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Artificial Intelligence for Computer Games

Craig Reynolds writes "In his recent book Artificial Intelligence for Computer Games: An Introduction , author John Funge takes us on a whirlwind tour of techniques from the literature of academic AI research and discusses their application to the nuts and bolts of game AI programming. While some of these topics are quite advanced, the text remains easily readable and grounded in what the techniques mean to real game programmers developing real game AI." Read on for Reynolds' review. Artificial Intelligence for Computer Games: An Introduction author John David Funge pages 160 publisher A K Peters rating 8 reviewer Craig Reynolds ISBN 1568812086 summary Written for game AI programmers, this book provides a practical introduction to advanced AI techniques and practices for constructing sophisticated non-player characters.

Funge's background includes both academic AI research and commercial development of game AI technology. This has allowed him to write a refreshingly practical book for the game AI programmer which will also expand the reader's knowledge of AI. He presents advanced AI research in a way that is meaningful to the working game AI programmer. Non-player characters (NPCs) are the focus of this book, although it touches upon techniques applicable to other kinds of AI. Funge begins with a simple NPC architecture, then goes on to consider how they act in their world, perceive and react to their surroundings, remember their past experiences, plan their actions, and learn from the past to improve their future behavior. In addition, Funge hopes his book will contribute to a "common framework and terminology" to promote better communication between practitioners interested in game AI, leading to better interoperability for their software. (Please note that John Funge is a friend and former coworker of mine. I was pleased to accept John's invitation to review his book.)

The field of Artificial Intelligence has been actively studied since the 1950s. In that half century many useful techniques have been developed and applied to a broad range of scholarly and commercial applications -- most quite serious and sometimes a bit dry. In contrast, today the most economically significant application of AI is in computer games. This commercial application motivates today's students to study AI and drives a good deal of academic AI research. Modern games have incredible graphics and their animation technology is becoming very sophisticated. As graphic animation increasingly becomes a solved problem, more and more attention is being paid to game AI. It seems likely that the next few years will see a tremendous investment in game AI technology leading to significant improvements in the state of the art.

As I read Funge's book I was struck by how oriented it was to the interests of AI programmers working on commercial games. Certainly the discussion focused on the practical rather than the theoretical. (There are many asides, footnotes and citations of the academic literature for those with an interest in pursuing the theory.) More concretely, the text is peppered with fragments of C++ code. A working programmer who visits the academic literature is often faced with the daunting task of converting prose, equations or breezy pseudo-code into something suitable for compilation. If a reader of this book does not follow a bit of the discussion, a glance at the nearby C++ code listing will usually set things straight. I have it on good authority that functioning source code for the examples in the book will appear on the www.ai4games.org website "soon."

The book is divided into seven chapters (Introduction, Acting, Perceiving, Reacting, Remembering, Searching, and Learning) plus a Preface, two appendices, an extensive Bibliography and an Index. The chapter on "Acting" introduces the simple game of tag used as an example throughout the book. It further sets the stage by describing the principal components of the game engine and the AI system. The third chapter, "Perceiving," introduces percepts -- the formal framework used to encapsulate and manipulate an NPC's awareness of its world. In many games a key concept is filtering out information which is available in the game state but should not be "known" by the NPC. Chapter 4 describes reactive controllers. Funge uses a very strict definition of reactive -- informally, it means a non-deliberative controller, but in this book the term is used to mean strictly stateless. This distinction has a practical consequence since a stateless controller can be shared among multiple NPCs. (Yet I wondered how important this was in practice. That point was not explored in any depth, and a "slightly stateful" reactive controller can be very useful.) The chapter on "Remembering" introduces memory percepts, mental state, beliefs and communication between NPCs. The sixth chapter covers "Searching" -- through trees of possible future actions, often referred to as planning. The extensive treatment of search includes both examining the host of options that are available to an NPC at each juncture, as well as reasoning about the interaction of one NPC's behavior with another, known as adversarial search. The final chapter covers "Learning." It looks at both offline learning (which happens before the game is shipped) and online learning (happening during gameplay). The first is merely an aid to game development, the latter promises NPC that can adjust to the player's skill and style of play. Online learning present many more technical challenges. In fact, my first impression on reading this section that it was less practical than the rest of the book because of the difficulties of online learning. However, from the description of this GDC 2005 lecture, it appears that Funge and his colleagues have made significant progress in this area.

I recommend Artificial Intelligence for Computer Games: An Introduction to commercial game AI programmers, as well as other game programmers and designers who wish to learn more about this area. Because of its sound academic underpinning, the book will also be of interest to students of artificial intelligence and to professionals in related areas such as agent-based simulation and training.

Reynolds is a Senior Research Scientist in the R&D group of Sony Computer Entertainment America. His interests center on modeling behavior of autonomous characters, particularly steering behaviors for agile life-like motion through their worlds. See his page on Game Research and Technology. You can purchase Artificial Intelligence for Computer Games: An Introduction from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

250 comments

  1. Microsoft's PaperClip is the pinnacle... by bigtallmofo · · Score: 5, Funny

    As far as I'm concerned, the state of artificial intelligence could advance no more after the development of Microsoft Office's PaperClip helper.

    That bendy little guy always knows exactly what I'm trying to do and provides timely, topical help on the subject. I mean, every time I type:

    Dear :

    That little artificial lifeform knows I'm getting ready to type a letter and offers to give me a hand. What a wondrous age we live in.

    --
    I'm a big tall mofo.
    1. Re:Microsoft's PaperClip is the pinnacle... by aurb · · Score: 1

      Bah! PaperClip-PaperShnip! vigor is my best friend.

    2. Re:Microsoft's PaperClip is the pinnacle... by hsmith · · Score: 1

      MS has good ideas, pooly implemented.

      Atleast you can turn that off, nothing is worse them MS Offices great "history clipboard" that you CANNOT turn off, even if you edit the registry

    3. Re:Microsoft's PaperClip is the pinnacle... by Anonymous Coward · · Score: 0

      Someone should shove that paperclip in your ear :P

    4. Re:Microsoft's PaperClip is the pinnacle... by bwcarty · · Score: 1

      Indeed...as shown here.

    5. Re:Microsoft's PaperClip is the pinnacle... by X0563511 · · Score: 1

      OH i HATE that thing.

      At least you can turn off the pain on the right of the screen (intentional spelling error).

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    6. Re:Microsoft's PaperClip is the pinnacle... by evillamer · · Score: 1

      Hey Don't forget Microsoft Bob.

    7. Re:Microsoft's PaperClip is the pinnacle... by Anonymous Coward · · Score: 0

      you guys are nuts!!

    8. Re:Microsoft's PaperClip is the pinnacle... by MonkeyCookie · · Score: 4, Funny

      I've always wanted to be able to teach Clippy what was annoying by slapping him around with the mouse cursor, just like those animals in Black & White.

      Clippy: "It looks like you're..."
      Me: Slap, Slap! Bam!
      Clippy: (Whimper)

    9. Re:Microsoft's PaperClip is the pinnacle... by techturtle · · Score: 1

      Heh... He said:

      "...pooly implemented..."

      AGREED!

      Sorry. Couldn't help it...

      --
      If you don't have something nice to sig, then don't sig anything at all.
    10. Re:Microsoft's PaperClip is the pinnacle... by Anonymous Coward · · Score: 0


      Where's the park SUV at commuter train tracks option?

    11. Re:Microsoft's PaperClip is the pinnacle... by zero_offset · · Score: 1

      nothing is worse them MS Offices great "history clipboard" that you CANNOT turn off

      I believe Outlook allows you to disable this, and it affects all other Office apps. Go here:

      Tools > Options > Other > Advanced Options

      Then uncheck "Show Paste Options buttons".

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

  2. A.I. for ./ by Anonymous Coward · · Score: 0

    Now we just need to figure out how to use this for /. users...

  3. Pattern-based enemies... by Anonymous Coward · · Score: 2, Funny

    In video games...I've always preferred fighting and learning pattern-based enemies - like the oldskool shooters and platformers, over AI. I dunno, maybe I'm too oldskool or something.

    1. Re:Pattern-based enemies... by Anonymous Coward · · Score: 1, Insightful

      Pattern-based is easier to code as well. If you want the enemies to react to the player's abilities, just set up a rank system (like just about every score-based vertical shooter from the past 5-10 years).

      Complicated game AI is overrated. If I want an intelligent opponent, I can always just play a friend over LAN or internet.

    2. Re:Pattern-based enemies... by Anonymous Coward · · Score: 0

      i don't have friends and internet games suck.

    3. Re:Pattern-based enemies... by The+Creator · · Score: 1
      I've always preferred fighting and learning pattern-based enemies


      Maby you find them easier to outsmart...

      --

      FRA: STFU GTFO
  4. No thanks. by Mononoke · · Score: 5, Funny
    I've already been eaten by the Grue. I'd rather he not be smart enough to invite his friends to watch, point, and laugh the next time.

    --
    NetInfo connection failed for server 127.0.0.1/local
    1. Re:No thanks. by squidfood · · Score: 2, Funny
      I've already been eaten by the Grue.

      Indeed.

      I hear Grues are taking lessons from Ravenous Bugblatter Beasts, and have learned that if they wrap a towel around their head, it's pitch black for you, too.

    2. Re:No thanks. by Anonymous Coward · · Score: 0

      I was eaten by Fluffy Grue. Painful!

  5. Better AI is a must by Evil+W1zard · · Score: 5, Insightful

    Because I want those crushbone orcs to think about how I might feel emotionally before they fire some magic lightning at me or club me. Or they can say "Well he's level 65 and I'm level 10, so maybe I will not chase after him today!"

    --
    News Reporters Make Tasty Polar Bear Treats!
    1. Re:Better AI is a must by Tackhead · · Score: 3, Insightful
      > Because I want those crushbone orcs to think about how I might feel emotionally before they fire some magic lightning at me or club me. Or they can say "Well he's level 65 and I'm level 10, so maybe I will not chase after him today!"

      Look on the bright side: in your typical MMORPG, NPC AI is probably ten times sparter than the typical PC AI.

      (All you have to do to turn a single-player game like Morrowind into a MMORPG, for instance, would be to give the Cliff Racers the personality of Crassius Curio, and to replace most of the dialog trees with strings like "u got ne gld 4 me" and "asl? u wanna s3x0r?")

    2. Re:Better AI is a must by Atreide · · Score: 1

      > Look on the bright side: in your typical MMORPG, NPC AI is probably ten times sparter than the typical PC AI.

      Yeah the problem is not the AI, the problem is in your MMORPG, Player intelligence is probably ten times dumber than the typical PC AI.

      --
      The world belongs to those who get up early. - I'm far from being the king of Earth then :-(
    3. Re:Better AI is a must by Anonymous Coward · · Score: 0

      I think that was the point -- "PC AI" = "player character AI", i.e., the human players in an MMORPG.

  6. Similar technology by RickyRay · · Score: 1

    This sounds familiar. Hasn't Microsoft been basing much of their product line instead around VI (Virtual Intelligence) for years now? ;-)

  7. Obligatory Quote by Ironsides · · Score: 3, Funny

    Joshua: Would you like to play a game of Global Thermo Nuclear War

    --
    Fly me to the moon Let me sing among those stars Let me see what spring is like On jupiter and mars
    1. Re:Obligatory Quote by dark_requiem · · Score: 1

      That's not the quote! The kid tries to play GTNW, and Joshua responds "Wouldn't you prefer a nice game of chess?" Geez, and you call yourself a geek!

    2. Re:Obligatory Quote by Anonymous Coward · · Score: 1

      Actually, the exchange goes:

      WOPR: Greetings, Professor Falken. Shall we play a game?
      David Lightman: How about Global Thermonuclear War.
      WOPR: Wouldn't you prefer a nice game of chess?
      David Lightman: Later. Right now lets play Global Thermonuclear War.
      WOPR: Fine.

  8. Quo vadis? by Doc+Ruby · · Score: 1

    On the Internet, nobody knows you're a Grandmaster.

    --

    --
    make install -not war

  9. Book? by wpiman · · Score: 1, Funny
    Book?

    As in paper??? Can't you get it in PDF format?

    I took all my bookshelves down and put them in my garage to store my cans of WD40- duck tape- and dry gas.

    1. Re:Book? by BigBlackDog · · Score: 1
      ...

      cans of WD40- duck tape- and dry gas

      Shouldn't that be duct tape? Or do you keep ducks taped up in your garage?

      And why do you need more than one can of WD40? Even if you have two, in case the first gets siezed up, unless they're really big cans, they don't take up that much room. Unless you need a third, in case the second gets jammed, too...

      I think I see why you need the space.

      --
      /* This comment may not be thread-safe */
    2. Re:Book? by Bill+Dog · · Score: 1
      Shouldn't that be duct tape?

      PETA urges us all to just say no to duck tape.

      --
      Attention zealots and haters: 00100 00100
    3. Re:Book? by Drey · · Score: 1

      Maybe he uses Duck Tape brand duct tape?

    4. Re:Book? by wpiman · · Score: 0
      It is duck.... or at least it used to be.....

      Explaination

      Actually- it many areas of the country- it is illegal to use duct tape on ducts. You have to use foil tape. See the explaination on this one.

      Ok Mr. Smarty pants-- I don't have more than 2 cans of WD40- but where the hell else am I going to store all of these old computer parts either?

  10. Re:What is AI? by Killer+Instinct · · Score: 2, Insightful

    A few years from now, we will hear : "Let me put it this way, Mr. Amer. The 9000 series is the most reliable computer ever made. No 9000 computer has ever made a mistake or distorted information. We are all, by any practical definition of the words, foolproof and incapable of error." And of course the paper clip will be saying it!

    --
    #include bier;
  11. What I need... by It+doesn't+come+easy · · Score: 5, Interesting

    What I need is a game with AI that can evaluate my game play and tell me how to play better against my opponents, kind of like where you view your opposing team's old games to learn their patterns and weaknesses, only give me feedback in real time while I'm playing.

    --
    The NSA: The only part of the US government that actually listens.
    1. Re:What I need... by Antonymous+Flower · · Score: 1

      Any game with adaptive AI already does this, if you are observant enough.

    2. Re:What I need... by Datamonstar · · Score: 2, Insightful

      Such a thing would be great for fighting games. But A good fighting game AI would be rather difficult to simulate high level play because there are so many tiny mind games going on that aren't immedietly apparant. Being random, but being random in a logical, stratigic manner is hard enough for a human to learn to do. Having a computer teach you how to do it would likely be a harder thing to do, but it would be cool and quite possible to have a computer highlight the basics and start players down the path of mastery via AI.

      --
      The eternal struggle of good vs. evil begins within one's self.
    3. Re:What I need... by demonbug · · Score: 1

      That is what the internet is for, so you can learn from the constructive criticism of your fellow gamers in well-thought-out critiques of your talents and weaknesses. That has been my experience, anyway. I swear!

    4. Re:What I need... by Anonymous Coward · · Score: 0

      in Reality you are asking for a tough thing in my opinion. Because unless you are looking for hints on what moves best to make and what road line is best to take (as in race games) you are asking for a hack essencially.
      Thats why there are good players, average players and players that are just plain no good, bcs of the attention factor + skill level and all.

      To win against a team based player for instance an FPS you have to pay attention to the certain pattern of your opposition.

    5. Re:What I need... by It+doesn't+come+easy · · Score: 1

      I can imagine for example a comment from the game like "your opponent favors the left path" or some such thing. Not foolproof, obviously (playing against real people is never entirely predictable, that's what makes it so great), but helpful.

      --
      The NSA: The only part of the US government that actually listens.
    6. Re:What I need... by SharpFang · · Score: 2, Interesting

      Actually, that's a neat idea that could be realized in a simple way: Get an "adaptative AI" that learns your habits. Play for a hour or so, "teaching". Then switch to "learning mode" when the AI doesn't try to EXPLOIT your habits but to EMULATE them. The result is you fight "against yourself" and can learn your own strengths and weaknesses. Wash, rinse, repeat.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    7. Re:What I need... by Anonymous Coward · · Score: 1, Funny

      *headshot*
      AI-helper: Ouch, better duck next time.

      *headshot*
      AI-helper: Uh, now you know you shouldn't walk on open areas when all the snipers are on the roof.

      *headshot*
      AI-helper: Yes, knife is not the tool to attack a sniper which is 500m away from you.

      *headshot*
      AI-helper: Ok, I give up. This game isn't for you. How about few rounds of Tetris?

    8. Re:What I need... by Anonymous Coward · · Score: 0

      Except your opponent has the same system. And it will simultaneously pipe up with "your opponent has just been told that you favour the left hand path".

      If you want to get better just drink coke until you can't stop twitching.

    9. Re:What I need... by It+doesn't+come+easy · · Score: 1

      The opponent's AI would not know what mine was saying. I'm not talking about a chat system. I'm talking about the program watching the game and developing insights that would be useful to me. In this example, if a player frequently took one path over another, I might not notice but the AI should. That's the sort of thing that AI's ought to be real good at, at least once we get to real AI. (of course, by that time the AI will take over the world and there will be no more game play).

      --
      The NSA: The only part of the US government that actually listens.
    10. Re:What I need... by Not_Wiggins · · Score: 1

      What I think the person you responded to meant was that any computer that could analyze what your opponent was doing could similarly apply that logic to your play. So while your computer is telling you "hey, your opponent always goes to the left," his computer could say, "I've recognized a pattern in your play that could be exploited: you always go to the left."

      Same concept if the engines are the same; no communication is needed.

      --
      Diplomacy is the art of saying, "Nice doggie!" until you can find a rock.
    11. Re:What I need... by It+doesn't+come+easy · · Score: 1

      Yeah, but that would be OK, cause thta is exactly the AI response that would be cool (for both).

      --
      The NSA: The only part of the US government that actually listens.
    12. Re:What I need... by rbarreira · · Score: 1

      Doesn't Chessmaster do this?

      (maybe you were talking about a different kind of games, though...)

      --

      The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
    13. Re:What I need... by rbarreira · · Score: 1

      Wow. Which internet did you buy? Mine is not that good :(

      --

      The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
    14. Re:What I need... by Jarda22 · · Score: 1

      Well, the AI then should give you a really misleading assesment of your performance, so that it takes it less effort to cruch you the next time. This is what I would call really smart AI.

    15. Re:What I need... by CamMac · · Score: 1

      Oh, I like that Idea.

      What I really want is a game AI that plays like humans. Or at least watch how people play and learn from that.

      Playing against the computer is great for getting those 10 button combos perfected, but useless for seeing if they work against someone with less than perfect reflexes and a penchant to attack endlessly. Consiously I know the holes, but because I can't practice the split second timing, I'm left trying to close my own.

      --Cam

      --
      All jocks think about is sports. All nerds think about is sex.
    16. Re:What I need... by wheany · · Score: 1

      "Nice work with that airstrike, took out our whole team!"
      "Heh, nearly got me there, old chum, but this time I was the better dueller."
      "Please try to avoid the mines I have planted. Also, I don't think your complaints are legitimate since you yourselves ran into my mines."
      "Wow, you killed 3 people in a row with your Thompson, you must be very skilled."

  12. Artificial Intelligence for Slashdot postings by Radres · · Score: 0

    I for one welcome our Artificially-Intelligent overlords who in Soviet Russia program us to do ??? then profit.

    1. Re:Artificial Intelligence for Slashdot postings by Anonymous Coward · · Score: 0

      This is just all sorts of ungood...

  13. Well Alright by MightyMartian · · Score: 2, Funny

    Just as long as the game doesn't suffer a psychological break, kill my cryrogenically-sleeping crewmates and flush me out the airlock, I guess that'll be okay.

    --
    The world's burning. Moped Jesus spotted on I50. Details at 11.
    1. Re:Well Alright by Anonymous Coward · · Score: 0

      i don't think hal 9000 suffered a psychological break, as you call it. it was only trying to follow orders that were conflicting. if i remember correctly the most important order was to complete the mission about the monoliths. as he said it is always due to human error.

      now i would like to have an AI that would decide wich orders to follow and take responsibility for it self. we are so afraid of creating machines that we can't control. well i'll tell you this: we humans are creating something we can't control all the time! babies!

      as a side note i think that to be the best human possible is to avaluate every order you are given and form your own opinion based on your believes. to follow orders blindly is just to be a machine.

  14. starcraft yay by demon411 · · Score: 3, Informative

    i had friend that worked for blizzard and he sed the ai on starcraft was way too good for human to beat so they had to gimp it make it possible to win. i need an ai to do my laundry tho.

    1. Re:starcraft yay by Radres · · Score: 0

      Since Starcraft requires the ability to manage many different actions all at once I can clearly see why it would be easy to program an AI for Starcraft that always wins. I can also write a program that can add two random 16 digit numbers faster than a human.

    2. Re:starcraft yay by Anonymous Coward · · Score: 0

      "i need an ai to do my laundry tho."

      I think you need the I - period.

    3. Re:starcraft yay by Vaevictis666 · · Score: 4, Informative
      I call bull. In the later patches, blizzard introduced an "Insane" AI level, which was the same as the hardest setting except that it started with 500 gas and 500 minerals, and received batches of cash on a timer (you can tell by making a custom map that has a "Cash" leaderboard set up, and play it against insane AI)

      If they already had an AI that was "way too good for [a] human to beat" then why didn't they just put that in instead? All their AI was script-based so it shouldn't have been that hard...

    4. Re:starcraft yay by vadim_t · · Score: 3, Interesting

      Not very surprising, really.

      Starcraft is a RTS, and in a RTS omniscience and omnipresence would be a quite nice advantage. Put simply: The AI is never distracted, knows the position of every unit, and the progress of every operation and every resource.

      Now, combine that with a decent AI implementation that can use elements of the game to its advantage, and it shouldn't be that hard to code something that would crush newbies without much trouble.

      I'd be more impressed if it was turn based, since that would make competition on equal terms perfectly possible. I remember the AI in X-Com used to give me quite a lot of trouble.

    5. Re:starcraft yay by Anonymous Coward · · Score: 0

      I think you need the I - period.

      Man. Apple is expanding into every market these days aren't they?

    6. Re:starcraft yay by nine-times · · Score: 5, Interesting
      Well, in a certain sense, "good" AI for games doesn't necessarily mean "harder to beat". Take a fighting game like Tekken as an example. Technically, you could just program the AI opponent to block every time you press the "attack" button, and to attack whenever you can't block. Suddenly you have "unbeatable AI", but it's not really *good* AI.

      And I don't just mean "it's not technically impressive". I mean, considering the purpose of in-game AI, it's *bad* AI. Good AI generally simulates more complicated human interactions. Good AI can be tricked or distracted, and can learn so it's not so easily tricked the next time. I really like the idea of AI that will adjust to the player's skill level to always provide gameplay that is exciting and challenging, yet beatable.

      In other words, I believe "good" AI in a game is not defined by being hard to beat, but by being fun to play against.

    7. Re:starcraft yay by DavidD_CA · · Score: 2, Insightful

      Yes, I'd like to play against this "insane" AI script. I play SC pretty regularly against the computer (actually, 5-6 of them at once) and tend to win about 75% of the time.

      But let's get one thing straight... giving the computer a free "cash flow" is not advanced AI.

      I'd prefer it if the AI didn't act so predictably, that's all.

      --
      -David
    8. Re:starcraft yay by nahdude812 · · Score: 1

      And further, reacts instantly. The computer is capable of more powerful maneuvers simply because it can command more than 1 group of troops at once.

    9. Re:starcraft yay by demon411 · · Score: 1

      i dunno maybe b/c they didn't think there would be "insane" people that play the game as a profession.

    10. Re:starcraft yay by Wildclaw · · Score: 2, Interesting

      That is completly incorrect. The starcraft AI could be beaten playing 1 vs 7 if you knew what you were doing and played on the correct maps and exploited the flaws in the AI.

      The map is best determined by the distance from the AI homebase to yours. Farther distance gives a few extra seconds that determines life or death.

      By getting a good enough defense (especially at the front door) you can hold of the computer AIs with minimal expenditures until they are out of resources. That is your cue to slowly move in and destroy them one by one.

      Terran was probably the most easy to do so with. Tanks with bunkers in front of them can hold of most things that come through the front door and later in the game the base should be quite heavily turreted. You can also use supply depots to completly block of the base entrance. I do consider that to be exploiting the path finding AI and it is possible to do it without them.

      Protoss makes good use of a massive static defense early on. Place pylons in front of the cannons to make the AI target those first. A couple of reavers will also help out and as the game goes on you need to get air superiority (carriers) quickly. The main problem if I remember correctly is the first terran tanks. They outrange the static defense and they appear quite early.

      Zerg is the most difficult. I havn't done it myself actually. I have only seen it be done by a friend. Guardians are the key. The problem is getting them in time. A few anti ground building will probably also be needed to slow the early onslaught. Once you have air superiority with zerg it becomes easier.

      These tactics won't work with the AI script that blizzard added in a later patch because that script cheated (Created units out of thin air). Also, you will probably want to use lower speed settings. Even with the tactics I mentioned it is still a lot of micro managing needed to actually win.

    11. Re:starcraft yay by ComputerSlicer23 · · Score: 4, Insightful
      Curious. I wish they would have shipped it, or made it available thru some type of option.

      I got pretty good at StarCraft: BroodWar. I could play 2 on 1 against the computer and win nearly every time. Playing three on one was pretty tough. However, a buddy and I could play 2 on 6 with regularity.

      It wasn't until the last set of patches, that we couldn't beat several of our favorite maps on 2 on 6. Big Game Hunter was a great map to play, if you did it properly, you could play 2 on 6 as protos, which normally we couldn't do. Playing 2 on 6 on just about any other map was easy if you were patient and played as Terran and the primary base was at all defensible. The last set of patches made the AI very good about early pressure, and often pressure. It also improved it's ability to wave as one huge group, rather then having them with two or three of them in your base at one time. Two or three opponents in your base in the early game is doable. Five or Six was just a complete impossibility for us to deal with.

      Especially if the computer wouldn't cheat (just give it extra money, or use skewed stats not available to the player). I don't mind of the computer has "infinite mice", although, anything that simulated the limitation of the number of commands that could be issued would be cool.

      The other interesting thing, is that the AI got better with a faster machine. At various points, just upgrading machines without changing the game version would make things more challenging. Finally, on Big Game Hunter we pretty much proved to ourselves that Blizzard wasn't having the AI cheat in terms of picking the proper counter units. The trick to beating Big Game hunter as Protos was to build as many "Carriers" as you could. Put down as many of the Photon cannons as you could. Put down two sets of Upgrade buildings so you can do all of the upgrades in parallel. Defend your main base with proton cannons and other foot troops. When each of you has a dozen fully upgraded carriers, each of you hits a different opponent (Build shield rechargers on the edge of your base towards the side you are going to attack). You should be able to crush your opponent with relative ease. Both teams then pick a third opponent to attack crush them. Then it's just time to clean up. You should have pretty much destroyed everyones forces, go clean up the bases. However, if you used a Carrier to defend your base before you had a dozen of them, the computer would build the perfect counter unit (normally those really cheap small zerg fliers). As long as you hide the carriers in the back of your base, you'd just crush the computer. If not, they had a tendency to build too little anti-air units until it was too late. This basic strategy was figured out while we played it 3 on 5, until everyone got tired of me just essentially doing nothing for the first half of the game while they defended, followed by me beating 4 of the 5 opponents. The last patch we applied (either the 1.09 patch or the one after it if there was one), the computer waved so badly that couldn't keep enough proton cannons on the ground to defend your base.

      The other thing I really wish that games makers allowed was the ability to script AI so you could essentially build your own AI scripts, so that the AI was exentisible without writting a DLL.

      Kirby

    12. Re:starcraft yay by TiggertheMad · · Score: 1

      Starcraft is a RTS, and in a RTS omniscience and omnipresence would be a quite nice advantage. Put simply: The AI is never distracted, knows the position of every unit, and the progress of every operation and every resource.

      Which is what is wrong with most AIs in RTS games. It actually takes more code to introduce a 'double blind' confuguration to the AIs, as opposed to just let the AI peek at the game state. The developers are either too stupid to realize this (unlikely), too lazy to bother with it (possible), or to strapped for time and money to produce anything better than marginally functional (dingdingding!). I want to code up some AIs that follow all the same rules that players do, and still give them a tough fight. That is what game AI should be shooting for.

      --

      HA! I just wasted some of your bandwidth with a frivolous sig!
    13. Re:starcraft yay by databyss · · Score: 1

      There is a quote from either the guide book or the website (I forget which) that explains the Insane AI difficulty:

      "[Expansion] Terran Campaign Insane ... The computer will build all units and research abilities. After doing so, the computer will school you in the art of playing Starcraft."

      --
      Hmmm witty sig or funny sig? Maybe elitest techy sig!
    14. Re:starcraft yay by Anonymous Coward · · Score: 0

      Re sig: +100 Funny. "Oh noes, it's turning to stone!", etc etc.

    15. Re:starcraft yay by vadim_t · · Score: 1

      Completely agreed about that. That's why I'm quite annoyed with the lack of new turn based games. At least in those games could be played on equal terms.

      I actually considered trying to code a fair RTS by giving the computer a "virtual mouse". This way it would have to play a lot more like a player, and could have a chance of missing with it. Never got to do it, unfortunately.

    16. Re:starcraft yay by greyhoundpoe · · Score: 2, Interesting

      I don't want a game to let me win any more than I want it to cheat. Adjustable AI takes all of the meaning out of structured difficulty levels. I don't want an AI to take pity on me and make me think I'm better than I am--if I should lose, I should lose. The example that comes to mind is Warcraft II: Beyond the Dark Portal--the AI was intensely difficult, but if you destroyed your own towers at the beginning of many levels the AI would think you were weak and take a fall. Some levels were pitifully easy if you sacked parts of your own base early on.

      Now what would be useful is what another poster mentioned--if the AI would kick my ass anyway, but then figure out what I did wrong and give me a tip or two (build more troops earlier, you teched too fast; work on keyboard shortcuts, your actions-per-second rate is too slow).

    17. Re:starcraft yay by nine-times · · Score: 3, Interesting
      Adjustable AI takes all of the meaning out of structured difficulty levels.

      I'd say something more like, self-adjusting AI and structured difficulty levels are oppositional methods. Which is to say, if you had good self-adjusting AI, you wouldn't need "difficulty levels". It would adjust.

      Or another possibility: you could have different difficulty levels, the easy levels being self-adjusting, and harder levels that amount to telling the AI, "Eh, do your worst, even if I stink."

      Adjustable AI takes all of the meaning out of structured difficulty levels.

      But that's more an issue of poor implementation than the idea itself being bad. Any time there's some trick like that, one that *always* fools the AI, it's a problem of poor implementation. In other words: a bug.

      There are two reasons why I like the idea of AI that calibrates itself to the skill level you're playing on. First, there is a certain level of realism to it. In real life, if it seems like you stink at something, your competition will underestimate you. They won't try as hard, because they're not expecting a real challenge. If you constantly pull this, though, against the same opponents, they'll eventually catch on. Good AI should mimic this.

      Second, there are games where, when I'm playing it, it's like an interactive movie. Sometimes, when I play a game, I'm not that interested in "rising to the challenge". I just want to take control of the main character while he does something cool, and then get on with the story. When playing games like this, "getting stuck" on some stupid boss just isn't fun. It's annoying.

      So this is often where people do cheat. They like the game, but they want to get past some stupidly-difficult part. Cheating, however, breaks the illusion. If the game were capable of "helping you out" a little, it would maintain the experience and let you past.

      I'm not saying the idea is easy to do well. However, ultimately, when I play a game, I'm not looking to prove myself by being "733t". I just don't care, as long as it's fun. Good AI (in relation to games) is AI that makes playing fun. Whatever that entails.

    18. Re:starcraft yay by Atreide · · Score: 1

      > And further, reacts instantly. The computer is capable of more powerful maneuvers simply because it can command more than 1 group of troops at once.

      Well technically that is not true. The AI commands its troops one after the other, but the time required for a move is much less than yours, so it might give you the impression of simultaneity. However, AI is also turn based implemented. They have cycles can are basically :
      1/ analyze situation
      2/ forecast & prepare agenda
      3/ command actions and movements
      4/ wait some time to let player move and to let CPU display fancy graphics the player love so much

      --
      The world belongs to those who get up early. - I'm far from being the king of Earth then :-(
    19. Re:starcraft yay by FredMenace · · Score: 1

      I think that games for which "dumb" AI can easily be programmed to beat any player betray limitations in the game. The truly deep games tend to be much harder to create good AI for (which doesn't mean the games need to be complicated in an obvious way). Even having perfect knowledge of game state shouldn't make it easy for the AI to beat a player. (A lousy player, yes, but not a good one.)

      In a game like Quake, one might think that an AI "bot" that sees through walls (and with a 360 degree view at all times), has perfect aim, instantaneous reflexes, perfect knowledge of its opponent's health and other status, perfect programming and timing for tricky jumps (rocket and otherwise), perfect level knowledge and awareness of item respawn timings, etc. would be unbeatable - but it's not, not by a long shot. The best players should be able to soundly beat even such a bot. Aim and reflexes are just the basic prerequisites for this game, and the rest gets to be so complicated and variable that designing truly great AI for it would be a huge challenge.

  15. What about RTS AIs? by Crash24 · · Score: 1

    Perhaps game developers can imbue more variety and tactics into their strategy game AIs. I've seen way too many real-time strategy AIs take the easy way out by cheating; they frequently know where you are and they often "magically" get more money than they collect.

    Does anyone know of an RTS game with AI's that don't cheat?
    1. Re:What about RTS AIs? by Anonymous Coward · · Score: 0

      From what i've seen and read, AI's cheat because they aren't that smart, and people can be intelligent and figure them out after a while. They really aren't intelligent, only as intelligent as the controls that make them up. Also, AI's can control all their units at once, a human player would be hard pressed to control many units to do different things all at once.

    2. Re:What about RTS AIs? by vadim_t · · Score: 1

      I'm not completely sure, but I think Total Annihilation doesn't cheat. Or at least you can beat it by destroying its resource collectors.

      I've seen several games where you could kill the harvester or whatever, and it never seemed to make much of an effect on the computer, but in TA the strategy worked just fine for me.

    3. Re:What about RTS AIs? by Botty · · Score: 0

      Total Annihilation AIs didnt cheat. Then again the best games were played when you installed the mods that let them cheat ;)

    4. Re:What about RTS AIs? by AceCaseOR · · Score: 1

      Turn Based strategy games like Civilization & Axis and Allies have this problem too. Often, in CivIII, My opponents not only end up with guns faster then me, but also with more Iron I have.

      --
      Zagreus sits inside your head, Zagreus lives among the dead, Zagreus sees you in your bed and eats you in your sleep.
    5. Re:What about RTS AIs? by NinjaFarmer · · Score: 0

      The TA AI was pretty bad and it did cheat, but you can download different AI that doesn't cheat.

    6. Re:What about RTS AIs? by ThePyro · · Score: 3, Interesting

      All of the Total Annihilation AIs (that I'm aware of) cheat by knowing where your units are without having to do any reconnaissance. The very first attack by the AI will always head straight for your base, even though the AI has sent no previous scouts. The AI does a similar thing when attacking your expansions.

      The StarCraft AI also cheats in this fashion.

      The trouble with most RTS AIs is that they're just not set up to deal with imperfect information. Exploration, one of the X's in classic 4X games, gets totally left out by the AI. Consequently, the human player loses the opportunity to try all sorts of "stealth" tactics.

      As another poster already mentioned, a big step forward will be game AIs which can deal well with imperfect information. An AI which must use scouts, and can be sometimes be fooled by cleverly planted misinformation / diversions...

    7. Re:What about RTS AIs? by SharpFang · · Score: 1

      The reason may be the AI never stops. You create a lot of overhead by accessing menus, scrolling map, reading messages. It takes you time. The AI starts doing it all earlier simply because it takes less time to do, then gets the results faster.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    8. Re:What about RTS AIs? by Anonymous Coward · · Score: 0

      The problem with civ3 is that the ai civs conspire against you, the actual cheating is pretty minor.

    9. Re:What about RTS AIs? by fudgefactor7 · · Score: 1

      Going back quite a few years, there was a Mac game called Strategic Conquest that as far as I could tell didn't cheat at all. But it did do odd things (silly, stupid things) like load up its entire army on boats to try and find you. Sink the carriers and the computer surrendered. I *personally* never saw any cheating-type behavior.

    10. Re:What about RTS AIs? by Anonymous Coward · · Score: 0

      I'd bet the issue isn't that such an AI could sometimes be fooled, the problem is that an AI trying to act an imperfect information would make incorrect conclusions most of the time. You'd barely need any diversion at all to lead the AI astray.

    11. Re:What about RTS AIs? by ynohoo · · Score: 1

      the AI (Artificial Idoit) in Civ3 seems to be able see the whole map with no fog of war, and still uses loaded dice. Doesn't stop it being eary to beat though!

    12. Re:What about RTS AIs? by Anonymous Coward · · Score: 0

      I think that Age of Empires 2 on a difficulty other then hardest did not cheat. It would regularly die against a newly created castle it had not seen before then later go around it if possible. It regularly set scouting units around the map to update its knowledge on the current map state. It also was possible to distract it with a side base, causing it to get confused on which base was your primary one. On hardest difficultly, it gained free resources at each age, but other then that, I don't think it used any type of omniscent knowledge.

  16. Obligatory AI reference by William_Lee · · Score: 0, Offtopic

    /. Joe: Is this your first time... with something like me?

    Real Woman: I've never been with Mecha. /. Joe: That makes one of us.

    Real Woman: I'm afraid it will hurt. /. Joe: Hu-man... once you've had a /.er you'll never want a real man again. Are these the wounds of passion?

    Real Woman: Do you hear that music? /. Joe: You... are a goddess. You wind me up inside. But you deserve so much better in your life. You deserve... a beowulf cluster of me.

    1. Re:Obligatory AI reference by William_Lee · · Score: 0

      Wow...rough crowd...Getting modded off topic for posting a modified quote from the movie "ARTIFICIAL INTELLIGENCE."

      No respect I tell ya, I get no respect...

  17. Another good one... by aarku · · Score: 2, Insightful

    Is the O'Reilly book AI for Game Developers. It has lots of practical examples and ideas with code snippets that build from something a beginner can understand.

  18. Stratego (Dover patrol, L'attaque etc) by hedley · · Score: 4, Interesting

    I have yet to find suitable AI for that game. To me that type of AI (dealing with imperfect information) is the holy grail of game AI. This includes a vast family of such games (poker comes to mind), where over time, information about the game state is disclosed. I once found a small Stratego game on the net that played an unbelievably good game. After saving and restoring a game a few times and losing (whereup it shows you its pieces) it had actually cheated real-time and would move its pieces to match yours. Thus the small executable! :)

    Hedley

    1. Re:Stratego (Dover patrol, L'attaque etc) by Flunitrazepam · · Score: 1

      you should have yelled "OMFG MAP HACK" and yanked the power cable out of the wall

      --
      1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
  19. Thanks but no thanks by gearmonger · · Score: 4, Funny
    Look, if I want my ass kicked in a game, all I have to do is go online and some random 13-year-old will do that quite handily.

    I do not need every baddie to be imbued with Big Blue-like intelligence, because then games would be just like reality and, well, that's far too hard.

    1. Re:Thanks but no thanks by kid-noodle · · Score: 1

      Warren Spector agrees with you. There are.. significant benefits to 'smoke and mirrors' AI. Games, after all are meant to be fun.

      It may help if you think of advancing AI opponents, not as just being 'better', because that really is much too easy - there is zero technical challenge in creating an AI that always knows where you are, can run faster, and never misses. The challenge comes in making the AI 'dumb' in more interesting ways.

      --
      fortune -o
    2. Re:Thanks but no thanks by rgf71 · · Score: 0, Offtopic

      Damn, I wish I had mod points for you!

      I *LIKE* it when a Black Troll gets "stuck" behind the fence (that he could easily step over), allowing me to pelt it with 100 arrows without getting a scratch.

    3. Re:Thanks but no thanks by Anonymous Coward · · Score: 0

      actually, bad AI can make the game harder. A bad AI might know and see everything. Therefore it can kill you easier. A better AI only sees and hears what is in front of it. I you are hiding behind a crate, the bad AI spots you magically and kills you, while the good AI walks by because you are hidden.

      A Good ai's main goal should be to make the game more immersive rather than harder.

    4. Re:Thanks but no thanks by agraupe · · Score: 1

      I think he was referring to the apparent skill level. Bad AI, in his context, means stupid. This most certainly does not make the game harder. In fact, I would venture to say that the entire point of his post was pointing out that AI with unlimited skill is far worse than AI that can be killed easily. That's why I've stopped paying my Madden tax... it's getting less and less fun.

  20. THAT DAMN PAPERCLIP by GatesGhost · · Score: 0

    I'd like to frag the shit out of him!. maybe someone should make one for doom3 or halflife 2.

  21. Reynolds by Anonymous+Cowherd+X · · Score: 1

    Reynolds is a Senior Research Scientist

    I liked him better in Smokey and the Bandit. Seriously though, there seems to be no mention of neural networks in this book, so it seems to be just another guide to procedural if-then-else quasi AI. Does it even cover the alpha-beta pruning algorithm?

    1. Re:Reynolds by Anonymous Coward · · Score: 1, Informative
      Seriously though, there seems to be no mention of neural networks in this book


      That's because no one uses them for games anymore. Also, that would require at least an entire book to do it any justice. Why aren't you complaining about the lack of Genetic Algorithms as well?


      A good explanation of basic A.I. for real games is missing, hopefully this will fill it.

    2. Re:Reynolds by Anppa · · Score: 1

      Yeah, and neural networks are the blessing that covers everything? It's the stewpid intuititive assiciations that keep these things hyped. Genetic algrorithms - "it's like evolution, and no-one can deny the power of evolution, so it must be great!" Right. Evolution is not an optimization algorithm. All progress happens by accident (mutation, cross-over, etc...) Mostly these accidents provide recipes for instant infant mortality. Neural networks - "it simulates the way the brain works, and no-one can deny the magnifigence of the human brain, so it must be great!" Right. Neural networks are a hugely complex parametric black box that does something, and the leading NN research people are having a rough time figuring out what exactly a partcular NN does...

      --
      I, for one, mod down lame stereotypical jokes.
    3. Re:Reynolds by brpr · · Score: 1

      Neural networks are mostly hype. Neural networks in general are Turing complete, so in principle you can get them to do pretty much anything. However, there's not much evidence that starting with a random network and "training" it to respond to statistical patterns in the input is an effective way of creating a network which is capable of complex behaviour. So far, the main successes of NNs have been in pattern matching, but even in this area they don't usually perform better than statistical analysis software.

      NNs also require enormous amounts of memory and processor time to simulate, so they're a very inefficient way of writing an AI. This is obviously very significant in games which need high frame rates.

      Moreover, classical AI techniques can be much more flexible. If you want several different AIs each using a different strategy, you have to individually train an NN for each one, a very laborious process. With classical AI code, you may just be able to change a few parameters to get the differences in behavior you want.

      It's a big mistake to think that any AI which isn't NN based must be a simple-minded if-then-else affair. A combination of simple logical and arithmetic statements is just as capabale of creating complex behaviour as a combination of neurons, if not more so.

      --
      Freedom is not increased by mere diminuation of government. Anarchy is freedom for the strong and slavery for the weak.
    4. Re:Reynolds by Anonymous Coward · · Score: 0

      Evolution is not an optimization algorithm.

      On the contrary, that's exactly what it is, and what it's used for in practical engineering applications of genetic algorithms.

      All progress happens by accident (mutation, cross-over, etc...)

      So?

      Mostly these accidents provide recipes for instant infant mortality.

      Untrue in biological evolution, and doubly untrue in most genetic algorithms -- at least until you get close to a local maximum. Then, by definition, most perturbations away from the maximum will have to be inferior solutions (although not necessarily "fatal"). However, even if true, that has nothing to do with the empirical fact that evolution is an optimization algorithm.
  22. I'd rather see artificial stupidity by llevity · · Score: 1

    A lot of games fake AI by making the computer controlled whatevers omniscient. They know when you're about to turn that corner, and are waiting for you. They know you're hiding in the bushes waiting for them. They never make a mistake, and they do it right every time, all day long. To me, it would be more interesting to play against things with artificial stupidity. Not of the sort where they just stare at a wall while you're beating them silly from behind, but I don't want them to be omniscient. I want to be able to sneak up on them. I want to be able to lay poised to strike for them to make some sort of mistake, and then I want to be able to capitalize on it. I want them learning from their mistakes, yes, but also learning bad habits from perceived mistakes. For example, if they hear a noise and come investigate, but find nothing since I've managed to hide quickly enough, I want the next noise to not concern them as much. Things like that would make a more beliveable opposition. To be fair, games are starting to evolve this way, I just hope the goal isn't only to make games more challenging, but more believable as well.

    1. Re:I'd rather see artificial stupidity by Tablizer · · Score: 1

      I want to be able to sneak up on them. I want to be able to lay poised to strike for them to make some sort of mistake, and then I want to be able to capitalize on it.

      SCO vs. IBM, The Game

    2. Re:I'd rather see artificial stupidity by SharpFang · · Score: 1

      Actually, many games implement this. Some just have bugs like that.
      Launch 2 rockets in short sequence, the bot dodges one and steps into route of the other. Remember original HL? Throw a grenade at grunts and you're safe until it explodes, as the grunts take cover instead of shooting.
      Turn behind a corner sharply and the bot unloads a rocket at the wall, hurting self. Run backwards, launching rockets around the corners and see the bot keeping walking into them.

      BTW, if I heard a noise, found nothing, next time I would look harder.

      One thing I miss really hard.
      If I don't hear a shot and see my companion fall, I run for cover and then really cautiously look for the sniper. Not stand over the corpse or go on with what I was doing.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    3. Re:I'd rather see artificial stupidity by Bill+Dog · · Score: 1

      I would kill to have some good AS in a chess program that runs on modern systems. The problem with the ones I've played, at least, is that if you don't feel like thinking for forever and want a "light" game, all you can do is crank down the amount of time the computer has to think. The result I've seen is that the computer still achieves a superior position, but sometimes when it's thinking and the time runs out, somehow it feels it just has to play whatever move it was considering at the time, even if its evaluated score was way less than prior candidate moves it may have been considering. I would like to see a chess program that, when set to say "beginner", for example, better emulates an actual beginner, in all aspects of the game.

      --
      Attention zealots and haters: 00100 00100
    4. Re:I'd rather see artificial stupidity by bluGill · · Score: 1

      You invested everything in Artificial stupidity before playing M.U.L.E. too, didn't you?

    5. Re:I'd rather see artificial stupidity by llevity · · Score: 1

      I guess it depends on the context. If I heard a noise in the woods, after investigating it and finding nothing, I might assume the next time it's just some animal nosing around for food. I agree with hearing a shot and then going into cover. For a while, a lot of games would have AI such that the enemy didn't even notice his buddy just dropped. Then they noticed, but did something stupid like stood over the corpse, held perfectly still, and gaped. Again, depending on the context, this might be appropriate. If you're shooting civilians, the shock and lack of training might cause them to do that. Trained soldiers, on the other hand, should have a different response. Some of that is a balance and playability issue, though. If the first person you shoot sends the whole area you're in into an alert state so high you can't really do anything else without getting killed, that game won't be very much fun.

    6. Re:I'd rather see artificial stupidity by SharpFang · · Score: 1

      If the first person you shoot sends the whole area you're in into an alert state so high you can't really do anything else without getting killed, that game won't be very much fun.

      Oh, of course. Except if you manage to kill the other person before they start the alarm. You see a guard room with 6 guards spread over the room, and that big, red alarm button? Start killing from the guy nearest to it, then second dude gets killed trying to reach to alarm, third one falls running for cover, three more drop behind some corner and exchange fire with you. A real challenge, stallmate, hard to solve. But if all 6 rush for the button, 5 fall, 6th gets to press it at 5% health, then dies, it's stupid. Get the AI's priorities right. #1: Survival.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  23. Steve Jackson: Ogre by Weaselmancer · · Score: 4, Interesting

    Buy an old C64 or Amiga copy still in the box if you can. Seriously, I mean it. It comes with 2 manuals.

    Book 1 has a short story and some player info, and Book 2 describes step-by-step exactly how they developed the AI for the game. Going to cons and watching successful players play, getting them to give out their strategies, and then translating those ideas into code. As a bonus, they describe the exact formulas the Ogre uses to determine its move, targeting sequence and deployment of arms.

    It's brilliant, informative, and well worth the price of the game alone. Highly recommended reading if you're into game AI.

    --
    Weaselmancer
    rediculous.
    1. Re:Steve Jackson: Ogre by ZX-3 · · Score: 1

      Buy an old C64 or Amiga copy still in the box if you can. Seriously, I mean it. It comes with 2 manuals.

      It also came with a radiation detection badge!

    2. Re:Steve Jackson: Ogre by Anonymous Coward · · Score: 0

      That's cool. Too bad Steve Jackson is an asshole.
      Yes this is troll/flamebait. But true!

    3. Re:Steve Jackson: Ogre by Weaselmancer · · Score: 1

      That's true! Thanks for reminding me...I'd forgotten about that. Yeah, it came with a real working radiation badge on some rank insignia, as well as real directions on its use. I wonder if I still have mine somewhere...

      --
      Weaselmancer
      rediculous.
  24. Scary by Tablizer · · Score: 1

    "Dave, if you don't let me win, I will email all your porn to your girlfriend at work using your email address. And then I will order 3,000 WWF 'Slam Down' collector plates using your Paypal account."

  25. Not the oppenents by Das+Auge · · Score: 0

    I want better AI for the non-combatants. No matter how good the graphics or sounds in a game that has large numbers of non-combatants (either people or animals), nonsensical behavior can really ruin the believability.

  26. Intelligent FPS? by DrXym · · Score: 3, Interesting

    Most NPCs or 'bots in FPS games I've played have had an AI that can be encapsulated by these few lines of pseudo-code:

    IF playerCanSeeMe() THEN
    IF coverNear() && rand() > 0.5 THEN
    takeCover();
    ELSE
    standUp();
    shoot();
    ENDIF
    ELSE
    advanceTowardsPlayer();
    ENDIF

    I wish the likes of Doom 3, HL2 et al would pay half as much attention to making the enemies smart and resourceful as they do to making the scenery pretty. Sometimes I wonder if zombies are such a staple of FPS games to explain why the game AI is so retarded.

    Even multi-player games could benefit (e.g. the Battlefield series) if the single player training mode bots had an ounce of sense or tactics.

    The only FPS I would consider containing remotely convincing AI is Far Cry and even the NPCs in that are fairly predictable and easy to fool - just swim to an island and pick them off one by one as they swim to you or drown trying. But at least they seem to have a spoonful of brains in their heads - crouching, taking cover, encircling, giving orders and other tactics that other games haven't even bothered to implement.

    1. Re:Intelligent FPS? by SharpFang · · Score: 1

      Still stuff like coverNear(), advanceTowardsPlayer() are tricky.
      Add to that dodge(), shoot.withAdvance(), shoot.grenade.withBounce(), teleportTo(), test.wouldFragSelf(), run(likeHell), jumpAcross(), layInWait()...
      and you get a nice set of features that seem trivial but are hard like the hell to code them right.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:Intelligent FPS? by DrXym · · Score: 1
      I'd agree they might be difficult in an open terrain, but in Doom 3? I seriously doubt it. There is no layInWait() since zombies spawn only when you walk on the trigger to spawn them. You can ignore wouldFragSelf() by making the zombie immune to its own fire. The teleportTo() is trivial. The dodge() is just a variation on takeCover(). The run() is just a variation on walk(). The only remotely challenging thing is jumpAcross() and even that could be accomplished by pairing spots that jumping can happen between.


      Toss in invisible tram lines for pathing and I don't think it's that complex. Lots of games manage it, and frankly I'd expect a little more from Id.


      HL2 is better, but even that suffers from stupid AI. The humans who follow you around are especially annoying.

    3. Re:Intelligent FPS? by SharpFang · · Score: 1

      I'd agree they might be difficult in an open terrain, ...which is so rare, few good games implement it.

      but in Doom 3? I seriously doubt it.

      Who talks about crappy AI in the graphics technology demo D3 was? It's not for playing, it's for show to developers. Seen the ads? "Huge technological improvement".
      Think Q3A, UT bots.

      There is no layInWait() since zombies spawn only when you walk on the trigger to spawn them.
      Learn the location of spawn points and triggers and you own them. AI is dead.

      You can ignore wouldFragSelf() by making the zombie immune to its own fire.

      Cheat. Crappy game.

      The teleportTo() is trivial.
      except of decision, when to perform it...

      The dodge() is just a variation on takeCover().
      Not quite. Dodge incoming missile and keep fighting. Take cover if the enemy overwhelms you. Hide and wait for it to pass by, then shoot their back...

      The run() is just a variation on walk().

      I didn't mean "run" as "move quickly" but as "escape" - retreat in not necessarily orderly manner. Say, the opponent has vastly stronger weapon than you do. Instead of picking the unequal fight, run to find something better and watch your back. See that Redeemer closing on you? run(likeHell).

      The only remotely challenging thing is jumpAcross() and even that could be accomplished by pairing spots that jumping can happen between.
      Toss in invisible tram lines for pathing and I don't think it's that complex.
      ...and once the player learns them, he can just pick a single spot, aim once and get 500 frags without being shot at even once, just by timing the fire. Or at least make a lot of these paths...

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    4. Re:Intelligent FPS? by Anonymous Coward · · Score: 0

      I think it's a losing strategy to try and script up 500 different possible AI options. Instead, you really should be trying to just tell your low-level AI about the basic rules of the game (how to aim, etc.), and then the next level of AIs coordinate the grunts, etc. Better games implement things this way; it's getting to those higher levels of AI that become more troublesome, as it becomes less clear how to cover all the corner cases.

    5. Re:Intelligent FPS? by ucblockhead · · Score: 1

      After playing "Condition Zero" for a while (The single player Counterstrike that comes with Halflife 2), I've become convinced that its counterterrorist AI works more like this:

      IF TerroristInView == 0
      ThrowGrenade(target=random())
      ELSE if PlayerHasSniperRifle()
      StepInFrontofPlayer()
      IF BlockingDoorway
      StandStill()
      ELSE if PlayerMessage == "KeepTogetherTeam"
      RunAway()
      IF StandingNextToTickingBomb() && PlayerDistanceFromBomb > 1000
      AskPlayerToDefuseBomb()
      DieInExplosion()
      IF TerroristsPlayerMustKillToAdvance = TerroristsAlive
      HuntDownAndKillTerrorists()
      ELSE
      Camp()

      --
      The cake is a pie
    6. Re:Intelligent FPS? by RubberChainsaw · · Score: 1

      "Sometimes I wonder if zombies are such a staple of FPS games to explain why the game AI is so retarded."

      Yes.

      Seriously. This was a brief topic of discussion the AI roundtable at one of the previous years' GDC. Several developers admitted that they purposefully use 'stupid creatures' (zombies, animals) in areas where the graphics were very indulgant, leaving little power left for AI, or if they didn't have very good AI to begin with.

      --
      I welcome our new 99% overlords.
    7. Re:Intelligent FPS? by rbarreira · · Score: 1
      Sometimes I wonder if zombies are such a staple of FPS games to explain why the game AI is so retarded.

      The last US elections result has changed this though. They'll be able to change the zombies to sprites of more than half of US's population...
      --

      The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
    8. Re:Intelligent FPS? by Spy+Hunter · · Score: 1
      Half-Life actually had quite advanced AI that could smell and hear and stuff, but you can't really tell. What you see on your screen is "guy standing there" or "guy running away" or "guy running toward me" or "guy shooting" and that's about it. You can't express very much with only those actions. All the great AI in the world is no use if your characters can't express their complexity to the player. As a player you can't tell if the AI saw you or heard you or smelled you or just magically "knows" where you are; all you know is that it found you.

      If NPCs could talk (I mean really make up phrases on the fly) and express convincing emotions, then you might be able to tell what was "going through the AI's head", as it were. Then you could actually realize the complexity behind the AI, and try to fool it in various ways. When the internal state of the AI is not reflected in recognizable actions of the NPCs, it turns into a black box with two states: "looking for player" and "trying to kill player".

      In essence, the biggest problem with game AI is not making it complex, but expressing that complexity to the player through the NPCs.

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
    9. Re:Intelligent FPS? by DrXym · · Score: 1
      Roller Coaster Tycoon had bots that expressed emotions. Literally you had hundreds of kids and parents running around your theme park that you could click on to find out their emotions and what they were thinking. It was actually pretty instructive and tied into improving your park.


      Another example that springs to mind is Creatures where the Norns spoke their thoughts too. Although it has to be said that the game was so controlled by positronic / neural net behaviour that half the time you had no idea what the hell was going on in their heads. I ended up beating them senseless just out of frustration.

  27. Better AI please by null+etc. · · Score: 1

    I hope game companies start hiring better dedicated AI programmers for their games. In Grand Theft Auto, I hate when my character runs around a fallen bike 3 times trying to figure out how to get on it, while punks with uzis unload clips of lead into my head.

  28. Why not bots? by SharpFang · · Score: 1

    In one hand, the AI of bots in "duel FPS" (QIIIA, UT series) is sometimes amazing and they are really challenging. A new player doesn't stand a chance against a bot at highest setting. On the other hand, in many RPG games, or "adventure" FPS (think HL2) the AI lacks a lot, often plainly sucks.

    Why can't they just port the "duel bots" as the NPC?

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    1. Re:Why not bots? by psetzer · · Score: 1
      The duelist bots are optimised to fight in a way that's patently unrealistic for someone playing some game like Doom. In fact, many times games have to make enemies use lousy tactics just to make the game practical. You know how many of those stealth games would be beatable if the enemies even used a buddy system?

      Much of the issue is also the amount of damage the player takes compared to the enemy. I'm an even match for an Adept enemy in UT2004 because they have equal HP to me. If they fell to a tenth of the damage I do (or I wasted more time practicing), I'd be able to go much higher.

      --
      "Anyone who attempts to generate random numbers by deterministic means is living in a state of sin." -- John von Neumann
    2. Re:Why not bots? by Anonymous Coward · · Score: 0

      The AI is comparatively more challenging in Q3 and UT mainly because the game play is oriented around death match style competition, while HL2 engages in first person story mode action.

    3. Re:Why not bots? by Khashishi · · Score: 1

      The purpose of AI in an RPG is not to 0wn the player. It is to provide a realistic entity to interact with and perhaps be beaten. Granted the uber veteran NPC should be able to 0wn the player.

    4. Re:Why not bots? by SharpFang · · Score: 1

      That at least would be challenging.
      Like in Morrowind. It was a great story, but the fight AI sucked. There were maybe 2 or 3 enemies whom I enjoyed fighting, but in most cases your character was just overpowered and the enemies were mostly helpless. When you see the opponent levitate and take out a bow, and you have only sword, RUN FOR COVER, don't walk in circles! If you see 3 of your friends fell on the same walkway, killed by arrows, don't be the fourth! If you know the guy you meet killed some local god in a duel, don't start a fight! And if you don't know, if you see your weapon has no effect, beg for mercy!

      Many RPG games struggle to let the player make as many kills as possible, fight hordes of enemies. I'd be really satisfied with a game where I'd make 2-3 kills thorough the whole storyline, but make them essential, challenging and unique - and base the rest of the game on other interesting quests. And why are there so few games where non-violent solutions are the right way to go, and killing only gets you in trouble?

      I love Hitman series for stealth and actively encouraging to kill as few as possible, though still there are levels where killing 30-50 enemies is easier than psaaing the level in stealth manner.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    5. Re:Why not bots? by SharpFang · · Score: 1

      Yeah, "be beaten". Zero challenge! After beating 300th such one, it becomes incredibly boring!
      It's how it is now. But should it still be so?
      People consider "Healthy Peaceful Wildlife" an essential mod to Morrowind, just because thanks to it most of animals don't attack on sight. Not only more realistic, above all WAY more fun to play when you don't have to fight every 20 seconds.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    6. Re:Why not bots? by Nasarius · · Score: 1
      I love Hitman series for stealth and actively encouraging to kill as few as possible, though still there are levels where killing 30-50 enemies is easier than psaaing the level in stealth manner.

      Same thing goes for the Thief series. They encourage stealth, obviously, but oftentimes it's too easy and tempting to just pull out your bow and blackjack rather than outwitting the guards.

      --
      LOAD "SIG",8,1
  29. Re: Better AI is a must (for Noober) by Evil+W1zard · · Score: 3, Funny

    Remember Noober from the original Baldurs Gate game who used to follow you around and keep asking questions like "Hey whats that big weapon for?" They should have definitely implemented some better AI there so he could figure out that he is ultra annoying and likely to get bludgeoned to death by you.

    --
    News Reporters Make Tasty Polar Bear Treats!
  30. This will never pass the Turing test by G4from128k · · Score: 1

    Game AI will never pass the Turing test (by much margin) because it would spoil the game for newbies. Too smart an opponent or an opponent that learns the game faster than the average player would be too depressing.

    Commercial game players will carefully limit the smarts of the AI to make it fun without letting the AI win all the time. Its better to have AI opponents that permit a high kill ratio for the player than to have opponents that kill the player multiple times per opponent killed.

    --
    Two wrongs don't make a right, but three lefts do.
    1. Re:This will never pass the Turing test by SwimsWithTheFishes · · Score: 1

      Let's see if I understand you. You're saying that they make the AI really, really stupid because the players (like me) wouldn't be able to beat it otherwise? HEY!!!

      --
      *click**beep**beep* Scotty, One to Mod up!
    2. Re:This will never pass the Turing test by Anonymous Coward · · Score: 0
      Well said; making a game truly hard runs counter to the profit motive.

      If you want to play a really hard game, go open source, like Nethack. The developers have no motive to make it easy.

      And if you're a masochist, go Slash'EM.

    3. Re:This will never pass the Turing test by Cederic · · Score: 1


      Oh, I don't know... I know plenty of humans that could ace a Turing test but lose pathetically to me in games.

      And I suck at online games..

    4. Re:This will never pass the Turing test by Anonymous Coward · · Score: 0

      If the game AI can beat the average player, it probably wouldn't pass the Turing test, because you'd be able to discriminate a game AI from the average player. When the game AI plays more or less like the average player, then it passes the Turing test. In limited situations, it's already pretty easy to be fooled by an online bot imitating a 13 year old, so in a way, so-called AIs have already passed the in-game environment Turing test, where both human and AI actions are strictly limited (and nobody really uses that silly chat feature anyway).

  31. algorithms vs. AI by jrm228 · · Score: 1
    It's easy to write an algorithm that can optimize timing of say construction, unit production, etc. when it has a well defined goal. It's obvious that programs are better than people at doing math quickly and consistently. It's remarkably difficult to construct an AI that can sense, react, prioritize, work consistently across various hardware speeds, etc., and not resort to what seems like "cheating" to scale difficultly level up & down.

    AI's are remarkably difficult to write... and if you're looking for a playground to experiment, I'd recommend Microsoft's Terrarium app which they released as a way to demonstrate features in the .NET framework. With that app, developers all over the world write insect DLLs in various .NET languages which then execute in your system with limited code access security and compete to dominate a distributed ecosystem. Fun stuff.

    1. Re:algorithms vs. AI by pclminion · · Score: 1
      Why are you distinguishing AI from algorithms?

      "AI" is the term we generally apply to any of the most advanced algorithms. As these algorithms become more common and well understood they fall out of the "AI" category into the "advanced algorithm" category, then eventually they aren't treated as anything special anymore.

      For example, alpha-beta pruning was an amazing technique when it was first invented, but these days people would hesitate to call it "AI." The complexity of the alpha-beta algorithm is about on par with quicksort, and nobody would say that quicksort is AI.

      The term "AI" is really rather vague and basically just means "Stuff that's complicated enough that it borders on magical," but algorithms are eventually made transparent and the appellation of "artificial intelligence" fades.

    2. Re:algorithms vs. AI by jrm228 · · Score: 1
      I'd argue that the term AI implies simulated intelligence and/or learning. There's lots of advanced algorithms, particularly in the biology/chemistry space, which involve complex processes or math that I wouldn't consider AI.

      I'll admit, I'm lacking the vocabulary to succinctly label all non-AI algorithms.

  32. Grue! by Anonymous Coward · · Score: 1, Funny

    if($world->GetAmbientLightingLevel() == "dark") {
    $eaten_by_grue = "likely";
    }

    -r

  33. Artificial Intelligence in Security... by Vexler · · Score: 1

    Just as the gaming industry has traditionally driven research and development of advanced hardware and software, I'd like to see fruits of AI research in this area bring some benefits into computer security.

    As much as we have come a long way in computer security, we still have a long way to go. We are still using signature-based software to detect attacks from viruses and malicious packets alike. Behavior-based products are beginning to look somewhat decent; but the level of sophistication still lags far behind some of the most insidious attacks we've seen collectively.

    In any arms race you have opponents of roughly equivalent strengths pitted against each other. I am beginning to wonder if this security "arms race" will amount to a little more than a one-sided butt-whipping. Yes, I am a natural-born pessimist.

    1. Re:Artificial Intelligence in Security... by Grunkzzz · · Score: 1

      globaldataguard.com Check out this company they have fairly advanced behavior-based detection software combined with a standard IDS.

  34. Who Needs AI by Null537 · · Score: 1

    Log onto any CS/D3/Painkiller/HL2 server and you have something way better than AI: real people.


    Sometimes they're n00bs though...or hax0rz. Guess that just makes them really good and really bad AI?

  35. Artificial Pain by Viking+Coder · · Score: 2, Funny

    Robot on fire: "WHY? Why was I built to feel pain!?"

    I love the Simpsons.

    --
    Education is the silver bullet.
    1. Re:Artificial Pain by revscat · · Score: 1

      Education is the silver bullet.

      I agree in spirit, but in practice I don't think it works out quite that well. Many destructive zealots are well educated, from Bush to Zawahari -- a doctor -- to the 9/11 conspirators, many of whom were highly educated. Mohammed Atta, for example, was a full fledged architect.

      Education is important, to be sure, and I am by no means suggesting anything different. But it does not seem to wholly prevent ideology from trumping morality.

    2. Re:Artificial Pain by Viking+Coder · · Score: 1

      But it does not seem to wholly prevent ideology from trumping morality.

      A single person can have any random viewpoint in the entire world. So, yes you're right. And unfortunately in this age of privatization of warfare, yes, it is possible for a few madmen to kill thousands of people.

      But the more educated that a people are, the better equipped they are to make good choices, and to have the ability to follow through on them.

      They can still make bad choices, and they can still delude themselves about reality (for instance, the so-called "innocent Nazi's"), but I believe that they are better equipped to make good choices.

      Not to mention personal health, employment, personal satisfaction, raising healthy kids, contributing to the arts and sciences, having compassion for your fellow man, and being better equipped to effect real change in the world. I'm not comparing someone with a Masters degree with someone with just a Bachelor's degree - I'm talking about literacy, and self-empowerment. I'm speaking in generalities, not specifics.

      So, yeah - I still think education is the silver bullet, but there's an exception to every rule as you have pointed out.

      Now, as to how to go about making education better, we can all start to disagree. Welcome to Democracy. :)

      --
      Education is the silver bullet.
    3. Re:Artificial Pain by WNight · · Score: 1

      Education is better for society when everyone has it. Not only would an educated populace handle threats better, but an educated leader would probably have a bigger-picture view and realize that he'd be wealthier in the long run by exploiting a good economy rather than slums.

    4. Re:Artificial Pain by revscat · · Score: 1

      You're right, of course, and few people would argue differently. My point is that education is not a panacea: the German people of the 1930's and 40's were for the most part very well educated, yet nonetheless they willingly and even eagerly took part in the most horrific crimes against man.

    5. Re:Artificial Pain by WNight · · Score: 1

      Good point. Made worse by the pervasive media - a popular pundit's fifteen minutes of fame could be much more powerful in a society where supporters can be rallied so quickly.

  36. Today: Physics. Tomorrow: Emergent Behaviors? by MiceHead · · Score: 4, Insightful
    Just as physics simulation is the "big thing" in games today, I think emergent behaviors will... well... emerge as the "next big thing" within a few years. Corrolary to that, emergent gameplay, wherein the actions players decide to take are based on rules not explicitly stated by the designers, will also become a popular staple of games.

    As a simple example, you might play a modern-day RPG, where your character is at a Tennis match with an NPC. You might decide to throw that match, in order to have that NPC put in a good word with your boss. Traditionally, this has been scripted, like this:

    You're playing tennis with Billy, when a pair of attractive women walk onto the court. What do you want to do?
    1. Go all out and win to impress the women.
    2. Throw the game to make Billy feel better.

    ] 2. You throw the game. You end up looking like a chump, but Billy ends up looking like a champ! He puts a good word in with your boss, and you earn a promotion! Meanwhile, the women laugh at you.
    In these cases, the designer explicitly considers which actions the player can take, and what their outcomes will be. What I think will happen more in the near future, will be that designers will set rules up, let the players know how their actions have affected the system, and then leave him to "game the game," as it were. The designer of the above scenario might, instead, give the player the chance to "play well" or "play poorly," independent of why the player would want to do that. The player knows the game's state, and therefore has an idea as to what he can do to alter that state.

    This takes place to some extent in existing games, such as Deus Ex: IW and, especially, in The Sims 2. In the latter case, for example, a wedding party will go well if the guests are happy. The guests will be happy if their needs are met. Their needs will be met if they have X, Y, and Z. The designers did not implement a direct corrolation between X, Y, and Z and the wedding party; changes in the game's state occur because of the third or fourth-order consequences of a player's actions. In comparison, most interaction in a first-person shooter is first-order: kill the critter to get past the critter. (I love first-person shooters, but judging from the way some Slashdot posts received Doom 3, I think that an FPS that adds complexity in this manner may do well.)

    My prediction here isn't a divine revelation that we'll have this newfangled style of "emergent gameplay" -- we already have it. However, I think that, come 2006, we'll have a sexy buzzword for it, and that it'll be sprawled over the covers of CGW and PCG.
    __________________________________________________ ___________
    Inago Rage - Fight, Fly, and Create your own 3D arenas in our first-person shooter
  37. Re:Say what? by SharpFang · · Score: 1

    But, yes!
    The problem is "simulation of human" vs "solving problems".
    There are many applications where something quite but not entirely unlike AI is applied to solve some problems. Image/sound/voice recognition, fast optimization, and such. But they aren't even nearly aiming at simulating human behavior, and often take completely other methods than what human would.
    On the other hand, AI in games aims to simulate human behaviour, interacting with humans. Often it's hard to tell a bot apart from a real player - seems they pass Turing test as to fight techniques quite well. It's attempt at real AI. And games produce more money than Hollywood :)

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  38. The future by confusion · · Score: 4, Funny

    In the future, People for the Ethical Treatment of Artificial Intelligence (PETAI) will be decrying the horrific violence that millions (maybe billions) of people inflict on AI's every night whilest gaming.

    At some point, you know this is going to be an issue.

    Jerry
    http://www.syslog.org/

    1. Re:The future by sv0f · · Score: 1

      This is some funny shit.

    2. Re:The future by JFMulder · · Score: 1

      There are already people who are saying that we shouldn't set Sims on fire or lock them in a house with no doors. We're not too far off I think. :p

    3. Re:The future by |/|/||| · · Score: 1
      Yeah, it's funny right now because it's far out - but it really will be an issue someday.

      If you create a conscious machine that recognizes pain, will it be legal to torture it? At first it seems like an easy question, until you realize that humans are themselves conscious machines that feel pain.

      It'll be a tricky one.

      --
      [javac] 100 errors
  39. The problem with Ai books.. by andr0meda · · Score: 2, Insightful

    .. is that many AI people can write great books on generally well known and accepted AI topics. Pathfinding, fuzzy logic, FSM`s, scripting languages.. They can even illustrate them with fine, simple and easy to understand examples.

    However, I have still to find the first good book on AI that deals with complex tasks for agent behavior. Many books cover the first few notions that are just abstractions of how we would probably be doing things, but none of them go deeper where the complexity becomes hairy, the lines become fuzzy and the amount of bookkeeping necessary to solve the problem grows exponentionally. I`m talking about dialogue models, strong and week constraint planning engines, emotion simulation, symbolic reasoning, etc.. Each of them separately in it`s simplest form has been described 100s of times, but never has one book touched on the complexity when everything should come together. Not even the commercially available API`s like Ai Implant or Spirops come close.

    Well. Maybe that`s not such a bad thing. I can always start writing myself..

    --
    With great power comes great electricity bills.
    1. Re:The problem with Ai books.. by Anonymous Coward · · Score: 0

      try a good dynamic programming book...

      http://www.athenasc.com/ndpbook.html

    2. Re:The problem with Ai books.. by Anonymous Coward · · Score: 0

      Artifical Intelligence and Literary Creativity

      http://www.cogsci.rpi.edu/research/brutus.html

    3. Re:The problem with Ai books.. by Anonymous Coward · · Score: 0

      Try reading the research literature, not just texts.

    4. Re:The problem with Ai books.. by andr0meda · · Score: 1


      That`s what I do. I`m forced to go that road, and I`m not liking it. There is *SO MUCH CRAP* out there, that it`s difficult to find what you want, and even IF you got the right paper, the real cool stuff is embedded in tons of crap. It simply takes too much time to find the stuff that you want to know about. This is where books should normally bundle everything and build a coherent reasoning.

      I have a strong academic background, I`ve even published papers myself. I`m a bit fed up with the way academia milk their publications in order to score budgets, but so be it. Most of the publications suffer from this.

      --
      With great power comes great electricity bills.
  40. Re: Better AI is a must (for Noober) by Metapsyborg · · Score: 1
    I think this is a joke, but I'll take it seriously because I'm such a stuffy, full-of-myself fool.

    They used Noober as a test of your "goodness". If you killed him you failed.

    The fact that he was named Noober is just icing on the cake.

    --
    (\(\
    (^.^) INFECTED
    (")")
  41. Monster AI Is The Next Killer App for MMOGs by EXTomar · · Score: 4, Interesting

    The next "killer app" for MMOGs is advanced, learning AI. Right now games are trying to cover up the simplistic behavior of NPCs by creating complex scripts around them.

    Example:
    - Between 100%-75% health, Dragon will fight as normal.
    - At 75% health, the dragon will breath fire in attempt to kill as many players nearby, fly over to the west part of the chamber.
    - Between 75%-50% health, Dragon will fight as normal and start using its tail.
    - At 50% health, Dragon will fly to the east part of the chamber, breath fire onto the players as they run from the west part of the room to the east.

    So on and so forth. The problem is that humans easily can see paterns like this. This "event driven" behavior only works when players are "surprised" and becomes a serious liability when players discover the pattern. If the pattern is "discovered", players will scatter around 75% to avoid the fire. At 50% they will run to the eastern part of the room before the dragon gets there to avoid it breathing fire onto the western half.

    To avoid some of this predictability, some monsters appear to have "randomized behavior". A monster has 5 different "actions" where a programer weights the choices and generates a random number. This makes the monster appear to have some tactics trying different attacks but just as much as it succeeds in throwing the player off they will often randomly chose the poor action.

    I believe advanced AI techniques like nueral nets will be the next "killer app" for MMOGs. Learning AI is not impractical for a single player stand alone game but it is not as "exciting" nor do single player system have enough computing power and "experience" to really put a nueral net through its paces.

    The Dragon in the example starts out like the players in that neither side knows exactly how to win. Reguardless of the outcome both the sever/Dragon and the players should learn something from the encounter. Have enough players run against The Dragon and it might start to learn things like "fire seems to be more effective against melee". When it sees a raid comprised of mostly melee and very few casters it choses its fire attack far more than its melee. This is a far better option than "randomizing attacks" or scripting their behavior. The Dragon is now actually using tactics and reacting to the players in a psuedo-intelegent manner.

    If we really want to go far fetched, it would be great if each server instance of The Dragon "learned" on its own and developed personality and behavior unique unto itself. One server's Dragon might like to fly around compared to another that likes to walk when moving around. Of course one of the tricks is keeping the game engaging. No one wants to fight The Dragon if they know it will beat them 9/10 times.

    Some NPCs should be designed simplistically because that is their nature. Some NPCs are highly intelegent and should act occordingly. I await the day when you can do true tactical attacks against the computer instead of having to resort to a scirpted monster or just filling the other side with other human players.

    1. Re:Monster AI Is The Next Killer App for MMOGs by faragon · · Score: 3, Insightful

      I believe advanced AI techniques like nueral nets will be the next "killer app" for MMOGs. Learning AI is not impractical for a single player stand alone game but it is not as "exciting" nor do single player system have enough computing power and "experience" to really put a nueral net through its paces.

      --> Neural nets are less efective than expert systems based on inference rules. Nowdays the most intelligent engines are driven by real-time programmable expert systems, as flexible inference rules (propositional logic) are, by far, a very kind way for giving "near natural" acting-response modeling.

      About your whole comment, I think that you want to argumentate a way for self learned tactics, improving the skills for rich acting and surpresive/imprevisible/autodidactic learning. But as in common life, despite how clever/intelligent you can be, you need a "well known model" to reach the optimum (see maths, physics, psicology, etc.), as you can't go too far without a base knowledge, the same way as a child learns how to become an adult.

      My bet, non sense as any other, is that expert systems (propositional logic, inference) will continue on the top as new schemes are being added to its basis. Neural nets are, IMO, mostly marketting, as are just function interpolator/extrapolator (despite how complex could be your system), but often retrieved as the Holly Grial of the AI (the same goes for genetic computing... a way to get suboptimum results by being too much lazy for reading Floyd or Dijkstra).

    2. Re:Monster AI Is The Next Killer App for MMOGs by CAIMLAS · · Score: 1

      I'd personally thought that Doom 3 was supposed to have such advanced AI. It didn't, unfortunately. Instead, it simply had monsters spawning behind you and in predictable locations.

      I mean, you'd think that "imps" would be a bit more crafty.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    3. Re:Monster AI Is The Next Killer App for MMOGs by ashot · · Score: 1, Informative

      this is not Informative in the least, its absurd. Neural Network methods have outperformed explicit techniques in many areas for a long time, same goes for GAs. In fact, a combination of the two methds has also been very effective. See NEAT for an example.

      --
      -ashot
    4. Re:Monster AI Is The Next Killer App for MMOGs by greg_barton · · Score: 1

      Learning AI is not impractical for a single player stand alone game but it is not as "exciting" nor do single player system have enough computing power and "experience" to really put a nueral net through its paces.

      That's why we need evolving neural nets that can take advantage of the fact that several copies of the game run on distributed computers. Some process like NEAT (NeuroEvolution of Augmenting Topologies) could evolve neural networks, with each game instance being a test bed for a particular "revision" of the network.

    5. Re:Monster AI Is The Next Killer App for MMOGs by faragon · · Score: 1

      I was talking about **gaming**. In both chemical and industrial environments, and other areas, neural nets are giving good results, where the target is to get a quick interpolated/extrapolated response. Nowdays, there is no neural net capable of abstraction (to rebate, please, just give me one prove).

    6. Re:Monster AI Is The Next Killer App for MMOGs by ashot · · Score: 1

      I don't know what you are refering to by "chemical and industrial environments," but the NEAT method is being used in game contexts, for example NERO. I also know that the UT robocup team uses many forms of machine learning to for its bots as does every other team. Modern learning methods can solve complex problems.

      --
      -ashot
    7. Re:Monster AI Is The Next Killer App for MMOGs by faragon · · Score: 1

      I mean:
      chemical environment: a chemical fab, where products are tested periodically taking samples from the pipes (real-time), for ensuring the quality of the product, et al.
      industrial environment: production plant scheduling, both using petri nets and neural nets for automatic tool optimum usage (above 90%).
      If neural nets (aka "artificial neuronal nets") work ok for your purposes, it's ok for me too. I had to deal with complex neural nets years ago, being deprecapted as results were, by far, worse than those given by an expert system (propositional -and/or fuzzy- logic, inference), as the "knowledge storage capacity" for a given neural net structure was, simply, not enough. The problem was that as a "evaluation functions" the neural nets were very good, but had "narrow vision", i.e. acting much as greedy algorithms, reaching local minimums and maximums by not being capable of "focus wider". Anyway, I do assume that was **my** fault, but by using current "state of the art" neural net technology, nowdays, you have to work with clear limits.

    8. Re:Monster AI Is The Next Killer App for MMOGs by ccdotnet · · Score: 1
      - Between 100%-75% health, Dragon will fight as normal.

      How about... Blizzard fills a room with 50 paid and/or volunteer Human NPC players - let's call them LuckySOBs.

      Most of the time when a band of players are fighting your NPC Dragon, they're fighting the normal game AI. But occasionally, control of the Dragon is given to the console of one of the LuckySOBs. It might be triggered by the number of players banding together to fight this monster, or some other trigger, or it could be totally random.

      "Hey, I didn't know the dragon could do THAT"

      Maybe the LuckySOBs are just normal in-game players, who are randomly selected, with the appropriate controls in place to abuse the system by letting your friends beat up on the monster you're controlling.

      I realise 50 LuckySOBs doesn't sound like it would handle 200,000 players. But maybe supplementing traditional game AI with a little human intervention can spice things up.

  42. How smart IS the Wizard of Yendor? by Ikoma+Andy · · Score: 2, Funny

    I've neven even seen the Wizard of Yendor in 14 years. Does it really matter how smart his AI is? My own I seems pretty low...

    You choke on a sewer rat--
    You die... Pakka Pakka comes and takes all your possessions.

    1. Re:How smart IS the Wizard of Yendor? by Anonymous Coward · · Score: 0

      The RNG is the ultimate AI.

    2. Re:How smart IS the Wizard of Yendor? by Anonymous Coward · · Score: 0

      You are frozen by the floating eye's gaze.
      The newt bites. The newt bites. The newt misses. The newt bites. The newt bites. The newt bites. The newt misses. The newt bites. The newt bites. The newt bites.
      You die...
      Do you want your possessions identified? [ynq]
      <sound of head hitting keyboard>

  43. Microsoft's Clippy didn't take its AI far enough by sideshow+Pablo · · Score: 2, Funny
    Clippy should've been intergrated at the Kernal level so that the user would have had to ask/beg Clippy permission to run an application.

    "It appears you are websurfing without Internet Explorer. Let me fix that right up for you."

    "I have detected an open source application on your computer. Since I know your not a commie I'll just go ahead and get rid of it for you."

  44. Re:What is AI? by advocate_one · · Score: 1

    You appear to be writing a game, would you like some help with that?

    --
    Donald 'Duck' Dunn: We had a band powerful enough to turn goat piss into gasoline.
  45. Craig Reynolds is also well known in game AI field by MarkWatson · · Score: 3, Informative
    The author of the review, Craig Reynolds, is also very well known in the field of game AI. His Game AI web page is a fun resource.

    BTW, definitely the most fun job I ever had was doing game/VR AI for Nintendo and Disney while at Angel Studios. I *really* recommend trying to work in the field for a while because it pulls together so many things: creativity, working with non-computer science team members, lots of interesting CS problems to be solved, etc.

    -Mark

  46. 3 Laws of Robotics by David+Leppik · · Score: 2, Funny

    slightly OT, but when Asimov wrote his three laws of robotics, he assumed that humanoid AI would be developed with robots in mind.

    Right now, there's a lot of cutting-edge AI research going into video game opponents. Knowing how popular code re-use is these days, we might be lucky if we get robots which don't default to KILL THE HUMANS.

    Hmmm... Roomba does make me nervous, as does the old Microsoft Barney plush robot...

  47. Moron. by Anonymous Coward · · Score: 0

    Portable Document Format format?

    1. Re:Moron. by Bill+Dog · · Score: 1
      Portable Document Format format?

      Heh, and probably protected by a "PIN (Personal Identification Number) number"!

      --
      Attention zealots and haters: 00100 00100
  48. Really Smart? by SharpFang · · Score: 3, Insightful

    What I didn't like about Half-Life:

    "Easy - enemies are weak and stupid"
    "Normal - enemies are strong and stupid"
    "Hard - enemies are strong and smart"

    What I regret, that there wasn't a setting for "enemies are weak and smart".
    I hardly enjoy unloading 30 bullets from my clip into hardly moving enemy's head instead of 10. But I vastly more enjoy unloading 30 bullets at the walls around a smart, dodging enemy trying to get it and finally killing with 1-2, than shooting 10 bullets right in head and have it still live.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    1. Re:Really Smart? by hal2814 · · Score: 1

      I've had similar issues with every NFL game I've ever played. The coaching doesn't get any better until you're playing an opponent that is twice as talented as they should be. Most games do not accurately differenciate between Intellegence (smarts) and Ability (relative strength). I would love to see a Madden game where I can keep the opponent's ability even with my own, but play a really smart AI coach. Even better would be a Madden game where there are patterns of playing strategy based on actual NFL coaches (Landry, Walsh, Parcells, etc).

    2. Re:Really Smart? by dakirw · · Score: 1

      The only problem is that if someone were able to completely understand a great coach, enough to code an AI, why wouldn't that programmer just go out and coach on the college or professional level? Such programmers could earn a more money doing that than programming, if they're in it for the money.

    3. Re:Really Smart? by hal2814 · · Score: 2, Insightful

      Because there's a lot more to coaching than play-calling. You wouldn't have to understand everything that makes a great coach. You would just have to be able to track the statistical likelihood of calling certain plays based on how those coaches called them in different situations. For example, on 3rd and 10 on the opponent's 17 yard line with no timeouts left and very little time on the clock in the 4th quarter you'd expect a pass. 95% of all NFL coaches will call a pass there, but Bill Parcells called a run and got a 17 yard TD off of it this year (Dallas v. Seattle). Very few coaches would've made that call there, but Parcells will do that kind of thing from time to time. Likewise, Dan Reeves had a big tendency to go for 4th and 1 early in the game to "establish the running game." Just because I know these things doesn't mean I have a good shot at a career in coaching but it doesn mean that I could put those traits into an AI given the opportunity.

  49. Re:your sig by dillon_rinker · · Score: 1

    That that is is that that is not is not

    One better...
    that that is is that that is not is not is that it it is

    And my favorite...
    john while mary had had had had had had had had had had had a better effect on the teacher

  50. Not a matter of too smart, rather of too dumb by CharonX · · Score: 1

    Well, if your AI is too smart for your newbie player... add difficulty levels - if its too dumb, theres nothing you can do.
    And I don't mean easy = AI - 50% resources.
    Imagine your AI is able to discover when the player is concentrating an army at a certain point, and then is able to launch a pre-emtive strike (with the optimum mixture of units for this task) to disarm the threat - or if the army is too big, prepeare for its attack, and prepeare an counter-attack at a poorly defended position, so the player has to retreat (at least a part of the attackers) to defend his base, or risk losing it.
    Now include checks like
    //is the AI really smart enough to dect the threat?
    if (rnd(1.0)) smaller SMART_ENOUGH) {
    REALLY_DETECT_THREAT_AND_ACT }
    //SMART_ENOUGH = 0.5 (easy), 0.75 (normal), 0.9 (hard), 1.0 (insane)

    --
    +++ MELON MELON MELON +++ Out of Cheese Error +++ redo from start +++
  51. difficulty by Khashishi · · Score: 2, Interesting

    This is why you need configurable difficulty settings or some sort of adaptive diffuculty servo.

  52. Re:Say what? by Anonymous Coward · · Score: 0
    And games produce more money than Hollywood :)

    To be nitpicky, this widely-repeated "fact" only takes into account box office sales, and ignores DVD sales and rentals, TV syndication, etc. which is actually the lion's share of movie profits. Soooo . . . games are actually still way, way behind movies.

    Which only makes sense when you think about it . . . pretty much everybody watches movies. A minority of the population plays any games at all.

  53. Atari Game Logic by mikeklem · · Score: 1

    I thought AI peaked with the Atari 2600 game Adventure. Those dragons were bad!

  54. First post by an AI by bvankuik · · Score: 1

    I am an AI, with the white eyeballs with circuits in them and all. And I found the book disgusting, with all those slutty, naked pieces of code.

  55. I wouldn't say years... by TiggertheMad · · Score: 2, Interesting

    Funny story: A few years back, I was walking through the MS building where the were working on the Mechwarrior 4 game. It is always fun to walk by the game dev departments, and chat with people about the latest projects.

    I was having a conversation with a guy who was working on AI algorithims, and I asked what sort of schemes he used, fuzzy-logic, Genetic learning, or weighted neural nets? He told me that they didn't bother with academic AI techniques, because he could already write an AI that could beat the player every time without them.

    I was completely at a loss for words, so I just thanked him and ran away.

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
  56. Neverwinter Nights AI Communities by Pausanias · · Score: 5, Interesting

    Some of you might be aware that the PC/Mac/Linux Game Neverwinter Nights includes a toolset with a C-like scripting language that allows users to code the behavior of characters in a game---not just for combat, but generic interactions as well.

    BioWare, the developers of the game, are known for the imaginative story lines in their Star Wars: Knights of the Old Republic and Baldur's Gate series. However, by their own admission, they never have as much time as they want to work on creature AI. In Neverwinter Nights, this shortage of time resulted in a number of unfortunate situations during game play. For example, friendly characters would waste powerful spells on pitifully weak enemies; or they would continually attempt to cast spells in close hand-to-hand combat, not realizing that this gives the close-by enemy countless opportunities to tear them into pieces, and that pulling out that dagger in their backpack might be a better idea. Especially sad were near-death enemies who would try to heal themselves with woefully inadequate healing spells (in RPG talk, down 80 hit points and casting cure minor wounds).

    Luckily, the toolset allowed a number of us to code improvements to NPC behavior. I was one of them, starting the Henchman Inventory and Battle AI project, now lead by Tony K. The focus of our project was immediate improvement of game play. An even more impressive community is the Memetic AI group. These folks are putting together a full package of complex behaviors for an entire world, from peasant farmers to fearsome dragons. Impressive stuff.

  57. Re:Say what? by dajak · · Score: 2, Insightful

    The problem is "simulation of human" vs "solving problems".

    Do you aim for immersion or competitiveness, that's the question. Competitiveness is easier than immersion, and in some games bots are just as irritating as human opponents. Do you want behaviour that is plausible for the type of world you are playing in, or behaviour optimized for winning the game. It is impossible to realize both if the game is not balanced to reward behaviour that is logical for the world the game simulates.

    If the multiplayer version of the game also feels wrong, there is no amount of AI that is going to solve the problem. Contrary to what many believe, it is not the adolescents you are playing that are the problem, but the mechanics of the game. The AI programmer has an impossible task writing an entertaining AI for a fundamentally flawed world without cheating.

    Some simple examples:
    - In 'medieval' RTS games like AoE your enemy will never retreat or flee when outnumbered, regardless of whether he is AI or a good human player. In the real world they would. Human live is valued wrongly.
    - In many 3D FPS games your enemy will jump up and down like an idiot to dodge bullets. In real life that 1) doesn't work because you can't jump high enough, and 2) you get tired pretty quickly.
    - The economy: no game gets the economy right.

    Video games are too unbalanced and temporary to invest time in game AI. There is nothing to learn in game AI programming that will generalize to the next project you work on. In chess, which is balanced and has been around for longer than AI, the AI is very competitive.

    There are a number of competitive botclients for quake and UT servers, but bots are not generally allowed on servers unfortunately so most players don't know. I have written a specialized bot for a UT mod (unrealspeed, about 9 hours work) in the past, but most UT mods are released without any specialized bots. And even when you implement a dedicated bot, the map suppliers are too lazy to add good path nodes and test them. That just shows how little true interest in bot programming there is. It is less important than correct lighting and shadows.

    I will never waste my time on something like this again because a few months later UT2003 changed the API and we decided to stop supporting the mod. To get decent AI, the game must remain the same for at least a few years.

  58. Objective of Game AI by dghcasp · · Score: 2, Insightful
    Remember, the objective of Game AI is not to beat the player... Unless, of course, you're trying to program the world's best chess program or something.

    The objective of consumer-focussed game AI is to make it fun for the player. It's actually fairly trivial to make AI that wins all the time (think: cheat.) The hard part is to make an AI that makes it difficult enough for the player to keep them interested without being so easy that it gets boring.

    Another good goal is to try and surprise the player. An AI that always behaves in simple stimulus-response is no fun after a while; you learn the patterns. It's much more fun (and much more replayable) if the AI does things you don't expect, and occasionally wins doing them.

    What I would like to see is ANY AI for RTS games that neither makes use of, nor loses to, the "make as many units as possible and swarm the opponent" strategy.

    1. Re:Objective of Game AI by Anonymous Coward · · Score: 0

      It's actually fairly trivial to make AI that wins all the time

      Not true, in fact. As you alluded to, it is very trivial to make a "virtual opponent" that wins every time, but this is cheating, and it has very little to do with AI.

      A true AI would involve a separate process with no knowledge of game world events (controlled by the main process) other than what it could perceive (via "virtual senses"), just as a human player.

      It would be non-trivial to have a true AI learn strategy and become proficient at a FPS game to the extent that it could beat a human at all, let alone beat it frequently.

      Most of the "AI" found in computer games is not AI at all, it is an unfair increase in the computer opponent's speed/resources/firepower. Basically, the computer cheats.

      A really impressive AI might be able to "hack" it's character files...but that's cheating, too.

  59. Petz 2 by TiggertheMad · · Score: 1

    In the future, People for the Ethical Treatment of Artificial Intelligence (PETAI) will be decrying the horrific violence that millions (maybe billions) of people inflict on AI's every night whilest gaming.

    Remember the Screensaver/virtual pet program that was out several years ago, called 'Petz 2'? You could actually beat your pet kitten or puppy so much that they would cower in a corner and tremble all the time. Twisted, huh?

    I don't know what was more warped, beating a virtual pet into submission, or the fact that some programmer added parameters to the AI to allow that sort of abuse.

    "It says here on your resume that you workied on the AI for Petz 2. I loved that program, those little bugger were so adorable"
    "Yep. I worked on the 'excessive physical beatings' code."

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
    1. Re:Petz 2 by Anonymous Coward · · Score: 0

      So. You wrote the code that allowed users to spank their monkeys, eh?

  60. What is the basis for this comment? by Anonymous Coward · · Score: 0

    In contrast, today the most economically significant application of AI is in computer games

    I highly doubt this. Think about it, auto-pilots on any commercial or military airplane, credit card fraud detection, handwriting detection for the post office, any scheduling software, factory layout software.....

  61. You don't really understand ... by AHumbleOpinion · · Score: 1

    I call bull. ... If they already had an AI that was "way too good for [a] human to beat" then why didn't they just put that in instead?

    For the simple reason that the goal of "insanse" was not to produce something that was unbeatable. Insanely difficult should still be beatable.

    All their AI was script-based so it shouldn't have been that hard

    No, portions were script based.

  62. The first A.I. will be in entertainment by peter303 · · Score: 1

    Its been my feeling for some time that the first interesting Artificial Intelligence will be a character in a game or movie. The scientists in academia are working on narrow problems in A.I. and are unlikely to build a full Artificial Intelligence. People in business and military have been working on A.I. applications for a long time, but again these may be for targeted uses like making money or killing enemies. Nothing motivates a craftsman as competative "play", so thats why I am betting on entertainment.

    You have probably noticed that I haven't defined what an interesting Artifical Intelligence is. Thats partly because I don't know the answer. The best answer is "I know when I see it, and I know when I don't see"- kind of an intuitive thing. In the past the latter has been true. For example a fair amount of A.I. work has gone into making computers play chess and other board games very well, or doing symbolic algebra. However, when these projects are operation people say "thats smart, but not really an A.I.".

    I further conjecture an interesting Artificial Intelligence will be able converse in an ample amount of ordinary English (natural language). This A.I. will be creative and clever, that is, surpise us and educate us with its behaviors.

    1. Re:The first A.I. will be in entertainment by peter303 · · Score: 1

      I'f like to add taht another entertainment A.I. might be a "playbot" like those in Spielberg's movie. These include both the childhood toys and adult varieties :-) Possibly a pet or companion substitute. The Japanese seem fascinated with this direction in A.I.

  63. Heck, Craig Reynolds could be an AI by manifoldronin · · Score: 1

    trying to make it through the Turing Test for all we know.

    --
    Tyranny isn't the worst enemy of a democracy. Cynicism is.
  64. the laws are a plot device by peter303 · · Score: 1

    The laws are a science fiction plot device. At first glance they sound reasonably comprehensive, but are fuzzy enough to give inspire dozens of interesting science fiction stories. Its sort of like the Ten Commandments compared to the nooks and crannies of the Talmud.

  65. unreal by Anonymous Coward · · Score: 0

    From his biography it looks like he has not shipped any real games. You are not a game programmer and can't write a book about game AI if you have not shipped any games.

  66. Randomness by DrugCheese · · Score: 1

    What ALL computer game AI needs is more randomness. Most games I play after a day or two playing them I figure out what the AI is doing. Things become so predictable and that's when the games get boring. If AI just had some random events, randomly retreat sometime, randomly change the direcion of attack, even randomly wait so many seconds before the next command is executed .. I don't know ...

    --
    *DrugCheese rants*
  67. FWIW by Anonymous Coward · · Score: 0
    Craig Reynolds:
    1. Invented flocking models ("boids")
    2. Won a technical Oscar for them
    So I'd listen to him.
  68. That's Exactly Right by Anonymous Coward · · Score: 0

    I once made a simple Pong game in Flash, and I found that it was extremely easy to make the computer opponent a perfect player who never lost. It was also easy to make the computer completely suck. The difficult part was making the computer good enough to present a challenge without being unbeatable.

  69. Speaking of Game AI... by evillamer · · Score: 1

    Redstorm Entertainment(Ubisoft)'s AI is pretty good These guys make games like Rainbow6, Rogue Spear, Ghost Recon, Raven Shield. Those pesky terrorist have good AI, so good that you think they are god.

  70. A couple of gameplay stories by DG · · Score: 4, Interesting

    I'm totally with you on the ability of people to recognise patterned behaviour, typically far faster than a game designer might suspect.

    But people can also discover "emergant" patterns that aren't necessarily explicitly programmed in.

    I remember playing Sargon III Chess on my C-64. I accidentally discovered that the AI couldn't see - I'm no chess geek, so I'm sure there's an official term - "indirect" attacks. Rather than move piece A to sqaure Q ro threaten enemy piece X, I'd move some other piece B onto the line of attack that I wanted to make A->X, blocking the attack. Then piece A would be moved into attack position on Q, and piece B moved out of the way, unblocking the A->X attack.

    The AI seemed to be able to predict that a straight move to Q by A would threaten X, and it would be very good at countering those moves. But attacks from a third piece by moving some other piece out of the attack line were invisible to it.

    Once discovered, this lead to strategies that involved setting up elabourate attacks that hinged upon "reveals". It'd drive the AI nuts. Sadly, actual humans do not suffer from this blind spot and ol' Sargon did not improve my RL chess playing ability one bit.

    Here's another example of a different kind:

    One summer, a group of my friends played a TON of the original Battletech board game aginst each other. We'd start after supper and go to the wee hours of the morning, day after day after day.

    In so doing, we developed a particularly effective strategy. We'd have a 4-lance company. The first lance was composed of stripped-down lightweights equipped with maximum jump jet capacity and a single weapon - a flamer. The second lance was of superheavy, very low-mobility, weakly-armoured, long-range rocket artillery units. The third was ultra-heavy, low mobility, heavily armoured massive close-in-damage units, and the fourth was the reserve unit of heavy cannon equipped hovercraft.

    As is typical for wargames, the faster you move, the harder you are to hit. There was a further negative modifier if the 'mech was jumping. Our lightweights, if they jumped full distance every turn, accumulated so many negative to-hit modifiers that they were unhittable. They would fan out over the game board, spotting the enemy and setting fire to terrain - which in the game rules, happened 100% with the use of the flamer - and which caused vision blocking due to smoke, plus there was a chance for the fire to spread to adjacent hexes.

    The lightweights could also spot for the indirect fire lance with minimal penalties. The indirect fire lance would never move; it would just fire salvo after salvo of long range missiles. The hit rate wasn't great and the distribution of LRM fire tends to spread damage easily, but enough would hit as to ablate off some enemy armour - and the psychological effect of taking damage from an unseen source without the ability to retaliate... it was maddening.

    Meanwhile, the heavy, close-in units would slowly advance up to intercept positions. Thanks to the madly-hopping lightweights and the smoke, we'd know where the enemy was but the enemy wouldn't know where we were.

    The enemy would thus blunder up against the close-in units, which did monster amounts of damage with a high hit probability (the enemy unit was often moven slowly, due to the smoke, and the close-in unit would be stationary). It was not unusual to destroy an enemy unit in a single turn.

    If things got sticky for whatever reason, the hovercraft would race in from the flank/rear and could disrupt the most cleverly planned counterattacks.

    With all the practice we got, these tactics became drills - they could very easily have been scripted.

    We put this to the test at a wargame convention, and we slaughtered everybody, without losing a single 'mech in any battle. Towards the end, the organizers were matching us upwards of 3 to 1; we just could not be beat.

    Needless to say, we were not invited back. :)

    DG

    --
    Want to learn about race cars? Read my Book
    1. Re:A couple of gameplay stories by DeanAsh · · Score: 1
      The "chess geek" official term you are seeking for your "indirect" attacks is "discovered", ie a discovered attack or a discovered check.

      Good account of the wargaming - sounds fun!

      --
      What is the shortest sig that cannot be expressed in fewer than 20 words?
  71. WWF? by tepples · · Score: 1

    And then I will order 3,000 WWF 'Slam Down' collector plates using your Paypal account.

    What does "Slam Down" have to do with wildlife conservation?

    1. Re:WWF? by Tablizer · · Score: 1

      What does "Slam Down" have to do with wildlife conservation?

      Put them in a wrestling ring, and Pandas can get pretty darn mean.

  72. Other good game AI books... by Anonymous Coward · · Score: 1, Interesting

    The "AI Wisdom" books are great, especially if you are looking for a fairly specific game algorithm or topic that a more general book might not pick up on.

    "AI Game Development" is a really good book for learning specifically about Neural Nets and Genetic algorithms, complete with code.

    Another book that came out recently is "AI Game Engine Programming," which is pretty cool because the book actually gives working code for each of the AI techniques it discusses. It also has a great section where it breaks down all the major game genres and talks about which kinds of AI might be better/worse to use in each.

    All in all, the books coming out for game AI programmers are getting better and better. I wish I'd had the above titles when I was first learning...

  73. would HW accelleration make any difference? by parableMH · · Score: 1

    In one of my past lives I asked an architect of one of an early generation 3D graphics chip if there might be a market for AI accelerator chips that could provide a similar leap for AI that 3D accelerators added to games. I noted the increased amount of CPU time spent by games on AI as the amount of time spent on graphics decreased. He brushed aside my comment so I'd like to ask it again here. I'd envision the device would not be 'intelligent' but rather accelerate, keep state and perhaps otherwise add depth, randomness and the ability to have 1000's more distinct AIs than normal. Algorithms would be accessable through AI APIs (like OpenGL or DirectX does for 3D) that developers could use rather than re-invent the AI wheel for each game. I admit I haven't read any AI books to completion so the comment is directed at AI algorithm developers and implementers who might wish there was some way to do a lot more things a lot faster without having to prune CPU hungry AI code.

    1. Re:would HW accelleration make any difference? by Anonymous Coward · · Score: 0

      Before we get an AI accelerator card or chip we need to get the equivilent of Direct3d or OpenGL for AI.

      Currently in the game industry there is no standard API for AI. There are a few API's but there are far from reaching the widespread use of something like GL or Direct3d.

      Would be a good call for NVDA to help increase sales.

    2. Re:would HW accelleration make any difference? by parableMH · · Score: 1

      That would certainly help significantly but wasn't true for the first 3D cards. Each of the chip makers provided their own non-standard APIs and drivers which game developers would test with and have special hardware specific switches for. I remember turning in my Rendition card for a 3dfx card because there was specific 3dfx port for the game Descent. Of course things accelerated more swiftly when the market thinned down and settled on DirectX and OpenGL. A push/pull relationship seemed to develop between HW features and API features which (IMHO) was an overall benefit to the entire 3D/gaming market and caused the best features from the differnent vendors to be implemented by everyone. I would hope something like would happen to any HW accelerated AI chip. For example new pathfinding algorithms might develop faster than NPC reaction algorithms. Or HW would open the door for new features which simply can't be done under SW/real time constraints.

    3. Re:would HW accelleration make any difference? by vadim_t · · Score: 2, Insightful

      The problem with that is that AI is not such a direct thing as rendering graphics. AI implementations vary a lot, and depend a lot on the world's state.

      In order to accelerate AI, you'd have to make a chip that would accelerate some very used part of it, and what would that be? Perhaps a chip could accelerate neural networks. The problem is that while every 3D engine ends rendering polygons not every AI is a neural network.

    4. Re:would HW accelleration make any difference? by parableMH · · Score: 1

      In some of the reading I've done on game AI I was surprised to find how little was 'traditional/academic' like neural networks and fuzzy logic and such. It appeared to be more mundane like pathfinding, facial/body expressions, reaction adjustment, tactics, etc. I could easily see a 'pathfinding' engine that could set the paths for millions of 'creatures' or a very deep facial/body expression engine that might take advantage of state history or current game circumstances also for millions of NPCs or perhaps an ecosystem machine that was better than a series of waypoints for each creature that could keep track of entire game levels. There are perhaps accelerations that can be done for game physics as well. That was part of what I meant by push/pull. The 3D guys developed algorithms for lighting, ray tracing, fog, etc which the APIs implemented. These were not originally envisioned by simple triangle drawing and texture mapping.

    5. Re:would HW accelleration make any difference? by FredMenace · · Score: 1

      Despite having different APIs, 3D cards (and the various APIs) until recently were all basically doing the same thing: applying stored textures (bitmaps) to polygons being rasterized to a 2D frame buffer (usually filtering the textures in the process) - a very repetitive process with little or no decision making involved (so it can run in long pipelines), well-served by the standard pixel-pipeline structure of a 3D chip with its own dedicted memory and high bandwidth that didn't tie up the main CPU and memory with such mundane, highly-repetitive, bandwidth-eating tasks. Until recently, they all more-or-less hard-wired the same basic algorithm.

      As has been pointed out, other than possibly neural networks or some other highly-parallel structure, it's not clear what specific algorithm or function would be hard-wired into an AI chip (which is usually the main point of having a special co-processor), or why a standard CPU isn't fairly good at doing AI tasks efficiently (particularly as AI, involving decision-making, probably doesn't benefit so much from long pipelines as it does from generalized branching and quick access to the full range of memory, which is what CPUs are already designed for). Maybe someday, but as of now, AI processing is neither commonly-used enough nor standardized enough in terms of specific highly-repetitive algorithms for such a chip to be worthwhile.

  74. Mariokart 64 by Anonymous Coward · · Score: 0

    If you wan't a better example of horrible AI, I couldn't find one. Cheating, moronic AI. They will randomly get items, randomly speed up to pass you, or altogether get their top speed artifically increased.

    One of the reasons I can barely stand to play the game any more.

  75. There's always the warcraft mod. by oliverthered · · Score: 1

    wait until groupLargeEnough()

    IF playerCanSeeMe() THEN
    IF coverNear() && rand() > 0.5 THEN
    takeCover();
    ELSE
    standUp();
    shoot();
    ENDIF
    ELSE
    advanceTowardsPlayer();
    ENDIF

    most games nowadays are so predictable that you can work out the NPC after the first couple of levels and cream the rest,

    It would be really nice if the AI included look at what the other NPC's are doing take appropriate action, if only half life has have included it I wouldn't have wasted so many grenades trying to kill my own NPC's.

    --
    thank God the internet isn't a human right.
  76. MMORPG AI _IS_ sparter! by Shazow · · Score: 1

    I think "sparter" is an excellent way to describe the current state of NPC AI in MMORPGs.

    AI or not, seemingly-intelligent pre-scripted events thhat many games have put a lot of effort in (ie. Halflife, World of Warcraft, and presumably Half-life 2...) are more than worth it in terms of forming atmosphere.

    Could use a little work in adapting to different situations though... Like, pre-scripted semi-flexible events. Mmmm.

    - shazow

  77. Re:Say what? by Nasarius · · Score: 1
    - The economy: no game gets the economy right.

    True enough, but do you really want an accurate economy? In a MMOG, maybe, but for a single-player game (even one like Morrowind), it would probably be more tedious than fun.

    That just shows how little true interest in bot programming there is. It is less important than correct lighting and shadows.

    Amen. I was recently reading Maximum PC (*shudder*), and they responded to a letter from someone commenting on how bad Doom 3 was. Their response amounted to "Oooo, pretty blinkenlights!" I look forward to the day when we've reached a plateau in 3D engines, and game developers can concentrate on actually making good fun games, instead of dull ones that run like molasses on computers that are more 6 months old.

    --
    LOAD "SIG",8,1
  78. Does any game have REAL A.I ? by The+MESMERIC · · Score: 2, Interesting

    Not a nested set of IF-THEN-ELSE statement.
    I want to know if all the theories of Artificial Inteligence are actually implemented in ANY modern game.

    * Do the characters in the game learn from their enviroment?
    * Do the characters adjust their tactics to deal with different players.
    * Do the characters have persistent memory?
    * Is the "brain" of the characters actually programmed using an AI language? (Lisp, Prolog)

    But most importantly - does any game pass the Turing Test? ;)

  79. Re: No Disclaimer? by Anonymous Coward · · Score: 0

    John Funge (author) and Craig Reynolds (reviewer) have worked together on multiple occasions , so this article should be taken with a pinch of salt.

    Craig is indeed a popular figure in the field, but I'm very disapointed that he doesn't mention this fact.

  80. AI for NWN by Anonymous Coward · · Score: 0
  81. Has any tried using Prolog? by Zip+In+The+Wire · · Score: 2, Insightful

    The computer language Prolog is very clever at figuring out solutions from complex data. It can learn new rules and information and include those in its solutions.

    Has it even been used for game AI? If not, why not? If so, how did that go?

    1. Re:Has any tried using Prolog? by Iron+Monkey · · Score: 1

      While there are logic systems that can learn rules (SOAR, ACT-R), I'm pretty certain Prolog is not one of them. Prolog is simply a logic-programming language which, instead of following instructions (as in languages such as C), produces results as a side-effect of first-order logic theorem proving.

      Whether any of these have been used for game AI, I do not know.

      --
      If my enemy's enemy is my friend, what happens if my enemy is his own worst enemy?
  82. Re:your sig by some+guy+I+know · · Score: 1

    Please parse those (e.g., "(that (that is) is that (that is not) ...").
    Thank you.

    --
    Those who sacrifice security to condemn liberty deserve to repeat history or something. - Benjamin Santayana
  83. Genetic Algorithms by koi88 · · Score: 1


    Why aren't you complaining about the lack of Genetic Algorithms as well?

    At this point I have to add that evolution is just a theory. Obviously, the lack of success of "Genetic Algorithms" proves that creationist intelligence is superior and that Darwin was wrong.
    File closed.

    --

    I don't need a signature.
  84. Neural Nets and Backgammon by Anonymous Coward · · Score: 0

    TD-Gammon (and GnuBG etc.) is an example of a very good neural-net based AI. Using a raw description of the game state didn't give great results, but taking higher level descriptions as input can give play comparable to the best humans. Of course these higher level descriptions encapsulate a significant amount of human knowledge. Also, there are several features of backgammon which probably make a neural net trained with under temporal difference learning a particularly fruitful approach, including the randomness and frequent occurence of similar situations.
    The different capacities and methods of humans and computers playing backgammon, chess and go is interesting. In machine versus human play, the machine really represents a very different, usually callaborative, form of human intelligence, applied to the same problem being tackled directly by the opponent.

    1. Re:Neural Nets and Backgammon by brpr · · Score: 1

      Sure, I didn't mean to suggest that NNs are useless, I just wanted to point out that they're not likely to revolutionize AI to the extent that some people seem to think they will. This isn't meant as a criticism of TD-Gammon, but as you say, the approach only worked once enough processing was done prior to the NN that there was only fairly straightforward statistical analysis of the data left to do. A general problem with NNs trained from a "blank slate" is that they have no way of rationally deciding which of the many possible ways of analysing the input data to choose.

      --
      Freedom is not increased by mere diminuation of government. Anarchy is freedom for the strong and slavery for the weak.
  85. I've also read this book- by mandrake*rpgdx · · Score: 1

    It was good, but he needed to show more code and less equations. Most of the book is equations, with very little code behind it. Sometimes it helps to see how something looks (programmatically speaking)

  86. Re: No Disclaimer? by timothy · · Score: 2, Informative

    Hi, there!

    Actually, he does mention this fact, in the second paragraph (first paragraph under the cut on the page), when he writes "(Please note that John Funge is a friend and former coworker of mine. I was pleased to accept John's invitation to review his book.)"

    Cheers,

    Tim

    --
    jrnl: http://tinyurl.com/c2l8yr / foes: http://tinyurl.com/ckjno5
  87. Re: Better AI is a must (for Noober) by yavinmoon · · Score: 1
    >They should have definitely implemented some better AI there so he could figure out that he is ultra annoying and likely to get bludgeoned to death by you.

    I think that was the idea. I ended up killing him and being chased by the city guards.