Should enemies remember your tactics? Depends. A *big* question in game AI that many people seem to miss - are you modeling a player sitting at a keyboard playing against you or are you modeling a real soldier (monster, etc.) who doesn''t know he''s a computer game character. One doesn''t know he''s in the matrix and that he''s playing a god and he has a real short life span and so can''t learn anything. The other is trying to prove his is bigger than yours and so wants to beat you personally. The difference shows up most in single player vs. multiplayer - multiplayer you always assume you''re playing a human controlling a game piece and in single player the game pieces all control themselves
Would you be screwed if your friend came over? Maybe, maybe not. If you want AI to adapt to a player (and that''s a feature and should be marketed) then you make the player log in. Friend comes over and friend plays the default AI. Besides, humans can radically change their patterns, especially when they''re bored or frustrated. Most AI doesn''t handle this type of "learning" well but cogsci has some useful concepts on this (the recency effect in memory and learning and the Best One heuristic from the German ABC decision group)
Will an artificial neural net learn? No. ANNs aren''t like neural networks (the things in your brain), they don''t learn. You train them before you use them and then you cut them off from changing and use them. Timkin already discussed that
Should every unit have it''s own emotions and strength and stuff? Sort of. i really, really liked this presentation by the Halo AI guy on how you really shouldn''t do that because it makes the AI seem stupid (seriously, they tested it). They made two points. First, don''t make an AI random, it bugs people. Not sure how much i agree with this, but what they said is that humans are random so just make the AI react to the player and the AI will appear intelligently random. Second, SHOW EVERYTHING. Good: NPC AI brazenly wears its heart on its sleeve. Bad: NPC AI has a complex internal world but the player can''t see it or tell what''s going on. Point being, have some really obvious way of telling the player how the NPC feels (via animation and talking) so the player "gets" that there''s something going on. A sad animation looks more intelligent to a user than an NPC with a complex internal world that affects it privately
And as for strength and ability, this is done today. You differentiate between classes of characters with uniforms. Poorly trained grunts have one uniform, the elite have a different one
Squad tactics? That looks more intelligent than single player death match stuff. i''m assuming this will be the next big wave of FPS AI. But here''s the problem - it''s hard for a group of guys who have you cornered in a room to display intelligence. You need the right type of game to let this type of intelligence shine through. This one has been challenging for me. i''ve seen several demos on academic AI papers but it''s easier there because you''re watching on a zoomed back overhead view, you''re not in a game. In games, intelligence not seen is intelligence that doesn''t exist, at least as far as the player is concerned
How many tactics does a player use? Oh gosh, this has been bugging me. Watching people play multiplayer FPS games (all of which are deathmatch as far as most players are concerned
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How do you make the proper level of difficulty? i love this question and have been thinking about it the last few months. i want an NPC that can hustle me, like my friends who make sure they always beat me by just one point. i want to feel challenged. i don''t want to be unbeatable like god or sucky like me, i want to feel like i''m trying hard and earning progress. So how do you do that? Varies a bit by game. You could dynamically adjust # of armor, ammo and medical pickups. You could adjust accuracy of enemy AI. You could adjust response time of enemy AI. In Halo the AI starts off fairly inaccurate and then, if you stay still (camp) they get more and more accurate to encourage you to move (it''s a running game i guess)
How do you improve FPS AI? i''m not sure what the problems are so i don''t know. The few things that come to my mind are:
- Don''t lock NPCs to an area. In Thief they chased me
everywhere but in most games the bad guys stay in one room
- Move. In Delta Force the NPCs walked beats and in
Medal of Honor they were in random spots but in most
games they''re always in the same place waiting for you. Yuch!
- Do everything i do. If i can swap weapons and pick up
health packs, you should to. One game i love was SoF 2
because it has civilians. If a fight breaks out, they
run. If they happen over a body with a dropped gun they
grab the gun and defend themselves
- No magic spawning. Spawning sucks
- Multiple outcomes. Sin is the only game i know of where
what you do actually matters. Example - shoot a water
main in level 2 and the alleyway is flooded in level 4
- Run for help. A lot of games do this now, but it''s fun
to see someone run to push an alarm button and know
you only have so long to get him or else fight off
a new wave of bad guys
- Retreat and quit if necessary. Why do NPCs fight to the
death? They can''t restore like i can, when they have 1HP
they should run
- Camp and move. i like enemy snipers but once you shoot at
me, don''t sit there, move to a new spot. Otherwise i''ll
find you
- Cower in fear when you''re losing. Then stab me in the
back maybe if i let you live. The first time i saw
an unarmed scientist do this to me in SoF 2 i was pissed
- Notice sounds and little things like your buddy''s corpse.
Thief was good at this, most other games stink at it
- Use the environment. Level designers always put bad guys
next to the omnipresent exploding barrels. If i''m near
one, shoot it and blow me up
- Hurt me. Why am i perfectly OK and then dead? When i have
1 HP i can still act as if i''m at perfect health. Some
games make you limp and less accurate. Good for them
- Use grenades. NPCs in SoF 2 were always flashbanging
and blinding me. It was cool
- Set traps. i love trip mines. The world needs more trip
mines
- Recognize avenues of approach and learn mine.
In Counter-Strike, it was common that the T were in one
area that had 3 paths leading to it. i generally prefer
one. If i sneak through the tunnels every time, remember
that and wait for me (with trip mines!). Make me change
my tactics
OK, lunch meeting, gotta go
-b