Adaptive AI in Games - Does it Really Work?
qasimodo asks: "I was recently reading a preview of Splinter Cell: Pandora Tomorrow, and then I came across this article at GameSpot saying Pandora Tomorrow will feature adaptive AI which 'will adjust itself to players' skill level'. I remember (and is also mentioned in the PT article) Max Payne also featured this, but I never noticed it. I guess that's the best way to know if it works, since it adapts to your gaming skills, but does it really work? Have you noticed it? Do you have proof of it?"
You are too good. The way it works is that the worse your aim is the more likely enemies will randomly jump infront of your line of fire. IF you actually have aim though, then the enemies actually attempt to take cover.
Maybe it just determined you suck.
Deep breath, its a joke.
I remember reading an article about Gods by the Bitmap Brothers where they had helper triggers for people that had been stuck for a few minutes. They called it a shandyometer, after shandy drinkers obviously.
X-Com had a shandyometer, my old housemate used to send men who were very poor and irritating out, let them get slaughtered, then send in his main team and the game would have made it easier.
(For the non-Brits, Shandy's a mix of lager and lemonade (as in 7up/sprite), the old lore is that its drinkers are somehow unable to handle real beer)
Descent 3 always had adaptive AI. I remember when I first played it. I had played the prequels so I went into 3 with the same strategy I always had. It got me through quite a bit of the game, but it wasn't easy. Early in the game I was able to fly around really fast picking enemies off one at a time. As I played more they started to run away, regroup and attack in force. I countered that strategy by using bigger guns to destroy them. They then started to change formation to minimize the damage I could do to their whole group. While Descent 2 was the pinnacle of the series Descent 3 had revolutionary AI.
Also, I think that the sea battle AI in puzzle pirates could possibly be adaptive in some way. A couple updates ago they allowed brigands (computer controlled boats full of booty) to fire canonballs. Since then it has been widely agreed upon by players that they have increased in difficulty each and every day. There was an update last night, so we'll have to see what happened. I'm still a little unsure of this because if the AI was adaptive in some way, wouldn't they tell us?
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it wasn't really adaptive, simply when you die too many times, the difficulty level is reduced, which includes the accuracy of the enemies, their damage, and your damage, many games have similar features, Warcraft III comes to mind, the only difference is that Max Payne does it automatically, no big deal.
The IT section color scheme sucks.
It had better give you a score based on how tough you were.
I made an adaptive pong game once. Almost anyone could beat it. If you sucked enough, the computer's paddle would essentially stop moving altogether. If you were very good, it would predict exactly where the ball would land and become unbeatable.
After reading that little snippet on gamespot, I've got the feeling that the game will be 'letting you win'. It states that if it takes you 20 tries to do something, the game will lower it's standards for you. Why did finishing Splinter Cell make me feel good? Because it makes me feel I've accomplished something. I've mastered the game, no matter how difficult the timing was, no matter how pixel-perfect I had to aim to kill that guy, no matter how hard it was to master. Unless they (Ubisoft) implement this Adaptive AI perfectly and unnoticeable (and I hope they will), I'm going to feel as if no matter how bad I play, or how crummy my timing is, I'm still going to master the game. Adaptive AI could really take the challenge out of any game.
What's the main reason players get disinterested in a game? Because they come across a level that they can't beat, and they get sick of the same ol' stuff over and over again.
If less people are buying these games, because they just aren't the master that you apparently are and would rather not get halfway through the game only to quit in frustration, it hurts the company so this move makes sense.
However, to satiate you, they should add an option to set the AI on the hardest possible skill level.
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as much attention as it is. After all, I believe it was NBA Jam which introduced this concept, though they called it "CPU Assist". Essentially, a player who was losing would get more and more help from the computer as his deficit grew and grew, making his shots much more likely to go in and letting him knock opposing players over much more easily. On the flip side, a player with a big lead would find most of his shots hitting iron, and his players would lose the ball and get knocked over if opposing players even looked at them.
I also recall reading many years ago in an issue of Sega Visions (Sega's failed answer to Nintendo Power) that the Jurassic Park game for the Genesis would have "Dynamic Play Adjustment". The only example I can recall of this is that if the player was doing well, gaps to jump would get wider. I'm sure there were other examples, but that's the only one I remember.
So, in other words, this ain't new.
This is the NFL, which stands for "Not For Long" if you keep making those bulls*** calls.
All you do is turn on "Computer Assistance" and the losing team will get a boost. So in basketball, your shots will start going in if your losing by lots. In racing, your car will go faster the further behind you are.
So how will it work in first person shooters? Make your bullets hurt more? Make the opponents not shoot as much? I guess the best way to notice is to chase them around without shooting and see if they just run away.
Warcraft 3 had one? Are you sure? Post links please:)
A lot of racing games have had adaptive AI's. Gran Turismo certainly does. And Papyrus' NASCAR Racing 2003 has it as well, it's an explicit option you can turn on, and it seems to work pretty well.
Maybe its becoming more sophisticated in games like Pandora Tomorrow, but as a general game design concept, it's been around for a while.
The concept is mentioned in Rules of Play. Although I don't have it accessible right now, the example they used was in Wipeout XL (but could be any other Wipeout game for that matter). If your racer took a spill in the first lap and the AI of the computer racers didn't change, you'd have no chance at making it back up to the front of the race. However, because Wipeout XL used apadaptive AI, the conputer racers slowed down a little bit in this kind of situation making it possible, although more difficult, for the player to still win the race. That's not to suggest that this was the first instance of adaptive AI either. Conceptually, I'd wager that its been in games (probably in the sports genre) for quite some time.
Yep, sure, I couldn't find a link over Blizzard's site, but when you lose a game, a dialog box will appear asking if you want to reduce the difficulty level, check out the faqs at gamefaqs.com, I remember that a faq there mentioned this feature.
The IT section color scheme sucks.
What that game really needed was a way to adapt to your attention span. When he would launch into one of those speeches about the rain on the pavement and how it made him feel, I wanted to shoot my Playstation.
the catch 22 is: make the game too easy, and players will complain. make the game too tough, and players will complain.
personally, i don't think a 'difficulty' slider should come into affect with AI. The AI should always -try- to behave the same way.
Whether you intend for them to be tacticians, civilians, or just mindless grunts. on 'Easy' or 'Difficult' a bad guy should still know he should take cover, call for backup, etc.
The 'difficulty' should come into play when deciding their accuracy, movement speed, 'scoring' (penalties for shooting hostages, raizing conquested territory, etc). It could also come into play in deciding the scarcity of resources. on Easy, there should be extra resources for the hero, and less for the enemy.
Adaptive -AI- is the wrong approach. Adaptive -difficult- is still a good idea though. but don't make enemies dumber; just make them slower, more inaccurate, fewer in number - don't give them as many grenades and leave more health packs around.
oh, and i also don't appreciate the 'difficulty' sliders that just scale the damage you receive up and down. that is an awfully 'cheap' hack imo.
// "Can't clowns and pirates just -try- to get along?"
I've seen so-called "adapative AI" before. I can't remember what the games which utilised it were called but what I think they did, is take your score and increase or decrease the AI's skill accordingly. Although in SC:PT I think this might be actual in game, instead of calculating between levels. Either way, I don't think its that hard. For programmers, not me.
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A RTS game and FPS game are two very different beasts, and how the AI acts in those types of games can either kill the game play or make the gmaer keep coming back.
One thought on this subject is that the game should know what the objectives are and allow the AI engine figure out the best way to achive the goal (as in RTS), which could generate interesting and unpredictable game play. Back when I was playing C&C, I quickly figured out that the AI could not deal with walls very well, which was a very simple solution to do a land grab by building walls everywhere.
For FPS, AI should control each monster / enemy and allow them to work as a team. A few games do this, but I don't think we'll see real inteligence until 64bit CPUs are more common and there are enough spare CPU cycles to compute their actions.
Another thought is to have the AI improve the more you play the game and allow the game the ability to learn from you as much as you learn from the game. But somehow I don't think we'd allow the game to spend the night analizing a few hours of Quake III playing just so the next time it can kick our ass...
III.IIVIVIXIIVIVIIIVVIIIIXVIIIXIIIIIIIIVIIIIVVIII
AI has it's limits as we all know. It after all is still just a computer and computers, allthough being able to do things faster than humans, cannot act like a human. It still requires the user. Now adaptive AI is a thought, and seems to work well from the games I've played (Splinter Cell, pretty much anything by Tom Clancy), allthough I think there is a limit on not only what the computers are capable of, but also what we want them to do. The whole premise of video games is to get an adreneline rush by doing something we normally would not do, but a completely realistic game is not at all wanted. Would you go to the movies to see a James Bond movie where James gets shot in the first fight scene because he cannot avoid the hundreds of shots coming at him while he is running around? I don't think so. We need our heros to have a bit of a superhero quality and our villans to have inherant flaws. Having a real video game would suck, because as opposed to being able to be shot multiple times in some games, one shot and you would be down pretty much. As for the AI, we need them to be stupid, and not be expert marksman. We want challenges, but if these situations were happening in real life, there is absolutely no way the person would survive. Anyway, thats fust my thoughts on the matter. =)
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The "adaptive AI" in Max Payne was simply a dynamic difficulty slider. I wouldn't be surprised if it was simply a matter of monitoring your kill rate, perhaps adjusted by your injury rate, and increasing enemy effectiveness (fire rate, accuracy, maybe damage multiplier if they really wanted to be devious) accordingly. I imagine the AI topped out fairly low, though, so the overall effect was negligible. I don't believe it was adaptive in the sense that it dynamically adjusted its battle tactics according to your battle tactics, as opposed to simple numerical effectiveness.
Say I tend to shootjump to the right when I head into battle. The AI couldn't care less. Now if it _did_ notice that enemies tended to die more often when I did so, and cause them to proactively fire where I would, statistically speaking, very likely end up, that'd be an AI to write home about.
The most remarkable AI in modern gaming that I've encountered of late is that of Virtua Fighter 4: Evolution (a bargain at $20 new, btw), in which battle profiles of players in the Japanese arcade circuits was distilled into what prove to be fairly different AIs. Dynamically speaking, the game tracks the areas that you tend to attack successfully (high, middle, or low), whether those attacks are strikes or throws, and whether you won or lost with those percentages...and, judging from its effectiveness at smushing me in the long run, adjusts its behavior accordingly. So while a given AI profile might tend to, say, try to counter middle throws often, that tendency might be further exaggerated as the bulk of my throws tend to come from that area.
Quite impressive not only for its dynamism but also for the wide and finely graded range of difficulty among the AIs. As you gain ranks in the Quest mode (from 1st kyu to 10th, 10th dan to 1st, and beyond), your opponents very slowly become more difficult such that you can actually observe effective tactics emerging and adjust your _own_ behavior accordingly. Quite a far cry from Street Fighter II, mm?
IIRC, Doom and Quake had adaptive AI, too.
No, I guess it doesn't really do anything different from a random number generator.
"Lawyers are for sucks."
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According to and old chat on the TuxKart-devel mailing list, racing games have to have an adaptive AI or be very frustrating- in a real, all-out race, if you fall behind once, you're hopeless unless the other drivers all make mistakes the equal of yours.
Usually quite simple. If you're behind them, they slow down slightly; if you're ahead, they speed up.
Kind of on topic, that they happened to release a new trailer for Splinter Cell Pandora Tomorrow today also. Torrent: http://www.filerush.com/torrents/splinter_cell-pan dora_tomorrow-trailer2.zip.torrent
Considering the advances made in computing, I'm surprised that current gaming AI is still so sucky. It seems that our games have advanced only graphically and in size (I'm thinking world size -- but physical size has also grown) -- largely due to advances in memory and storage media.
As far as I can tell, AI has not advanced with current technology. I'm reminded of this while playing modern RTS games, where it seems that all computer opponents have similar stratagies, but never seem to ever actually "learn" anything (or even show a hint of adaptability). Of course, this is all purely antecdotal, but not without merit.
Any game developeres care to back me up? Or am I full of shit on this?
-Turkey
if they don't make it, i will myself. ;) already wrote one in my master's thesis...
I can vouch for Max Payne's variable AI working. I played the game through once and thought "This is fantastic." So I decided to play the game through again. The first level was a breeze. I single shot to the headed every single enemy. Then, next level, all hell broke loose. The enemies were rolling, took at least four shots each, ducked bullets, hid behind things, shot back very accurately.. they couldn't kill me but I ran out of ammo quick. I never made it past the second level because the AI had jacked up to the highest level. If I recall correctly, when you die on a level it lowers the AI's abilities just in case it had them too high.
Aren't you guys messing the adaptive difficulty level with adaptive AI. Adaptive AI should learn, not simply adapting number or speed of enemies to the lameness of player.
I want Weenie Level. It keeps me honest.
Quack, quack.
What they need to do is adjust to the players styles. I like to camp and snipe in just about every game. I wish it would then cause the AI to start moving more rapidly, and check sniper spots more often. Do you always do something when you enter a room? Then the AI should brilliantly counter it, so I have to get a new strategy. Do I always camp in the same place? Then nade me.
Second of all I dont want it to turn pathetically easy, even though every game should have a difficulty setting called baby or wuss. (especially racing games like Gran Turismo) that would let you win. I labored so many damn hours perfecting my skills to no reward in Gran Turismo Three and I want my Formula One cars NOW!!! But what is the fun if I never die and never get hurt and don't get that rush when you complete a challenge. Because when I beat GT3 I will be so happy and thrilled and I will feel my $50 and racing wheel paid off. I will buy GT4, hence a happy customer and money for the corporations giving a financial incentive to the suits.
What it should do is offer a hint, to really bad players(flash bang a room with possible enemies and friendlies!!). Adapt to my style. If I want to snipe, then those guards better give up the grenades and take up some binoculars and a rifle. If a player is good at one method, make the objectives possible using that strategy, but encourage all the others too! Adaptive AI should enhance game play and make the game last. If I completed the it the first time sniping, and I want to be forced to try close quarters combat next time, without setting something I have not done any harder and make me have to vary my strategies to complete it. If Splinter Cell pulls off what I want, then UbiSoft will be very rich and I will be one very happy gamer.
Mod Wisely.
When playing Max Pain I found out about the adaptive AI the hard way.
I naturally adapt a one shot kill strategy in most games to be more efficient (less ammo wastage/less health wastage), unfortinatly in max pain this ended up with the first few level being very easy and then suddenly becoming impossible to complete.
Never the less max pane was religated to the dust bin as I was so fustrated and anoyed by this that I hardly felt like replaying half the game.
Just goes to show that Q&A testng is vital when implimenting a new tech as this should have most definilty been picked up.
GPLv2: I want my rights, I want my phone call! DRM: What use is a phone call, if you are unable to speak?
So, basically, we're talking about a "pacing" issue, right? It's actually a relatively simple, and often used, technique in videogame AI.
Create a fitness value for the player based on whatever criteria you feel best indicates the skill level of the player (Time to complete a stage, Amount of damage taken, Accuracy rating, etc.). Measure the player's actual value against some expected value. Then, adjust certain game parameters (Enemy firing rate/accuracy, Availability of health packs, etc.) to compensate for the player's skill level.
There are certainly details to consider, such as how far back we consider the player's fitness criteria (the last few levels or the entire game?), the frequency/magnitude of "adjustment", or what expected value should be used for comparison. However, these details are usually adjusted through repeated trial-and-error testing.
The new Splinter Cell doesn't seem to hold much more to it's AI than that, but of course, I couldn't say; I didn't develop the game.
More sophisticated adaptive AI in videogames (incidentally, the subject of my thesis) is certainly feasible and has been done to a slight degree already, but as the focus in videogame development remains dependent on a) making the game "look" good and b) getting the game to market, AI takes a back seat and programmers must rely on quick and easy solutions, like pacing.
The real question is: When videogames begin using more sophisticated techniques and stronger AI, will many people believe it? This is the Turing Test, only you know ahead of time that you're interacting with a computer.
Once it's obvious how to do something that at first blush seems like an "intelligent" thing to have in an automated system, it suddenly becomes "not-AI".
Face recognition? Oh that's just statistical analysis, that's not AI.
And so on, and so on.
It's AI, either because it's a smart behavior that you didn't expect it to exhibit (you being the player), or because you didn't have to show it explicitly what to do in each situation (you being the programmer).
I think that's about as good as a useful defintion we're going to come by for AI.
THIS THING CAN TURN ON A DIME, MACROSSZERO STYLE ALSO FUCK BETA, ~NYORON
That's more of an adaptive difficulty level though. Still, pretty cool. I didn't know it did that. (I only ever play skirmish, that's probably why.)
If I have aim, there is no hiding; they're already dead.
Not entirely true. Racing games don't HAVE to have adapative ai. The Grand Prix series never has. Grand Prix Legends, from what I gather, is kind of adaptive. It will set the ai times by your best lap to a degree.
NASCAR Racing never used to have it until this last iteration. As I said, it works pretty well. Starting a race from the back at Daytona, I managed to fight up to 17th place by the end (10% race distance) which is pretty good, and it was a huge fight all the way.
One thing a racing games DOES need it for is consistency. Many people find themselves great at one track, and not so hot at another. Without adaptive ai, you can crush the AI at one track, then lose badly at the next. It's more a question of realism than anything else. It's rare these days to see a driver lead a race at one track, then get lapped by everyone at the next.
Not going to happen. At least not for a while. Too advanced I think. You can see rudimentary examples of this in some beat-em-up's. I can't remember which one is was now. Early to mid 90's anyway. Prior to that, a lot of them, you could find the weak spot and defeat the AI by repeating the same move over and over. (Generally a sweeping kick in my experience.) Then it came along... May have been Mortal Kombat, not sure. But the game learned. After doing the same move 2 or 3 times in a row, the game got wise and countered you.
I can't think of any other game off hand that has an adaptive ai that would count as learning, at least not one beyond "he's done that move three times, bet he does it again".
Feel free to prove me wrong as I would love to play a game that learnt and adapted.
Whoops, got the polarity wrong. It's been a little while since I've picked it up :)
You are right, it's not going to happen anytime soon. Adaptive algorithms are known - they are used among others in OCR but they are not widely used in games. As far as I remember, some of the chess programs (Chessmaster? I'm not sure) used played games as a library of moves for analysis. But this probably counts for "he's done that move again".
Most of games' enemies are just reacting to the behaviour of the player, they are not analysing the behaviour. But do we really need it? Would you like to play the game that is getting impossible to win if you are too good? I prefer the "learning curve" - when new enemy appears (in FPS of RTS games) I try to find the weak spots and behaviour patterns of the new guy and then use it against him. After that, I like it to be predictable, in fact!
I may be wrong about this (it's been a while since I've played it), but I remember hearing once that Killer Instinct had something like this in it. I do remember that certain combos didn't work so well after using them enough times against the computer player.
"that is getting impossible to win if you are too good?"
The idea is that the difficulty should scale. Thus an uber player should be equally challenged as a first time player who has barely figured out the controls.
For you who is becoming a better player the game shouldn't get easier as you become more skilled, however it shouldn't be harder for you to win either, rather it should remain equally challenging. No this doesn't serve if your the type who likes to show his friends what a bad arse you are because you can wail through a game.
Well, adaptive AI in gaming has always meant that the AI adapts to the player's skill level. What you want is a Learning AI, which in gaming generally means that an AI adjusts a slider to better counter a move that a player will make.
This isn't rocket science people. There have been, for example, nearly perfect Ai's that have played within the rules of a game and can still kick a player's tail. All games are developed with the idea in mind that every move has a counter, and every counter has a counter. Now, the AI development team knows the best instantaneous moves to counter other moves, and as they are the development team know most of the higher-level strategies that will be tried. If a development company wants an AI to beat you senseless, it can do so without changing the rules of the game. Is that fun? No. So you weaken it, and change difficulty levels around. Now you have a system that isn't learning, but is playing with the player. And playing is fun.
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See my comment here for an old, old case that I do consider learning.
I've had this sig for three days.
If by adaptive AI in this case means that the performance of your opponents depends on how well you are doing, than NFS:Underground is an excellent example of this. Do a few 360s in one lap, pretend you are playing Carmageddon, or just crash somewhere. After this you would be 13sec behind and and next lap you are just two seconds behind the leader(no major mistakes). On the other hand drie like mad, full speed, good turns and no serious mistakes, but the opponent just flies past two turns before finish. This is really annoying, and looks like not only for me, but for lots of other people too.
Anyway, a clear example of adaptive difficulty in games would be Unreal Tournament. It can be turned on/off, and has an easy to test effect.
Adaptive AI seems like a good feature for some people. Why not make it an optional setting? Those who prefer the raw AI as it is can play it at that setting, while those who don't want to risk being held back by an overly frustrating opponent have a fallback to ensure gameplay is still fun for them?
it's just another fancy name for getting more cheap.
as you kill more baddies without getting hit or killed, their damage/sensors increases until they kill you.
I was taught on a course the way to keep people motivated is set it up so they get %75 success rate.
Seems the AI should always move towards that.
It's Christmas everyday with BitTorrent.
is that it would just make the computer cheat instead of regrouping and such in the case of Unreal Tournement atleast it would just spawn in a couple of uber bots that could move faster then you could and could hit you if they could see you. Not to mention teleporting around the map at times.
I'll be the first to praise Descent's great AI, but I honestly don't think it's adaptive at all. Doing a search yielded no pages that indicated an adaptive AI. I even found an interview with one of the developers, and although AI was discussed briefly, no mention was made of adaptability.
The Descent robots were definitely smart - they could find you ANYWHERE in a level, could call for reinforcements, and some knew how to sneak up behind you when you weren't looking. But they didn't adapt to your playing style or learn from their mistakes. There were five difficulty levels: Trainee, Rookie, Hotshot, Ace, Insane. From what I can remember, the bots were just a little bit better at dodging on the higher difficulty levels (and did more damage, too).
Grand turismo had this, and it was really annoying. I'd have a great run, finish some race in 3:20, but take last place. Next attempt I'd take first despite taking 3:50 to finish the same race. Happened all the time, you had to force yourself to drive bad because when you did a good job you couldn't win.
What I hated most was taking a corner at the fast speed the car could handle, and seeing a car that handles worse pass me on the corner and not spin out afterwards. In other words it wasn't adaptive AI along, but a cheating adaptive AI that I hated.
To hell with adapative AI. Gimme multiplayer Spinter Cell! When I got Spinter Cell on the xbox last year I was already hooked on Ghost Recon on xbox live. I was upset when the only live feature of Spinter Cell was content download. From the preview it looks like Spinter Cell 2 is going to have a very very sweet multiplayer mode!
I have trouble with passwords among other things.
There was a boss in soul caliber where my friend said if you let him take 1/3 of your life you could beat him easily. There was also a dm game Q1 I think where you gave the cpu a 19-0 advantage then you could just tear it apart. Both examples are kind of like easter eggs for noobs. Also you can actually tell on the adaptive AI in Max Payne 2 on the Dead Man Walking Levels.
Isn't that controlled by difficulty level you chose? After all, no matter how good or bad I am at a game, at times I want to play an easy game, at times a hard game. If the game simply adappt to me, and sets itself based on how I play, that is not possible. In my opinion, most games should have much more settings that you should be able to change individually, not just a easy/medium/hard option.
Or if you're the kind of person who enjoys the feeling of satisfaction that occurs as your increases in skill make previously difficult things easy.
I suppose there are some people who like that feeling of "banging your head against the wall", where no matter how much better you get, everything is just as hard. Personally, I like the feeling of getting better at something and being rewarded for my skills, not penalized.
Ok, apologies, that came off as more snarky than I had intended. I just meant to say that there are other reasons to enjoy getting better at a game besides showing off.
This title has been known for its AI to adapt a "handicap" whenever it is getting stomped. Say, for example, that you are three touchdowns up against some poor computer player. The computer player will suddenly make miracle interceptions and unbelivable tackles that cause you to fumble and lose the ball. They will also dodge any and all of your tackles!
This is not really adaptive AI, but rather, a tweaking of the stat system (instead of an fumble every 40 tackles, its a fumble every 5), but it seems that no truely adaptive AI exists yet, at least in any game that would be worth having an AI adapt to.
things like increasing the assistance from 'auto-aim' are ideal for making adjustments in difficulty.
and particularly, aside from whether it's the 'right' way to adjust difficulty, wasting time coding and testing varying levels of enemy behaviors that most people will never see is just plain waste.
// "Can't clowns and pirates just -try- to get along?"
This game has a really good AI, and speech synthesis is well done.
Zanac on the SNES had superb adapative "AI".
Great game
That isn't adaptive AI, as the players in the game play the same. It's called catchup code. Its used often in racing games as well. Basically, in NBA Jam, if you are behind, your shooting percentage goes up, regardless of the player. Same with the AI. This has the drawback of the easiest way to win at NBA Jam in single player is to just make sure you are never in the lead for most of the game. In the 4th quarter, if you've let the AI maintain a lead for most of the game, you can start doing stuff like making full court 3 point shots, as well as always being able to succesfully steal the ball. Quite irritating in my view. Racing games tend to do this quite a bit too, Need for Speed Underground being a good recent example. No matter how far ahead you get, the other cars tend to always be right behind you, and vice versa, if you crash, you can almost always catch up. This just turns the race into something where you can crash as much as you want, as long as its not on the last lap or two. Getting ahead does nothing for you, as the AI is always right behind you. Its an old trick from the coin op days, where the games tend to last 2 minutes or so, so it makes it more exciting. But I find it quite irritating on home games.
Since when is 7up/Sprite considered lemonade?
some of the games i've played with "adaptive AI" work of hit points/damage so if you only have a little bit of health the AI takes it easy on you, in some game if you only have 1% health the AI ignores you, so you can walk strate pass the bots without them seeing/targeting you.but that is more adaptive SKILL not adaptive AI. :P).
Adaptive AI lets the AI adapt to your style of play, so if you camp it anticamps, real adaptive AI trys to out think/out plan your moves. so if you like to sneak up on the AI it will start to expect that and then act agenst that (claymores
I've try making good ai for game but the biggest problem is performance, alot of "thinking" ai code takes a lot from the CPU and slows the game down where most gamers want good GFX and heads to pop in good gfx. what is why games like UT / Q3 still use waypoints and paths, it cuts back on what the AI needs to think about leaving more CPU free for GFX and other things
A very far cry indeed. Honestly, if you beat the first 3 characters you fight in direct succession, the next person you fight will be landing straight specials! It seems to me that Street Fighter 2's so-called "AI" is simply adding more special moves to the enemy's barrage of attacks, in addition to cheat combos, and making your own moves harder to land, and, perhaps even increasing the speed of the enemy to an extent. Don't get me wrong, I love Street Fighter 2...
I love NetHack.