what is boring ?>?> boring ... what is it ????
is it should be boring, doesnt it mean it must be fun all the time or what. And creating an UI may be boring but results are not
Very interesting species...
You have miss read. I stated that interaction with A.I is boring in video games. Not it's development! Meaning it needs to be focused on more.
"Npcs lack personality, learning,tatics, pathing and alot more. They are completely static and never evolving which is stupid and boring. I believe this can be explained in mathematics."
Some games seem to have an AI for the game itself, which notices how well you're playing and adjusts the difficulty accordingly. Imagine upgrading this to somehow figure out what parts of the game you enjoy and present you with more of those experiences!
NPCs do have "pathing" -- see any first-person-shooter -- but I think they currently rely on invisible guideposts, so that they have trouble navigating an environment that hasn't been specially designed for them.
"Morrowind" has a bit of NPC personality. You can place a character in the game world and set its sex, race, job, and faction, and it will automatically have appropriate dialogue. The sequel, "Oblivion," is supposed to have some sort of goal system such that characters get hungry and might try to hunt or rob you. Personality comes out through behavior, and as the game worlds get more interactive -- not just limited to "wow, you can blow stuff up" -- there'll be a wider set of behavior NPCs can use to distinguish themselves. To implement that, though, designers will either need better AI to create behavior on the fly, and/or better writing to create more interesting scripted behavior.
Some games seem to have an AI for the game itself, which notices how well you're playing and adjusts the difficulty accordingly. Imagine upgrading this to somehow figure out what parts of the game you enjoy and present you with more of those experiences!
NPCs do have "pathing" -- see any first-person-shooter -- but I think they currently rely on invisible guideposts, so that they have trouble navigating an environment that hasn't been specially designed for them.
"Morrowind" has a bit of NPC personality. You can place a character in the game world and set its sex, race, job, and faction, and it will automatically have appropriate dialogue. The sequel, "Oblivion," is supposed to have some sort of goal system such that characters get hungry and might try to hunt or rob you. Personality comes out through behavior, and as the game worlds get more interactive -- not just limited to "wow, you can blow stuff up" -- there'll be a wider set of behavior NPCs can use to distinguish themselves. To implement that, though, designers will either need better AI to create behavior on the fly, and/or better writing to create more interesting scripted behavior.
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