. For example, the newest Splinter Cell game. Consoles by now should be able to at least simulate an enemy's field of vision accurately. Apparently not. The NPCs in Splinter Cell have a very boolean field of vision, and you can be in plain view looking right at them, in good light, and they don't see you. And then if you trigger an alert, suddenly everybody's vision improves.

    Crackdown is another example

  • by WilyCoder ( 736280 ) on Friday April 20, 2007 @04:51PM (#18817797)
    Instead of making enemies smarter with better AI, lets make players dumber.

    Should even things out quite nicely IMHO.
  • some men like beautifull but brainless...
  • I only beg the question, is AI pointless? Have gamers decided that a computer, at least eventually, will be able to out think and outwit a human mind every time? If so then what is the point of playing against an infallible (lol) machine. We should instead concentrate on conquering humans (so to speak). I love online play and consider it the quintessential place for a real challenge. If developers want to concentrate on multiplayer, and consider single player "extra" then so be it. "Total Thermonuclear Wa
  • From what I've seen, AI work doesn't seem to be something that most people enjoy doing. During the time I spent browsing (I won't say I ever really became part of it) the UT mapping scene, every other part of the mapping cycle was a labour of love, but the one part that met with groans and comparisons with dental appointments was doing the botpathing. Ironically, that was my favourite element.

    I think one of the reasons why good AI is hard is because people assume that it's simply going to be mindless drud
  • As long as virtual vixens can more realistically shake what their rendering engines give them, the teenage/20-something boy demographic that is the core of game sales will continue to pony up cash. Guys like prettier girls, not smarter ones, remember? :)

    Especially if they're not real.
  • I don't think we'll be getting away from conditionals in some later version of AI.

    Sure we'll have complex weighting, etc. But If/Then ain't going anywhere....

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