Anyone interested in AI these days?
by Mychal McCabe · in Technical Issues · 03/08/2002 (8:00 am) · 2 replies
I know that the Core Project for AI is ongoing, with an emphasis on implementation of basic functionality, but haven't seen any discussion here for a while.
Anyone pre-ordered AI Game Programming Wisdom?
I'd be particularly interested in anyone's thoughts on behavioral, or visual manifestations of "personality", etc. I have a bunch of ideas in this area, particularly for an interface that would allow some non-programmer access to personality traits [see tcp link above for details].
Anyone pre-ordered AI Game Programming Wisdom?
I'd be particularly interested in anyone's thoughts on behavioral, or visual manifestations of "personality", etc. I have a bunch of ideas in this area, particularly for an interface that would allow some non-programmer access to personality traits [see tcp link above for details].
About the author
#2
Fortunately for our group Rodrigo is wrapping up his last week at work before he moves to Canada, in hopes of attending GDIC. This means he'll have lots of time as early as next week to help me get our obstacle avoidance stuff out there.
I was hoping to resurrect this forum though as a place to discuss broad concepts having to do with AI. Considerable energy went into the topic for a while but without things to experiment with I think this enthusiasm has diminished.
Several people are very close to getting something out there, and hopefully we'll see some AI talk.
Just to elicit some wide ranging responses, here's a snippet of Chris Butcher (the guy behind the Halo AI and a personal friend to several of us Badlands types) talking about his work and Bungie's goals:
***
characters know how to work together, but I made sure that it's not by the high-level systems exerting control, but rather providing _directions_ to the individual characters.
this is important because the characters then still have all their individual decision-making and can behave smartly
e.g. the marines can be sneaking up on someone in a coordinated formation and if you shoot one of them he'll stop and yell at you.
the communication and dialogue system is a really, really big part of it. if you play with the sound off, the enemies seem much stupider. (and you don't get to hear the cool music, so I guess you feel like that too)
the other important thing about the AI is that it obeys perception rules and has individual memory.
this lets the player predict what the AI is going to do based on what he knows about what they know.
ours is the first AI that I've played in a game where I can effectively trick them into doing things, and that's a lot of fun. our goal was to make the AI make the player feel like the most badass ninja cyborg ever.
***
I think this underscores one of the more basic rules of AI which is that game player's really don't want advanced pseudo-autonomous high-functioning AI, but rather AI which gives them a quality gameplay experience. 386k of advice.
03/08/2002 (9:23 am)
I'm pretty sure Phil will get his stuff out to the masses, at about the same time Badlands gets our code out, which should be just about the time we see 21-6's code. ;]Fortunately for our group Rodrigo is wrapping up his last week at work before he moves to Canada, in hopes of attending GDIC. This means he'll have lots of time as early as next week to help me get our obstacle avoidance stuff out there.
I was hoping to resurrect this forum though as a place to discuss broad concepts having to do with AI. Considerable energy went into the topic for a while but without things to experiment with I think this enthusiasm has diminished.
Several people are very close to getting something out there, and hopefully we'll see some AI talk.
Just to elicit some wide ranging responses, here's a snippet of Chris Butcher (the guy behind the Halo AI and a personal friend to several of us Badlands types) talking about his work and Bungie's goals:
***
characters know how to work together, but I made sure that it's not by the high-level systems exerting control, but rather providing _directions_ to the individual characters.
this is important because the characters then still have all their individual decision-making and can behave smartly
e.g. the marines can be sneaking up on someone in a coordinated formation and if you shoot one of them he'll stop and yell at you.
the communication and dialogue system is a really, really big part of it. if you play with the sound off, the enemies seem much stupider. (and you don't get to hear the cool music, so I guess you feel like that too)
the other important thing about the AI is that it obeys perception rules and has individual memory.
this lets the player predict what the AI is going to do based on what he knows about what they know.
ours is the first AI that I've played in a game where I can effectively trick them into doing things, and that's a lot of fun. our goal was to make the AI make the player feel like the most badass ninja cyborg ever.
***
I think this underscores one of the more basic rules of AI which is that game player's really don't want advanced pseudo-autonomous high-functioning AI, but rather AI which gives them a quality gameplay experience. 386k of advice.
Associate Stefan Beffy Moises
Should we start some project and work on that?
Anybody else interested :-) ?
And yes, I've preordered that book ... together with Game Prog. Gems II :) Can't wait to get them!