Slashdot Mirror


Most Impressive Game AI?

togelius asks: "I have the feeling that when developers make the effort to put really sophisticated AI into a game, gamers frequently just don't notice (see e.g. Forza). Conversely, games that are lauded for their fantastic AI are sometimes based on very simple algorithms (e.g. Halo 1). For someone who wants to apply AI to games, it is very interesting to know what AI is really appreciated. What is the most impressive game AI you have come across? Have you ever encountered a situation where it really felt like the computer-controlled opponents were really thinking?"

398 comments

  1. no by flynt · · Score: 4, Funny

    Have you ever encountered a situation where it really felt like the computer-controlled opponents were really thinking?

    No, but I've rarely encountered games where it feels like my human opponents are really thinking, either.

    1. Re:no by Brotherred · · Score: 1

      I for some reason always liked Alien vs. Predator.

      --
      Those that do not know, pay for it.
  2. ummm, Galactic Civilizations II? by vlad_petric · · Score: 1

    It doesn't cheat, and manages to beat the cr*p out of you on the higher level (where AI economies aren't penalized ... to make the game easier).

    --

    The Raven

    1. Re:ummm, Galactic Civilizations II? by daeg · · Score: 1

      Ditto. I wish there were cheats so you could see just how the hell they manage to do so well. It's crazy!

    2. Re:ummm, Galactic Civilizations II? by PresidentEnder · · Score: 4, Informative
      Galciv 2 certainly gets a huge vote from me, because the AI did beat the crap out of me, repeatedly. However, the AI does have the advantage of being able to accurately micromanage every planet every turn to produce the best combination of production, research, and cashflow.

      I'm also very impressed with the AI in the original galactic civilizations. It does cheat at the higher levels, but up until that point (I think normal mode doesn't cheat either way) it's very impressive and it really does feel like the AI is thinking. More impressive is the fact that each major race has its own AI: not customized by arguments in the race, but specific, independent C++ code telling them what to do, written from scratch.

      --
      I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
    3. Re:ummm, Galactic Civilizations II? by Edmund+Blackadder · · Score: 3, Informative

      I agree, GalCiv II certainly has a very tough AI.

      Another very good one is freeciv. Freeciv may look much cheesier than the regular civilizations but in AI it surpasses it by far. I suppose it helps that it is developed by players of the game.

    4. Re:ummm, Galactic Civilizations II? by shift.red.avni · · Score: 0, Troll

      GalCiv 2's AI is highly overrated.

      It does actually have a good AI, but once you scratch the surface Dark Avatar is beset with critical bugs in many areas. I haven't been able to play a game without getting affected by some bug or another.

      The harder levels of difficulty simply give the computer players economy and production bonuses. When given an unlimited amount of resources (like in a huge map), no matter how high you set the difficulty, you have to be pretty stupid to be beaten by the computer In smaller maps, the computer becomes much more difficult, but the strategies to defeat it are also much more limited, and much less fun.

      I also suspect that Stardock outsourced much of the coding for the game. After reading their API docs, either one of their coders spells at a 5th grade level or is learning English still. While that doesn't necessarily mean anything bad, the disconnect inherent in outsourcing would explain the nature of the bugs I am seeing, and why they have been slow to patch the game.

    5. Re:ummm, Galactic Civilizations II? by Anonymous Coward · · Score: 0

      I have not played CalCiv2, but i remember seeing discussion about the fact that computer knows which systems to colonize straight of the bat, aka. cheats that much. And this was coming from a guy who works/designs strategy games and plays them hardcore. It was discussion about AI's. Other than that, IIRC he thought it was very good.

    6. Re:ummm, Galactic Civilizations II? by ditoa · · Score: 4, Interesting
      I just went to the GalCiv2 website to have a read and saw this

      No CD copy protection. Once you install, you never need your CD again. You can even use the included serial # to re-download the entire game from us years from now.

      That is very refreshing to see these days. I have given up on most PC games these days because of their copy protection systems.
    7. Re:ummm, Galactic Civilizations II? by bcmm · · Score: 2, Insightful

      I've seen some fun glitches though. The best was persuading an AI player with no capitol city to give ALL of his cities in return for a lot of technology.

      --
      # cat /dev/mem | strings | grep -i llama
      Damn, my RAM is full of llamas.
    8. Re:ummm, Galactic Civilizations II? by Anonymous Coward · · Score: 5, Informative

      I don't know where you're getting that bullshit from, but it's completely untrue. You don't even have to enter the CD key unless you want to download updates.

    9. Re:ummm, Galactic Civilizations II? by RKThoadan · · Score: 1

      One caveat, they may be using cheaper blanks than other companies. I bought a retail copy and the CD was bad, so I had to download it, but it's pretty awesome that they allow it. Admittedly, I'm just a random data point and could have just won the bad disk lottery.

      It is a pretty awesome game, and it's largely because of the AI.

    10. Re:ummm, Galactic Civilizations II? by Anonymous Coward · · Score: 1, Informative

      Odd. The copy that I downloaded and installed let me take those installation files, copy them to another computer and install it there. I then loaded Stardock Central on another computer and installed GalCiv 2 there while I was downloading updates on my computer. In fact Stardock explicitly allows you to install on multiple computers as long as you agree not to play on more computers at once than you've bought copies for. So my stepson can play after school on our kids' computer while I'm at work, then I can play on my computer while he's at his dad's.

    11. Re:ummm, Galactic Civilizations II? by Anonymous Coward · · Score: 0

      Fuck you bitch. Next time you want to correct someone why don't you stop sucking dick for a second and register or sign into a god damn account so you don't look so much like the fat whore that you are. I used to kill jackasses like you back in Vietnam. You will be a lucky son of a bitch if we don't ever cross paths in the near or distant future you fucking worthless piece of shit.

      Take that dick out of your mouth and stop being a god damn tool.

    12. Re:ummm, Galactic Civilizations II? by miscz · · Score: 1

      Depends on a country, I guess. Different distributors use different copy protections, scene groups usually look for release without one or with the weak one (like Securom) for example.

    13. Re:ummm, Galactic Civilizations II? by Garrett+Fox · · Score: 1

      Nice. And in response, a friend of mine offered to let me pirate a copy. I said no.

      --
      Revive the Constitution.
    14. Re:ummm, Galactic Civilizations II? by Devistater · · Score: 1

      This was actually a big factor in my decision to buy the game. And I bought the expansion as well, EVEN THOUGH I've yet to play the expansion. I want to support companies like this.
      Copy protection almost always only inconveniances legitimate customers. For instance, all my copies of windows XP for my computers are legit purchased copies (at least 4 legit copies of retail full version of windows XP pro, not counting any of the laptops that already came with XP). Yet I have more problems when it comes time to reinstall, or repair install or upgrade then times I've seen non-legit installs occur from other people installing on thier computers.

    15. Re:ummm, Galactic Civilizations II? by Anonymous Coward · · Score: 0

      That's because the software features an incredibly advanced AI that just knows whether you bought a genuine copy or whether you pirated it.

    16. Re:ummm, Galactic Civilizations II? by Anonymous Coward · · Score: 0

      cr*p

      Thank CHRIST you censored this... seriously... thank fucking Christ! My Grandmother follows me everywhere I go, and she always reads over my shouder. When she sees bad words she vomits all over me and then makes me say fifty-seven Hail Marys. If it weren't for you "censoring" a completely benign word in such a manner that I could still tell what word you meant, I'd have granny puke down my shirt and would be too busy chanting Catholic prayer to make this response.
    17. Re:ummm, Galactic Civilizations II? by Chmcginn · · Score: 1

      However, the AI does have the advantage of being able to accurately micromanage every planet every turn to produce the best combination of production, research, and cashflow.

      Considering most Civtypes operate on a fairly simply set of rules, this isn't, really, all that complex.

      The only thing stopping a human with a reasonable amount of experience in the game from doing this same thing is the time involved. If you actually went through each planet/city/whatever, every turn, and took the time to min/max it, by the game mid-point you'd be spending a decent work-week per game turn.

      --
      Have you been touched by his noodly appendage?
    18. Re:ummm, Galactic Civilizations II? by Anonymous Coward · · Score: 0

      Well, you know, slashdot IS a family oriented site. A lot of kids come here, too, so we'd all appreciate if you watched your language. Just because you're a s**t-m*uthed m*therf**king a**h*le doesn't mean we all are.

    19. Re:ummm, Galactic Civilizations II? by Anonymous Coward · · Score: 0

      I used to kill jackasses like you back in Vietnam.

      Charlie don't spellflame.

    20. Re:ummm, Galactic Civilizations II? by PresidentEnder · · Score: 1

      Exactly. I have a roommate who used to play alpha centauri this way. On the tougher difficulties, he would get frustrated and quit; he could only finish the easiest level of difficulty.

      --
      I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
    21. Re:ummm, Galactic Civilizations II? by Koiu+Lpoi · · Score: 1

      So, what? Do you go instead to console games where the copy protection is far worse, yet less noticeable?

  3. Of course... A Nethack pet by McSnarf · · Score: 1

    ...shows more brains that most ego shooter AI opponents. (AND it does not cheat.)

    1. Re:Of course... A Nethack pet by Anonymous Coward · · Score: 0

      One idea I had for shitty bots in games like Quake 3 and Unreal Tournament was to have each bot use a 1st or 2nd order linear predictor, at least as a heuristic - ie all it does is make a chain of rules like 'when the player is in this sector of the map, he goes to this sector 78% of the time and sector part 22% of the time' etc etc. That way you very easily have a bot that not only quickly learns how to predict how each player plays, but can also learn a map by example, rather than having waypoints or some other lame system. If you don't want it to cheat, then only have it make rules when it can see players, although for 'teaching' it a level it would be best for it to be omniscient.

    2. Re:Of course... A Nethack pet by Anonymous Coward · · Score: 0

      No one really wants strong tactical AI in a shooter. In a typical fps level the player might kill 50 - 500 baddies. If those baddies were able to use good tactics in an adaptive and intelligent manner the player wouldn't stand a chance. If the AI is smarter than you are, you would just feel cheated since it would repeatedly kill you without warning, through traps with decoys, ambushes, leapfrogging units cornering you, snipers waiting you out etc.

      So the baddies must be pretty independent, and then whats left for them to do except fire at you, take cover or run away? Different games do that part differently though. Some better than others.

      That is not to say that there isn't a fair amount of AI in an fps game, but it's focus is more to do with path finding and other "world awareness" stuff. Bad AI is usually most evident in enemies that run into walls and then just keep running and stuff like that.

    3. Re:Of course... A Nethack pet by Anonymous Coward · · Score: 0

      I don't know if you were replying to my post, but it was certainly relevant. I was talking more about games where you come into contact with relatively few opponents - bots to make up numbers in multiplayer team games basically.

    4. Re:Of course... A Nethack pet by Eideewt · · Score: 1

      I think a lot of people *do* want that. I certainly do. Mostly we have to play multiplayer games if we want opponents who behave in an interesting manner, but I don't always want a quick online deathmatch. One reason I enjoyed Thief so much was that interacting with the NPCs was more than just who could shoot most while getting hit the least. Even then, the fact that they were so dumb was kind of a pain. Sure, it would be a much more difficult game if AIs had some brainpower, but a lot of gamers like a challenge. I would be thrilled if it took at least a tiny bit of thought to predict the AIs actions. Obviously it would spell trouble if all the AIs in a level just ganged up on you and they all knew your style, but what if AIs in other rooms didn't necessarily know you were there unless you tipped them off with noises or corpes, and didn't know what you were up to unless someone who had escaped you told them? That would be an interesting and dynamic game.

    5. Re:Of course... A Nethack pet by irc.goatse.cx+troll · · Score: 1

      Interesting idea, but I think the most interesting approach for teaching is to figure out a way to make it so a bot can parse demos. Rather than just playing a stupid bot for 500 games and eventually the bot figuring it out, you could just feed it demos of all the top players from all the big competitions and have a bot really know how to play well. Would keep it from learning mistakes off bad players, and could be done in a batch job at maximum speed instead of realtime.

      Bonus points if you could feed it all demos from one player and see if it starts to duplicate the player's movement patterns (especially if you could duplicate accuracy percentages and weapon preferences too)

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  4. fs2004, etc... by ghost-j · · Score: 1, Insightful

    the micro$oft flight sim series for control of other planes on and off the ground.

    There are a few traffic jams now and then but mainly realistic.

  5. Kart Racing by Nutsquasher · · Score: 1

    Diddy Kong Racing for N64, only because the AI there didn't cheat, unlike Mario Kart 64. In fact, the AI in MK still cheats on the DS to this day. Grumble.

    1. Re:Kart Racing by Spazntwich · · Score: 2, Funny

      I'm just glad I'm not the only person Mario Kart's cheating AI infuriated.

      Back in my greener days, I lost a few SNES controllers to a perfectly tossed egg from Yoshi on Rainbow road. That motherfucker.

    2. Re:Kart Racing by AndrewNeo · · Score: 1

      I hated it too. I always thought it was awfully suspicious when someone else was moving as fast as you were and you were using one of those infinite mushrooms, or a star..

    3. Re:Kart Racing by Mr.+Ksoft · · Score: 1

      The original SMK AI is indeed cheating. Play it as somebody other than Luigi and notice how the AI Luigi gets stars almost constantly.

    4. Re:Kart Racing by Cecil · · Score: 2, Interesting

      It's not a star, not the same way you get a star from a question block. It's an invincibility special ability. It's not quite the same as a regular star as it doesn't make you go faster, improve your handling, or allow you to drive with reduced penalty on grass/mud. It's just invincibilty + collision damage.

      All of the AI players have their own special abilities, which fall into two basic categories. Mario and Luigi get invincibility, everyone else gets a tossable/droppable item (Banana, Fireball, Shell, etc) which they can use repeatedly.

      It's not the same kind of cheating when a car mysteriously catches up to you at seemingly supersonic speed. In the former case, it's an obvious game mechanic. In the latter case, they're trying to be subtle about it and use it to cover up AI weakness, hopefully without you realizing that they're doing it.

    5. Re:Kart Racing by LilGuy · · Score: 1, Funny

      Okay I think this discussion of Mario Kart has reached it's end. Thanks for the overblown analysis of a game from the 90s.

      --

      You're nothing; like me.
    6. Re:Kart Racing by irc.goatse.cx+troll · · Score: 1

      You're sarcastic, but Honestly thanks OP, I loved that game and knew about the bananapeels as a special ability but never noticed Mario bros had invincibility whenever they wanted.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    7. Re:Kart Racing by nugneant · · Score: 1

      Actually, I think your memory's a bit broken here. SMK AI does cheat, but it's not always Luigi with his infino-star.

      Upon starting a circuit, the computer will automatically "rank" the CPU opponents. Barring something weird and usually player-induced (hitting some guy in the ass with a red shell right before he crosses the finish line on the final lap, for instance), the CPU player that finishes 2nd will always finish 2nd. The 3rd place racer will always finish third, 4th always 4th, etc etc.

      It's awfully retarded, and one of the reasons I found Mario Kart to be about as lame as the old Sega "Blast Processing®" commercials made it out to be. 2P battle mode is a fun diversion, but the single-player amounts to nothing more complicated than pushing the right buttons. No variety, no surprises. Absolute bullshit. Street Racer did it all much better, and was 4-player, to boot.

      Now, watch me quickly get hammered as -1, Overrated for daring to question a "classic". Heh.

    8. Re:Kart Racing by PingSpike · · Score: 1

      Battle mode was amazing, I loved that.

      But you are absolutely correct about the cars. Say Yoshi is picked as the winner, by the video game god. You hate Yoshi because he always on your ass the entire game. So right as you're about to go over a jump in the center of the track you drop a banana peel on him, it blows his jump and he ends up a whole half a lap behind.

      Now watch the map on the side, watch as Yoshi accelerates to 2000mph to return to his ranking defined by his destiny. He doesn't have endless mushrooms, the computer is just giving him extra speed! Its absolute bullshit.

  6. Come off as cheap by Romancer · · Score: 4, Interesting

    A lot of AI that is used in games today can come off as cheap since the computer can think and compare much faster than a human player. Imagine fighting an opponent that can react 10X faster than you.

    Another way to look at it is if you think that the AI is learning patterns and adjusting for tactics.
    That's been played out in many genres, the most recent to come to mind is the Stargate SG1 episode where a character must face a situation that adapts to his efforts and becomes impossible to beat since the game can react faster than he can and has a perfect memory.

    It's a ballance that game AI must match, playability and difficulty.

    --


    ) Human Kind Vs Human Creation
    ) It'd be interesting to see how many humans would survive to serve us.
    1. Re:Come off as cheap by Romancer · · Score: 2, Insightful

      That should have been RE-Playability. as in how many times you can beat the game and still pick it up a month later and be challenged by the new situations.

      --


      ) Human Kind Vs Human Creation
      ) It'd be interesting to see how many humans would survive to serve us.
    2. Re:Come off as cheap by Anonymous Coward · · Score: 0

      Reaction time != intelligence.

    3. Re:Come off as cheap by CastrTroy · · Score: 2, Informative

      Games have gotten a lot better. I remember in the original Mortal Kombat, you could get to the dual-character matches simply by picking scorpion and pushing back,back,punch for the harpoon, followed by down+punch for uppercut continuously for the entire fight. Games have gotten a lot better at not letting you do the same thing over and over again. However, I have yet to find a hockey game that doesn't have a "trick" that lets you score about 30 points in a game. the trick seems to change from year to year, sometimes it's the wrap around, sometimes the one-timer, but there is always a trick.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    4. Re:Come off as cheap by mustafap · · Score: 0

      >since the computer can think and compare much faster than a human player

      where did you get that 'fact' from? I think you will find it's the other way round, dude.

      --
      Open Source Drum Kit, LPLC deve board - mjhdesigns.com
    5. Re:Come off as cheap by Anonymous Coward · · Score: 0, Troll

      >>since the computer can think and compare much faster than a human player
      >where did you get that 'fact' from? I think you will find it's the other way round, dude.

      Dude, he was referring to american players.

    6. Re:Come off as cheap by mgiuca · · Score: 5, Insightful

      That's why the "best" game AI isn't necessarily the smartest or most responsive - it's the most human.

      Writing an AI that makes the occasional "human error", or responds in a reasonable time is harder than writing the "best AI possible", but makes for a more believable (and of course, enjoyable (since who likes getting beaten all the time)) game experience.

    7. Re:Come off as cheap by Romancer · · Score: 1

      How fast do you think that your brain can scan your monitor and identify all the elements, their exact location and plot trajectories to analize what shots will hit? How fast can you figure the lead time you need for hitting a moving target? The straight "fact" that an AI doesn't even have any time spent on the visual identifying of objects on the screen because it has the raw data before you even get it on the screen is enough. Let alone the straight up l33t math skills that a computer can employ to beat you at any targeting matchup. It knows the elevation and windage needed to hit the target because it is part of the program that is in control of that exact data. How do you think that the computer determines if your shot hits a target, it does the exact same math for every one of your shots that it would use to hit you every time.

      The only reason you think a computer can miss is because the AI of past games have built in flaws and limitations so that you can actually get a shot off. Try playing any first person shooter on the highest difficulty and you'll get a taste of the "facts". Then ask yourself why the computer missed you at all if it doesn't have to think about where to aim, since it knows your exact position at all times.

      --


      ) Human Kind Vs Human Creation
      ) It'd be interesting to see how many humans would survive to serve us.
    8. Re:Come off as cheap by Romancer · · Score: 2, Interesting

      Exactly.

      The most human AI would see patterns and adapt. The learning also plays a role, since just randomly playing out pre-programmed moves till one works leads to repetitive gameplay. The AI must have a very low level of options to piece together so it can make larger combinations that turn into tactics. The smaller each action is and the more actions it has to work with will let it find the best action. But that still doesn't mean that it has learned anything if it starts over with each situation. It has to have some sort of loose pattern recognition to see similar situations and apply the most likely solution.

      Add all these things to an ability to totally screw up and you'd have a good AI. :)

      --


      ) Human Kind Vs Human Creation
      ) It'd be interesting to see how many humans would survive to serve us.
    9. Re:Come off as cheap by joey_knisch · · Score: 1

      When I used to play ET, players would come online once and a while with aim bots. As they found out, an aim bot doesn't equate to victory or even most kills. While it helped them tremendously, poor planning, judgment, and understanding of basic objectives resulted in more of their deaths than mine.

      AI / BI, matters more than you think.

    10. Re:Come off as cheap by Movi · · Score: 1

      Sounds like the AI in the original Unreal Tournament - even on the highest settings it could mi-calculate the ripper trajectory and cut itself in the process or make a bad jump. Sadly, it's not as good in UT2k3 and later.

    11. Re:Come off as cheap by NonViviDaSola · · Score: 0

      I agree that computer players have a number of advantages. I would not characterize these as thinking or any type of intelligence however.

    12. Re:Come off as cheap by StellarFury · · Score: 1

      I think the real problem that gamers have with AI that "learns" isn't that it gets harder to play and gets boring. It's that having an AI that learns in a lot of games breaks the illusion and prevents the player from suspending his/her disbelief.

      For example. Let's say I'm playing a game like MGS or Splinter Cell, with a "learning" AI. I get the drop on a guard by jumping from the ledge above him and knocking him out. I try this on the next guard, and the guard turns around and sees me as I'm jumping off. Now, every guard I try to take out will either check the ledge or exhibit a strange reflex that catches my tactic.

      Now I feel like I'm trying to outsmart a plastic box that has faster reflexes than I do, rather than feeling like I'm a spy attempting to carry out an important mission. It kills the experience. It's less about playability and difficulty as it is a challenge to get a computer to emulate human adaptation times - and to make mistakes like a human would.

    13. Re:Come off as cheap by 2short · · Score: 2, Interesting


      Targeting by calculating from internal data and perfect knowledge of the physics model, rather than analyzing screen output, is not what I would typically call "AI". Not all games are First Person Shooters, and FPS are not particularly good tests of AI since targeting is such a big part of them.

      In simple, pure-strategy board games like Chess, the best AIs are only on par with the best humans. In more complex mostly-strategy games, like the various Real Time Strategy games, the AIs are hopelessly outmatched, and the difficulty of player-vs-computer scenarios is typically adjusted by how huge a head start the computer is given, or how much it is allowed to cheat in various ways.

    14. Re:Come off as cheap by Eideewt · · Score: 1

      I think implementing telepathy along with AI is a big mistake. I'd like to see individual NPCs learn (and communicate what they learn if they witness something), but if they all share a mind it's lame.

    15. Re:Come off as cheap by Threni · · Score: 1

      > That's why the "best" game AI isn't necessarily the smartest or most responsive - it's the most
      > human.

      Why is the most human intelligence the best? If you're playing against an alien, wouldn't you want to be playing against a good approximation of alien intelligence; against a robot a robot intelligence; against a shark a shark etc?

    16. Re:Come off as cheap by T-Bone-T · · Score: 1

      My brother and I played Unreal Tournament CTF on God-like difficulty and insta-kill. Holy crap. You had to shoot almost as soon as you saw aa enemy. If you missed, you wouldn't get another shot before you got killed. Sometimes you wouldn't even get your first shot off in time.

    17. Re:Come off as cheap by PitaBred · · Score: 1

      What's fun is when you got good enough at knowing all the bot paths that it didn't matter that they were Godlike. I used to go onto servers that had auto-adjust bots with some friends and beat the snot out of the bots until they were Godlike, then we'd exit and rejoin as spectators, and watch everyone else get slaughtered.

    18. Re:Come off as cheap by TheoMurpse · · Score: 1

      The straight "fact" that an AI doesn't even have any time spent on the visual identifying of objects on the screen because it has the raw data before you even get it on the screen is enough. Let alone the straight up l33t math skills that a computer can employ to beat you at any targeting matchup. It knows the elevation and windage needed to hit the target because it is part of the program that is in control of that exact data. How do you think that the computer determines if your shot hits a target, it does the exact same math for every one of your shots that it would use to hit you every time.
      That's not AI, that's computing just the same as one would not call a computer running Mathematica "AI."

      AI in an FPS would be if the computer received a matrix of pixels of what would be on their screen if they were human, and then discerning from the pixels where the enemies were and how they were moving.

      A properly coded AI bot would not have access to the location of every player. Think about OOP for a sec: one object would be the map, and another would be the bot. The bot is not the map or server, and does not have a perfect map. It only has exactly what a human would have: an imperfect representation of a map in its memory, with no access to the perfect map the server has.

      In an OOP world, the main class running server-side would be Game. Game would have an array of Player classes. Player would be an interface (not a class) implemented by either ComputerPlayer or NoncomputerPlayer. The perfect class Map would be an element of Game, not of ComputerPlayer. If it was an element of ComputerPlayer, it would have to be an element of Player, which means it would be an element of NoncomputerPlayer, and as we all know, humans do not have a perfect map to use.

      Of course, games probably aren't designed this way simply because COMPUTER AI COULD NOT WIN EVER if it had to play this way. Hell, computers have a hard enough time picking certain shapes out of static images, and definitely not in real time!
    19. Re:Come off as cheap by irc.goatse.cx+troll · · Score: 1

      It all comes down to how much cheating is involved. The game knows your position before the fake player should, does the fake player factor that in? If so, it doesn't matter that its quicker, it's still cheating. If it doesn't, then the bot will get smoked in any FPS game.

      I don't think theres ever been a bot in any FPS game I've played capable of beating a well skilled human without cheating or luck. Yeah, Frogbot can perfectly predict rockets with ungodly skill and keep a 100% lightning gun percentage.. what good does that do it when I can keep control of the only rocket launcher and lightning gun on the map?

      Yeah, PODBot can lock to your head and instantly shoot you the second you're exposed, but it's still going to be an idiot and camp the obvious places that I can spam through a wall without even exposing myself. Or keep it fully blind and kill it before it can react(again, unless it cheats away the flashbangs.)

      In the end instant calculations will only take you so far, macro-skill like map control, strategy analysis, etc are all just as important if not moreso and no AI really can match a human at that without cheating at the micro(calculating things the player shouldn't know, not factoring in things that should be a disadvantage)

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    20. Re:Come off as cheap by nugneant · · Score: 1

      Hah. Glad I'm not the only one out there who's sick and tired of bad hockey AI.

      All-time best: NHL '96, for SNES. The scoring trick is as follows: Skate with the puck. Take a slapshot right at the goalie from about the blue line. More often than not, it'll go right through the goalie. If that fails, deke, then shoot the same way you deked (i.e., the side of the net the goalie moved to). For whatever reason, while the AI goalie can make amazing glove saves (preventing the "classic" deke, shoot empty-side scoring trick in NHL 95), it has problems blocking a puck shot straight at it.

      I seem to recall NHL Stanley Cup '95 as being one of the few hockey games without a reliable, more-often-than-not scoring bug. It also had a rather crude imitation of degrading ice surface (one of the first games I remember that actually did this). Balancing these highlights out, though: there is no fighting because "OMG the NHL is a family sport", and checking in general is pretty retarded.



      20 years later, and Ice Hockey for the NES is still the best overall hockey game. Blades of Steel being a respectable second. Sad, kinda.

    21. Re:Come off as cheap by nugneant · · Score: 1

      Writing an AI that makes the occasional "human error", or responds in a reasonable time is harder than writing the "best AI possible", but makes for a more believable (and of course, enjoyable (since who likes getting beaten all the time)) game experience.

      True. And unfortunately, all-too-often AIs make the "human error" element completely predictable, thus missing the entire point of "human error", and becoming nothing more than "sloppy AI".
    22. Re:Come off as cheap by mgiuca · · Score: 1

      Why is the most human intelligence the best? If you're playing against an alien, wouldn't you want to be playing against a good approximation of alien intelligence; against a robot a robot intelligence; against a shark a shark etc?
      Well if you're playing against a robot, then it should be a very mechanical non-human-error-prone intelligence. An alien or a shark is probably going to think more like a human (they will make value judgements instead of mechanical decisions) so a more human-like intelligence is better for such players.

      But in the very general sense - particularly for "multiplayer games with bots", (ie. First Person Shooter bots, Real-Time Strategy opponents, etc), you want the opponents to feel as human as possible - because the idea is that you're simulating a real opponent.
    23. Re:Come off as cheap by xero314 · · Score: 1

      I don't really understand how someone could be considered an 'expert' JAVA programmer without knowledge of whats happening at the lower levels Two clarifications need to be made here if this is to be believed. Human beings are only on par with artificial intelligence in regards to pure strategy scenarios when then human is give significant thinking time and the number of options is relatively limited. Event he best chess players in the world will admit that a computer can calculate the most obvious scenarios much faster than a human can. Given on 4 seconds to think a computer will almost always beat a human player. Even the Expert Systems used in Real Time strategies have to be significantly handicapped if the human player is expected to be able to compete. One thing to remember that there is a limit to the humans short term memory and absolute judgement (as discussed by Miller in the Magical Number 7 +/- 2) which is not true of computer systems. The expert systems used in RTS do not need to use check points, squad groups or anything else that is added to attempt to give the human player a fighting chance, because they can calculate the position of ever visible unit in nearly unmeasurable time, after all the computer is already doing that just to run the game.
      Though the best players in the world can beat the best AI at simple strategy games, this does not translate to the typical situation where even an average Expert System can beat the average player in most other games. Most Expert Systems (very few video games use Artificial Intelligence) are dumbed (or slowed) down to make the game playable, though I'm sure most non-programmers don't believe that.
    24. Re:Come off as cheap by 2short · · Score: 1

      "Event he best chess players in the world will admit that a computer can calculate the most obvious scenarios much faster than a human can. Given on 4 seconds to think a computer will almost always beat a human player."

      Given the same total "thinking" time over the course of the entire game, the same way humans compete with each other, the best chess programs are roughly comparable to the best human players.

      "Even the Expert Systems used in Real Time strategies have to be significantly handicapped if the human player is expected to be able to compete."

      Not so. The best players in the world can beat AI at simple strategy games, and as the games get more complex, the humans advantage increases. The AI opponents in RTS games do not generally compete straight-up, but are given significant artificial advantages to make things interesting. AIs sometimes have an advantage at tracking 1000 units simultaneously (by looking at the internal position variables, rather than the screen) but that's not really AI. Given 1000 units that can each do any of a 1000 things, humans are vastly better than the best programs at deciding what to do, even with their less perfect understanding of everythings exact position. Computers are better at tracking every little detail, but for synthesizing all that detail and formulating plans, humans win hands down.

    25. Re:Come off as cheap by ZzzzSleep · · Score: 1

      While not hockey games as such, where would you place Speedball and Speedball 2?

    26. Re:Come off as cheap by Anonymous Coward · · Score: 0

      So essentially the game AI is toying with the human, a little like a cat playing with its food before killing it?

    27. Re:Come off as cheap by king-manic · · Score: 1

      I actually hit the reverse problem. I am so much better then the Warcraft 3 AI at any difficulty that playing against a computer is liek masterbating. No challenge but fun in moderation. This is because the AI doesn't cheat by having higher initial resources or other arbitrary cheats other games throw in. The computer might have perfect memory and what not but for a realtime game short cuts must be taken to allow it to run smoothly and this contributes to the autisism many games have. They are fun and challenging AI's for novices but fall flat against anything above novice. The primary reason is some one must program this AI and often times that someone wouldn't qualify as much better then "intermediate" in the game they make.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    28. Re:Come off as cheap by king-manic · · Score: 1

      Match anyone in top 20 in any catagory on Bnet ladder versus any AI you or blizzard can code in Warcraft 3. RTS's are hard to code for because you have so many situations and a well made games leaves too many options to code for. The bot may pound novices but high level play is exstremely difficult to program against.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    29. Re:Come off as cheap by ioshhdflwuegfh · · Score: 1

      The only reason you think a computer can miss is because the AI of past games have built in flaws and limitations so that you can actually get a shot off. Try playing any first person shooter on the highest difficulty and you'll get a taste of the "facts". Then ask yourself why the computer missed you at all if it doesn't have to think about where to aim, since it knows your exact position at all times. Well dude, even if computer knows player's exact position at all times, it still does not now where the player is gonna go next,... you get the drift: as long as there is some delay before computer actions affect the player's, the player still has a chance.
    30. Re:Come off as cheap by ioshhdflwuegfh · · Score: 1

      AI in an FPS would be if the computer received a matrix of pixels of what would be on their screen if they were human, and then discerning from the pixels where the enemies were and how they were moving. Well, then you would have to add also mechanical arm to move the mouse, also pipe in mics to analyze sounds etc... computer games of this type would come in a big box.

      A properly coded AI bot would not have access to the location of every player. Think about OOP for a sec: Player would be an interface (not a class) implemented by either ComputerPlayer or NoncomputerPlayer. The perfect class Map would be an element of Game, not of ComputerPlayer. If it was an element of ComputerPlayer, it would have to be an element of Player, which means it would be an element of NoncomputerPlayer, and as we all know, humans do not have a perfect map to use. There are many games where computer players are already supposed to know the place where the game is taking place, so your perfect class Map would already exclude one common type of games...

      Of course, games probably aren't designed this way simply because COMPUTER AI COULD NOT WIN EVER if it had to play this way. Which way?

      Hell, computers have a hard enough time picking certain shapes out of static images, and definitely not in real time! The same is true for human players looking at the screen during FPS games.
    31. Re:Come off as cheap by mcvos · · Score: 1

      That's why the "best" game AI isn't necessarily the smartest or most responsive - it's the most human. Writing an AI that makes the occasional "human error", or responds in a reasonable time is harder than writing the "best AI possible", but makes for a more believable (and of course, enjoyable (since who likes getting beaten all the time)) game experience.

      That depends entirely on the genre of the game. You probably play FPS games, and there you're right. It's a simulation of a human setting with humans trying to spot other humans, reacting at human speeds with human accuracy, and bots who never miss aren't much fun. For strategy games, the goal should really be the "best AI possible". So far, most strategic AI plays like a distracted teenager with a serious case of ADD and no real sense of what it's doing. I don't doubt those people exist, but they're not my favourite opponents for a game.

    32. Re:Come off as cheap by mgiuca · · Score: 1

      That depends entirely on the genre of the game. You probably play FPS games, and there you're right. It's a simulation of a human setting with humans trying to spot other humans, reacting at human speeds with human accuracy, and bots who never miss aren't much fun. For strategy games, the goal should really be the "best AI possible".
      Lol, no, actually I almost solely play RTS games. Though yes, you're right that it's more important to have human "reaction" time in an FPS.

      So far, most strategic AI plays like a distracted teenager with a serious case of ADD and no real sense of what it's doing. I don't doubt those people exist, but they're not my favourite opponents for a game.
      Exactly. That's not like a "proper" human opponent. And you're right that since RTS AI is so weak at the moment they really do just need to focus on making the best AI possible.

      But even in current RTSs, the AI acts too much like a machine. The problem is, computer AI has shit macro control, but awesome micro. Basically, they can't plan strategies, they can't design defensive bases, they can't do effective counters. Their overall macro strategy is crap.

      But when you look at a computer AI on the battlefield, they have superhuman micro. (Maybe not when measured to the Koreans... but anyway)... the computer can basically control every unit on the screen at the same time, and still be able to construct his base. It can automatically cast spells for its entire army at the same time, it doesn't suffer from not being quick enough to select units, or target spells, etc. So in that regard, the computer doesn't act "human" enough.

      (It would be more human if it actually simulated a physical screen and mouse pointer inside each computer opponent, so it could physically only select and give commands to a limited number of units at a time, as a human would. But that would be a huge waste of resources).

      * Just for a point of reference, I'm picturing Warcraft III here (or Warcraft: Heroes of Azeroth, which BTW I totally want).
      * Also note that the AI in WC3 is a lot fairer than that of WC1, which pretended to mine gold for show and then secretly had an unlimited amount ;)
    33. Re:Come off as cheap by mcvos · · Score: 1

      Exactly. That's not like a "proper" human opponent. And you're right that since RTS AI is so weak at the moment they really do just need to focus on making the best AI possible.

      But even in current RTSs, the AI acts too much like a machine. The problem is, computer AI has shit macro control, but awesome micro. Basically, they can't plan strategies, they can't design defensive bases, they can't do effective counters. Their overall macro strategy is crap.

      But when you look at a computer AI on the battlefield, they have superhuman micro. (Maybe not when measured to the Koreans... but anyway)... the computer can basically control every unit on the screen at the same time, and still be able to construct his base. It can automatically cast spells for its entire army at the same time, it doesn't suffer from not being quick enough to select units, or target spells, etc. So in that regard, the computer doesn't act "human" enough.

      I think RTS is about halfway between FPS and TBS in this matter. I don't play a lot of RTS (other than Medieval Total War, which allows you to give orders while the game is paused), but in turn based strategy games, human and AI really have the same level of control (although the human may not want to go to the same level of micromanagement that the AI is capable of), and there AI tends to be absolutely awful. In real time games it relies almost entirely on its superior reaction speed. Strategic thinking is almost completely absent.

    34. Re:Come off as cheap by mgiuca · · Score: 1

      In real time games it relies almost entirely on its superior reaction speed. Strategic thinking is almost completely absent.
      Maybe you're playing the wrong games ;)

      Warcraft III has a perfect mix of macro strategic thinking and micro skills. And as I said, it's in the macro that the computer fails to think properly.
    35. Re:Come off as cheap by Some_Llama · · Score: 1

      "* Just for a point of reference, I'm picturing Warcraft III here (or Warcraft: Heroes of Azeroth, which BTW I totally want)."

      BTW * Just for a point of reference Warcraft:HOA was an april fools joke.

      (just in case you didn't get it, hopefully it isn't my lack of joke detection :P)

    36. Re:Come off as cheap by nugneant · · Score: 1

      Honestly? That they're games I keep bumping into (there was even a SNES port, if I'm not mistaken), keep wanting to play, keep installing/booting up, keep playing, and yet can never quite really wrap my head around. I wholeheartedly applaud the concept of "new sports" and all, but I think in the case of Speedball that the dated presentation makes it dauntingly impenetrable for a n00bey. They seem, from my limited insight, to be the sort of games where the AI beats you simply because it's more able to keep track of all ten billion statistics, and should end up being reasonably exploitable - but that's from a total of maybe thirty minutes of gameplay, tops, before bailing.

      If there was ever an open-source, GL-riffic snazzy update, I'd be more than willing to check the series out yet again.

    37. Re:Come off as cheap by xero314 · · Score: 1

      The bot may pound novices but high level play is exstremely difficult to program against. This is totally incorrect. Neither I nor Blizzard would need to write any AI to trounce the best players, this can be done with an Expert System (It's sad these two concepts have blended in modern usage of the terms). All RTS released to date do not require any form of adaptive learning. The is one optimal way to extract and utilize resources. An competent expert system is capable of micromanaging individual units with much greater performance than any human being could, assuming physical interface is required. With a simple Expert System running on a modern CPU it should be able to evaluate and issue millions of commands per second, something no human would be capable of since we as humans have uncountable evaluations being processed that are not part of the exact goal of winning the game and therefor take away from our ability to do so (This is why Tommy was so good at pinball).

      No company has ever released the best AI/ES possible since it would be a waste of resource to build the best AI/ES possible since no one would enjoy playing against it. Just take a look at the time cost that was put into developing Deep Blue, which I should point out has not been defeated since defeating the reigning world chess champion in 1997. It is also important to note that Deep Blue was not the first computer to beat a reigning world chess champion, jut the first to do it "under standard chess tournament time controls" and that it's successors have repeatedly draw or beat current and past world champions.

      So far no one has come up with a purely intellectual (unaffected by physical circumstance) scenario that has a limited number of outcomes and all information is available (this caveat is why there has been no computer to consistently beat top ranked professional poker players) where a human being was more capable than a computerized system. There are many that have yet been challenged but of those that have been challenged the computers always come out ahead.
    38. Re:Come off as cheap by king-manic · · Score: 1

      This is totally incorrect. Neither I nor Blizzard would need to write any AI to trounce the best players, this can be done with an Expert System (It's sad these two concepts have blended in modern usage of the terms). All RTS released to date do not require any form of adaptive learning. The is one optimal way to extract and utilize resources. An competent expert system is capable of micromanaging individual units with much greater performance than any human being could, assuming physical interface is required. With a simple Expert System running on a modern CPU it should be able to evaluate and issue millions of commands per second, something no human would be capable of since we as humans have uncountable evaluations being processed that are not part of the exact goal of winning the game and therefor take away from our ability to do so (This is why Tommy was so good at pinball)

      A simpler game like a FPS can have a expert system trounce any player at any level. But a RTS need the ES to remember, to decide and had branchign similair to chess. I doubt it'd be a simple task. As for micromanagement, top level players have incredible multi tasking and the game is catered to them. The ES might be able to order a million mouse clicks but when the game is made for a human limitations like War 3 you lose much of that edge. Just consider what goals the ES/AI would have in a RTS like war 3. You must balance expansion with teching with harassing with creeping with defence. IT's not a simple or easy or well solved problem. The AI on hard is already gear to beat novice to intermediate players. But top end players can take on widely unbalanced scenarios of many computer opponents on hard. I agree that it's likely not the strongest AI possible but it's not an easy problem thus no one has attempted too hard to solve it. While there are numerous FPS bots.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    39. Re:Come off as cheap by mgiuca · · Score: 1

      Lol, yes I did get it ;) That doesn't mean I wouldn't want my favourite game to be re-released with a cool new name ;)

    40. Re:Come off as cheap by JavaLord · · Score: 1

      I remember in the original Mortal Kombat, you could get to the dual-character matches simply by picking scorpion and pushing back,back,punch for the harpoon, followed by down+punch for uppercut continuously for the entire fight.

      Mortal Kombat 1 and 2 probably had the worst AI I've ever seen in fighting games. The computer would fall for idiotic tricks, for example in mortal kombat if you jumped backwards when the computer was in range, it would automatically jump at you, allowing you to uppercut or juggle them. The best was how it would do things that humans couldn't, such as throw two fans so quickly with kitana that they woud be on screen at the same time, or walk forward with scorpian and throw a harpoon (which was physically impossible since you had to use a back motion).

  7. supreme commander by Anonymous Coward · · Score: 1, Interesting

    supreme commander's ai was the first rts ai that i was not able to beat using the "survive the rush, build large army, overrun" recipe.

    1. Re:supreme commander by doti · · Score: 1

      Supreme Commander rocks! Unfortunately, it's AI is too heavy for my machine (1.8GHz amd64, 1GB RAM). When the number of units goes above 200, the game begins to crawl. I think it would be fun to have a game with a low limit on the number of units, but the AI doesn't know how to handle it. I used to play some matches of Total Annihilation with a friend with a limit of 50 units, and it was surprisingly fun.

      One thing I like in SupCom about it is the way it builds the base, with sensible lines of defense, instead of a random mess like in Total Annihilation. Still missing is more coordinated attacks, flexible enough to break my defense lines, instead of just the usual waves of enemies. (For example, proper use of bombers to destroy artillery defenses, or long-range missiles and artillery to destroy anti-air defenses, etc.)

      --
      factor 966971: 966971
  8. Fact or fable? by lawpoop · · Score: 5, Interesting

    When I was contemplating learning video game programming, I was reading a guide that told you first to program a pong clone, and then a pac-man clone. Why pac-man? It teaches you AI. The ghost behavior is actually fairly complex. One ghost wanders randomly, another tries to get on the opposite side of the board from wherever pac-man is. The other two form a hunting pair: one tries to cut off your escape while the other goes for the kill.

    I never thought that the ghosts would be so complex!

    --
    Computers are useless. They can only give you answers.
    -- Pablo Picasso
    1. Re:Fact or fable? by EGSonikku · · Score: 5, Informative

      And they aren't...at least not until Ms. Pacman. In the original Pac Man the Ghosts followed very predictable patterns which they never changed, and it is quite common to simply memorize these patterns and play the game with your eyes closed.

      http://www.mameworld.net/pacman/patterns.html

      --
      - "Scientia non habet inimicum nisp ignorantem"
    2. Re:Fact or fable? by FuriousBalancing · · Score: 4, Funny

      Clever girl.

    3. Re:Fact or fable? by Threni · · Score: 5, Insightful

      To be fair, the fact that patterns work simply means the AI is deterministic. Pacman could have extremely complicated AI but if there's no learning from a players past, random elements etc you're always going to be able to learn to find a patten which works.

      To be honest, I've always thought that AI in computer games sucked. Games are usually made hard by having the bad guys have better fire power, shields, energy etc than you, or having loads of them against one player. It would have been a laugh, for example, to have a doom style game with one player against one computer bad guy, but have him be as smart as a human. Thankfully, online multiplayer games mean you are no longer restricted to whatever crap AI system the programmers manage to string together, although the problem has now shifted to dealing with people cheat - a problem which games programmers show no signs of being any less inept at dealing with than with AI.

    4. Re:Fact or fable? by Anonymous Coward · · Score: 0

      Clever girl. Judging by your score of 0, I think I may be the only person on slashdot who actually got this reference.
    5. Re:Fact or fable? by aj50 · · Score: 1

      Those are all set patterns which you can take which take into account the AI of the ghosts and should allow you to finish levels repeatably.

      Some information on how the ghosts move can be found here: http://www.mameworld.net/pacman/basics.htm

      --
      I wish to remain anomalous
    6. Re:Fact or fable? by lawpoop · · Score: 4, Informative

      This post seems to contradict your information:

      "AI : We wanted to integrate in our game the original AI behavior of the ghosts (those that were in the original Pacman game). Without AI, the game was not interesting to play, since a random behavior is too simple to play. Each ghost has its own personality: Shadow is the red ghost and it chases Pacman all the time, using a straight forward tracking algorithm. Speedy is the pink ghost. It is very fast but moves in a random manner. Bashful is the blue ghost: it is shy at the beginning and escapes from pacman all the time, but if Pacman approaches him to much, then it is not shy anymore and begins to chase him (Pacman is then chased by two ghosts at the same time...). Pokey is the orange ghost and is slow and moves in a random manner. "

      Not as complex as the story that I read, but apparently they don't follow a pre-planned course.

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    7. Re:Fact or fable? by Broken+scope · · Score: 1

      Hehe, raptors.

      --
      You mad
    8. Re:Fact or fable? by MikeBabcock · · Score: 1

      Quake 3 Arena attempted this actually. And in the hardest difficulty it can actually be quite challenging against a moderate player. Of course, one learns to take advantage of enemies that are shooting at each other and ignoring you :-)

      --
      - Michael T. Babcock (Yes, I blog)
    9. Re:Fact or fable? by chill · · Score: 1

      The initial random seed used for the ghost movement is never changed. If you move in a pattern, they react the same way every time. Thus, it looks like the ghosts move in predictable patters. I used to be able to run thru several levels of Pac Man blindfolded, just by memorizing the patterns.

      It changes at the higher levels because the ghosts speed up and move so fast that if you're off by a split-second in your pattern, they'll take another turn in the maze and be off in one of the possible permutations.

      --
      Learning HOW to think is more important than learning WHAT to think.
    10. Re:Fact or fable? by PitaBred · · Score: 1

      And become a dead-eye with the freakin' railgun. Man, I loved Q3DM17...

    11. Re:Fact or fable? by Lehk228 · · Score: 1

      try a few rounds of deathmatch against a UT2k4 "godlike" bot.

      --
      Snowden and Manning are heroes.
    12. Re:Fact or fable? by MikeBabcock · · Score: 1

      I loved some of the twistier ones with nice sudden drops if you didn't pay attention to where you jumped ... and the possibility of sudden death when you rounded the corner :-)

      I'm going to have to go play some Q3 again I think ... besides, the framerate rocks :-)

      --
      - Michael T. Babcock (Yes, I blog)
  9. Civilization III by Brandybuck · · Score: 4, Funny

    Civilization III. It's uncanny how it makes you think the game is outright cheating.

    --
    Don't blame me, I didn't vote for either of them!
    1. Re:Civilization III by Pyrrhic+Diarrhea · · Score: 5, Funny

      That's because it *is* cheating. The hole in my wall next to my computer can attest to this well established fact. :)

    2. Re:Civilization III by Taelron · · Score: 2, Interesting

      All of the Sid Meirs Civilization games cheat. To prove it, get one of the trainer and save game editors. Save the game each round and look at the the AI players citys and units. They will produce two units at once and instantly without spending money to "buy" them. The cities dont suffer ill effects of to many troops or to long of a war. The higher the level you set the game at the more the AI cheats.

    3. Re:Civilization III by dbIII · · Score: 1

      I almost did a similar thing with Civ I when a trireme took out my carrier that had three nukes on board.

    4. Re:Civilization III by Pyrrhic+Diarrhea · · Score: 1

      Yep. A similar circumstance is what led to the hole in my wall. Or, the ever-popular warrior triumphs over infantry/ mech infantry.

  10. Galactic Civilizations 2 by Zarhan · · Score: 5, Interesting

    Well, one of the greatest experiences (And still is), AI wise, is Stardocks XXXX-type space strategy game, Galactic Civilizations 2. I especially like, when on easier levels, you do something, and the AI race sends a message "It seems that you are making a massive buildup for war. However, with this difficulty level, I pretend not no notice it until you actually make your strike." or something to that effect.

    1. Re:Galactic Civilizations 2 by Anonymous Coward · · Score: 0

      Though the AI gets no economy bonus or anything like that, is it able to see everything the player does, or just what it should be allowed to see within in the rules?

    2. Re:Galactic Civilizations 2 by Arker · · Score: 0, Offtopic

      I'll take your word for it being a good game, but that has to be the worst website I've seen in weeks.

      --
      =-=-=-=-=-=-=-=-=-=-=-=-=-=-
      Friends don't let friends enable ecmascript.
    3. Re:Galactic Civilizations 2 by Zarhan · · Score: 1

      AI does not cheat if that's what you mean. For most part, increasing difficulty level actually does mean that the AI switches to more advanced algorithms - only the two highest levels (or so) actually give some economy bonuses to the AI.

    4. Re:Galactic Civilizations 2 by Tsed · · Score: 1

      Just what it should be allowed to see. The AI has no more knowledge than a player would have in its position. The *only* cheating occurs on the highest difficulty levels, where the cheating is just an economy bonus. The lower difficulty levels disable some of the AI's smarter characteristics, building up to "Tough" (iirc), where the AI is getting no econ bonuses or penalties, and is using all its tricks. Difficulties above that use the same tricks, with econ bonuses.

    5. Re:Galactic Civilizations 2 by sgtrock · · Score: 1

      GalCiv 2 has an interesting means of simulating spying. Any player, human or AI, can establish a budget for spying on any civilization that it has become aware of. Over time (how fast depends upon how much is spent each year), that player will become fully aware of every move that the other side is making. I think the only limitation is the exact location of any ship not actually in orbit around a planet.

  11. Simplfy the game and the AI gets better by kinglink · · Score: 2, Interesting

    The Best AIs I've found are in some games like Yu-gi-oh the card game I'm currently working on nightmare troubadour and most of the opponents I've played always make a "great" move. On the other hand there's a couple opponents who are dumb as bricks, yet these enemies are suppose to be dumb as bricks (they are first time players in the story) And it's amazing how poorly they play (the play "well" for stupid AI, but they make bonehead moves that a new player can easily capitialize on. The player feels like each player has a different style, not just a different deck, and that makes for a much better game. (this is coming from a 25 year old guy in the game business).

    The reason it's great is that there's simple rules to the game that the AI can know. There's been one point in the game where the AI got confused mainly because I blocked her in with a couple traps, but overall the Ai's abilities in the game are outstanding.

    The important think to know about AI in games is it's not "AI". It's scripts or code that simulates scripts. There's no neural nets or anything else because we can't get the power for a neural net in an active game. In chess we can but then chess no longer is fun unless we tone down the "intellegence".

    Some other great AIs are Gears of War (On insane they do great flanking maneuvers and such) Ghost recon (they really seem to know how to take cover and make it a challenge for the player to take them out. however the friendly AI leaves.... alot to be desired), Oblivion (watching random people walk around is pretty impressive, it helped build up that game.) and others, but there's none that make me think I'm fighting a real person.

    There is a push to create truer "AIs" in games, Gran turismo created a way to train Drivers, Forza 2 is improving on it's drivtar system, Virtua fighter 4 had a way to teach an AI fighter, which was cool and indepth. But these are all "Scripts" taken from player experiences, not exactly AI. There's other games working on "true AI" but even then it's still toned down because we don't have the tools to make the driver "think" yet. It's just rail following and teaching the computer how to follow rails or when to break away from them.

    I wouldn't say the molyeniux's games had great AI but they have good AI that at least learns a bit. Yet they feel like it's all you telling the game what to do, and it trying to figure out what you want it to do (and it fails) where as the Sims has interesting AI, but never feels real (mainly because the game never feels real).

    So overall if you want to see good AI, look at simple games, expecting full 3d world simulations to have great ai is still a long way off but it's slowly coming. However this push for "graphics graphics graphics" won't help AI in the long run, but hopefully in a couple generations we stop worrying about graphics and work on AI and physics which seem to be more beneficial to the player then higher polycounts.

    1. Re:Simplfy the game and the AI gets better by pescadero · · Score: 3, Insightful

      The important think to know about AI in games is it's not "AI". It's scripts or code that simulates scripts. There's no neural nets or anything else because we can't get the power for a neural net in an active game. In chess we can but then chess no longer is fun unless we tone down the "intellegence".

      Hmmm. If I write a neural net program, how is that different than what you call "scripts or code"? It's still just code.

      And the best chess algorithms (which you seem to claim are "real AI") are just search algorithms that search 30 moves into the future (with pruning)

      You're making a distinction between "real AI" and "not real AI", when really there is no distinction. If a system can solve a problem intelligently then it's AI, regardless of the algorithm.

      There *is* a distinction between "human-like AI" (neural nets) and other kinds of AI, but we'd be foolish to assume that human-like intelligence is the only kind of intelligence.

    2. Re:Simplfy the game and the AI gets better by vertinox · · Score: 1

      The Best AIs I've found are in some games like Yu-gi-oh the card game I'm currently working on nightmare troubadour and most of the opponents I've played always make a "great" move.

      Yu-Gi-Oh! eh? I think the AI is only good because of its good decks, however after you get a good deck it can't compete because it doesn't seem to understand combos beyond 2 cards.

      In GX and WC2007 (for DS) the AI will often OTK and summon a Chimeritech Dragon only to kill itself because it didn't meat one of the criteria. It will summon Beserk Gorrila in face up attack when I already have Level Limit - B spell on the field forcing it into defense position killing it instantly.

      Also, AI will attack face down monsters no matter what... So if you want to trick them setting monsters into attack mode (except when you hae a 5000 pt ATK/DEF which if it will still fusion summon monsters that into face up attack mode for no good reason knowing I can kill it in one hit with whatever monster I am using)

      Not to mention it is fairly easy to goad the AI into using heavy storm.

      Although the AI did summon a monster from the graveyard one and use creature swap on my Jinzo once... But basically the AI of the Yu-Gi-Oh series fails to take into account effects beyond two cards.

      Nightmare Troubadour didn't have this problem because of its limited amount of cards. However, with GX 1400 and 2007 1600+ cards it has a hard time.

      I think each AI has built in combo's it is hard coded to attempt. I beat GX with a deck that had basically

      1x Jinzo (cancels traps)
      2x Royal Decrees (cancels traps)
      3x Spell Cancelers (cancels spells)

      This basically derails any pre-built strategy (except for a basic beat down deck)

      Of course to be fair... I like to play Wifi with a Final Countdown deck against people just to see them get flustered, but I can always tell the difference when I play the AI vs Wifi on yugioh.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    3. Re:Simplfy the game and the AI gets better by kinglink · · Score: 3, Insightful

      If we are talking about a computer game I'm hoping we are talking about human-like intelligence.

      What I really was trying to get across was a common misconception (one that stuck me when I got into a game company) that "AI" as it's taught in school is very different hen AI as it applies to most games. The biggest difference is most AIs don't learn, and most are pretty much just a script that doesn't change. We don't have the ability to throw away any cycles of the game so the AI tends to be highly stripped down to the point it's just "oh I see a gun, I'm going to react to the gun, how should I react to the gun, I'll do that." This is completely scripted to the point where you can tell what's going to happen if you point the gun at the person a second time or a third time. There's no "thought" or "intelligence" to the system, thought it might seem "intelligent"

      A chess AI on the other hand evaluates all the options of what it can do and chooses a best option, the pruning is a form of "thought". A chess master will be doing something similar where he thinks of all his possible moves and then considers responses and so on which is effectively using game theory. To me that's actual intelligence even if it's not fancy.

      The difference between a neural net program is it's code that tries to simulate the learning and thought process if you will, the code that AI in games use is just like I illustrated above. There's an "action" and the code quickly decides what's the reaction and does it. It doesn't try to evaluate too much because we don't have the cycles to do that.

    4. Re:Simplfy the game and the AI gets better by daffmeister · · Score: 2, Informative

      Actually chess masters don't evaluate every move and every counter move in the manner that a computer program does. A lot of their analysis is based on familiar patterns, recognising promising lines by this method.

      Witness Kramnik's missing of a mate-in-one in the recent match against Deep Fritz. It was such an unusual pattern (opposing knight on the eighth rank) that he just completely missed it.

      Chess programs are much more about brute force. They've got so good at brute force that it looks pretty intelligent now.

    5. Re:Simplfy the game and the AI gets better by JohnFluxx · · Score: 1

      Sounds interesting to watch. I don't follow chess that much, but I played at school. Is there a commentated movie of it?

    6. Re:Simplfy the game and the AI gets better by tmortn · · Score: 2, Interesting

      Eh, the chess programs are mostly just pattern matching against libraries of stored games and brute force projection of all possible moves from a given point. They rank the options and the top option always wins. I suppose when considering that the computer is storing your games (ie growing its library) then its responses could change over time. Not because it learned, but because the same 'intelligence' is applied to a different data set. Given the same data set the ranking system will always react the same way in the same circumstances. A very rudimentary form of 'learning'. Really it isn't learning any more than say the Pythagorean theorem which also gives different results based on different inputs despite the fact its method does not change.

      I can't say I buy your neural net deal either. At least not as a distinction between 'real' and 'non-real'. Will certainly agree in your examples there is a distinct split between computationally expensive and computationally cheap ways of determining courses of action for a computer program. But no "real" AI exists yet, that is no Turing test capable AI... neural nets or no neural nets. I think the point the other response was trying to point out is that regardless of the method used to simulate intelligence (static script vs adaptive code) the important factor in determining if something is actually artificially intelligent is generally agreed to be the Turing test. That is in interaction with humans it is impossible for a human to distinguish if the responses of the machine are from a human or not.

      Frankly, 'real' AI from something like neural net code is not something game companies desire at all (computationally expensive or not). The problem is such code is by its nature un-predictable because any such system of learning/mutation has to be based on the unpredictable input of the player. A game which is unpredictable is bad from an investment standpoint because you don't know what it will do or how it will respond. Thus deterministic scripts that can be relied upon to act in a consistent way beneficial to the game are generally far more desirable. Not to say I don't want to see it come to be... just that the likely hood of seeing serious work along these lines is pretty slim right now barring some kind of breakthrough.

      --
      I don't ask you to be me. I only ask you not expect me to be you.
    7. Re:Simplfy the game and the AI gets better by freezingweasel · · Score: 1

      > however the friendly AI leaves.... alot to be desired

      AI for your allies is going to tend to stink. People like to kick butt, and it won't do if your ally kicks it all before you get into position.

      While some games may be made for vets of a genre, if you want to attract everyone as a potential player, the default setting will probably be for them to do as badly as possible (at least early on) to not show the player up.

      There's also the problem with more experienced players that having competant friendly AI could lessen the challenge. Perhaps you're SUPPOSED to think as a member of a team and not take out all the enemies yourself, but is that how people want to play?

    8. Re:Simplfy the game and the AI gets better by Garrett+Fox · · Score: 1

      We don't have the ability to throw away any cycles of the game so the AI tends to be highly stripped down to the point it's just "oh I see a gun, I'm going to react to the gun, how should I react to the gun, I'll do that."

      Interesting. Reminds me of some researcher's comment about human reaction times, something like: "There's all this cognition going on, when all we want him to do is push the stupid button!"

      I think what we should be trying to do with game AI, for humanlike characters as opposed to random demons, is to broaden the horizons of what the characters "think" about. If all players do is run around shooting them, most of that thinking will be wasted, but it opens up a wider range of possible interaction. One compromise between advanced AI and fast AI would be to have a part of the game in which the characters have long-term goals, emotions, and relationships, which set a much narrower range of parameters for a simpler AI when it's time for combat, which feeds a small amount of data back into the big AI after battle.

      --
      Revive the Constitution.
    9. Re:Simplfy the game and the AI gets better by Anonymous Coward · · Score: 0

      wow, it's really exhausting to read your grammatically and style-wise poor texts

    10. Re:Simplfy the game and the AI gets better by daffmeister · · Score: 1

      The original seems to have gone off-line but I found Susan Polgar's commentary: http://susanpolgar.blogspot.com/2006/11/recap-of-d eep-fritz-kramnik-game-2.html

    11. Re:Simplfy the game and the AI gets better by julesh · · Score: 1

      Eh, the chess programs are mostly just pattern matching against libraries of stored games and brute force projection of all possible moves from a given point. They rank the options and the top option always wins.

      That's being rather unfair to chess computers. Yes, these things are involved, but by themselves they are not enough. An average chess game tree has a branching factor of approximately 30. That means when the computer is trying to determine its move there are 30 moves it can make, 900 responses to those moves, 27,000 second moves, ~900,000 responses to those moves, ~30,000,000 third moves... and it typically has to look at least twice as far down the tree as this, within 3 minutes. This isn't possible, unless you do some pretty smart stuff to prioritise branches of the tree that are likely to produce useful results.

    12. Re:Simplfy the game and the AI gets better by tmortn · · Score: 1

      The numbers are certainly daunting but heres the deal... chucking through that data is what silicon is good at. Digging through a million permutations isn't that big a deal to a modern chip. I grant the branch optimization work has its fair share of ingeniousness. But at heart it is just heuristic prioritizing hard coded in. In short, the program is and forever will be executing a pre-defined equation, it will never come up with a new one. At least not with current competitive chess engine design. It certainly would never develop the equation from scratch. Thus at best it is encapsulated intelligence... a snapshot if you will. useful certainly, but still automaton and not intelligence.

      Don't get me wrong. The accomplishments of the deep blue team and similar efforts are quite remarkable and I am quite a fan of the work. But AI it is not. They are the first to admit what they do is brute force slight of hand from an AI standpoint.

      --
      I don't ask you to be me. I only ask you not expect me to be you.
    13. Re:Simplfy the game and the AI gets better by kinglink · · Score: 1

      Hey thanks to hear that someone who is too lazy to actually register for the site or too afraid to even use his real name decides to bash me for what ever reason.

      No really it's great.

  12. Counter-Strike AI by Foo2rama · · Score: 5, Funny

    I am constantly amazed at how bad the AI is in this game, after years and years of developement you would think that the Ai would have developed alittle more. While very advanced in speech capabilities, the AI relies on taunting you by claiming you are a noob, cheater, or a camping f**ktard, and will even call you GAY. In game play the AI is still weak and just does the same thing over and over again, and will constantly be baited into sticking its head around a corner, or runs into flashbang grenades on a very regular basis, failing to learn from its past and how it got owned over and over. Finally the AI deems you are a cheater and runs to load another AI called an Admin that will ban you because it cannot understand how you are so much better then it.

    --


    ---In a time of Chimpanzees I was a Monkey.
    1. Re:Counter-Strike AI by Mr+Thinly+Sliced · · Score: 1

      >> by claiming you are a noob, cheater, or a camping f**ktard,
      >> and will even call you GAY.
      >> ...
      >> Finally the AI deems you are a cheater and runs to load another AI called an Admin
      >> that will ban you because it cannot understand how you are so much better then it.

      Man you need to click on the 'create server' button, not 'join server'.

    2. Re:Counter-Strike AI by loudambiance · · Score: 1

      Are we talking about bots or other players? ;-)

    3. Re:Counter-Strike AI by oedneil · · Score: 1

      *woosh*

    4. Re:Counter-Strike AI by Anonymous Coward · · Score: 0

      Well, I have not played the game either. So it was not clear to me either what the GGP had in mind.

      It was a real question considering that the Unreal Tournament bots will call you a loser, sucker, pussy, etc.

    5. Re:Counter-Strike AI by kanani · · Score: 1

      of course, if the AI is realistic then after being pwned its dead, so how could it learn from its mistake?could it

    6. Re:Counter-Strike AI by Anonymous Coward · · Score: 0

      Are you talking about players, or the AI?

      The only thing wrong with the AI in CS was that it was always just a little more predictable than most players. That and they were all too bad at shooting to help bad players (which beats the aimbot-like headshots featured by many other AIs out there).

  13. Friendly AI by nmb3000 · · Score: 5, Insightful

    Personally, while enemy AI is something that's pretty neat to see in action, it's the friendly AI that gets my attention. Most games seem to put all their effort into the enemy, while you friends turn out to be schizophrenics with an IQ of about 40. I haven't played, but I have heard that something that people complained about in Gears of War was was the poor team AI.

    I don't play many games any more, but Halo 2 was one that I thought pulled ahead of the pack a bit. Friends that can drive vehicles was pretty cool (albeit not always the safest drivers...) allowing you to man the gun in the back. They also seem better at not running right in front of you when you're in the middle of launching a rocket, and also do little things like take advantage of available cover (or in other cases jumping up on top of said cover and getting blown to bits). Halo 3 is supposed to have even better AI for both friendlies and enemies, and that's one of the things about it I'm looking forward to.

    --
    "What do you despise? By this are you truly known." --Princess Irulan, Manual of Muad'Dib
    /)
    1. Re:Friendly AI by CastrTroy · · Score: 1

      This is especially true when you play games like Mario Party and get teamed up with the computer for one of the minigames. The purpose of the game will be push the button you see on the screen, and it will take them 4 or 5 seconds to push any buttons at all, and sometimes, it's the wrong one. Nobody plays like that. Not even 3 year old. Most of the time you push a button in about 1 second, sometimes it's wrong.

      I'd also like to point out that I like how GC makes it really easy to find the buttons. A is the big home button, B is the little one off to the side. L and R are obvious. X and Y are located next to the big home A button, on their appropriate vertical (y) and horizontal (x) positions. They put a lot of thought into that controller. Not like PS2. Where's the square button again? is R1 on the top, or is that R2?

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    2. Re:Friendly AI by unapersson · · Score: 1

      "They put a lot of thought into that controller. Not like PS2. Where's the square button again? is R1 on the top, or is that R2?"

      Muscle memory picks this stuff up very quickly. To answer your question: Left and Top ;-) Are you still hunting and pecking on your keyboard? I found the playstation controller very easy to pick up, but never got on with the ABC buttons on some of the older Nintendo controllers. I did only play those consoles once, the N64 and the one before that. Haven't tried the GC or Wii. I much prefer the north/south/east/west layout of buttons rather than having them in a horizontal row.

    3. Re:Friendly AI by Crizp · · Score: 1

      I did only play those consoles once, the N64 and the one before that. Haven't tried the GC or Wii. I much prefer the north/south/east/west layout of buttons rather than having them in a horizontal row.

      I think you're talking about the SEGA Genesis (Mega Drive) which had ABC horizontally. The SNES, which came before the N64, had the NSEW layout (and was the first with such a layout and L+R buttons, no? :)

      In my view the SNES controller is still the best digital gamepad ever made.
    4. Re:Friendly AI by John+Hasler · · Score: 1

      > ...you friends turn out to be schizophrenics with an IQ of about 40.

      That's to help you learn what it is really like to be a manager.

      --
      Warning: this article may contain humor, sarcasm, parody, and perhaps even irony. Read at your own risk.
    5. Re:Friendly AI by CastrTroy · · Score: 1

      While I'm sure I'd figure it out soon enough if I owned a playstation, I don't own one. So whenever I go to someone's house, and they have a playstation I get frustrated trying to remember which button does what. Shoot is the square. Which ones is the square again? All the buttons feel the same. The GC on the other hand has buttons that all have a different feel, and you know that the action you're doing 80% of the time is going to be the big green button in the middle. The other buttons are easily reached. While I'll agree with you that muscle memory lets your figure it out soon enough, I find that games are much easier to pick up on the gamecube, because of the controller layout. Sony just used the standard put the buttons in a square, whereas nintendo moved them and shaped them appropriately, so that your thumb doesn't get lost, and all the buttons are easy to find.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
  14. TTT by Anonymous Coward · · Score: 0

    The Tic Tac Toe game in War Games. Nobody could beat Joshua, not even Joshua.

  15. Warcraft III (Insane!) by nartz · · Score: 2, Interesting

    The best AI I have seen is probably in WC3. However, I feel that in many games, it isn't the AI that is good, but rather that the computer players sort of cheat by having knowledge of everything in their environment; for example, they know (from the beginning) where the bases of other players are, instead of having to search like a human player. This gives them a huge edge - think of it as a human player playing against another with a map-hack, very unfair.

    1. Re:Warcraft III (Insane!) by irc.goatse.cx+troll · · Score: 1

      Some games actually do cheat though, like Empires: Dawn of the modern world. On difficulty 4-5 it's amazingly easy. On difficulty 6+, the opponent has a bigger base with more army than is remotely possible at the start of the game (tested using the 'reveal part of the map' ability of one of the races).

      Wasn't impossible to beat, but just kind of takes the fun out of it.

      Want to make GOOD ai? Program it like a client, not into the server. That way you can't let it cheat by givign it unfair advantages or unfair knowledge of the game.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    2. Re:Warcraft III (Insane!) by moogs · · Score: 1

      Half-Life 2 episode 1? although I was paying more attention on alyx's butt than the game... Waiting (very very) eagerly for HL2EP2. And portal. and TF2 looks awesome as well. Now if only I could install the game w/o Steam. I hate Steam. I'm hungry.

      --
      I have bad karma. What do I care what you think?
    3. Re:Warcraft III (Insane!) by Anonymous Coward · · Score: 0

      You are joking right? The WC3 AI cheats, especially at insane level.

    4. Re:Warcraft III (Insane!) by Superfarstucker · · Score: 1

      for starters, the AI in warcraft 3 does 'cheat' on Insane, they harvest more gold and wood per trip but their mine is only deducted the standard 10 gold per 'harvesting'. Second, it is very beatable and plays nothing like a human opponent. There is a mod that can give the machine player better AI but it still doesn't wow me.

  16. Oblivion by Anonymous Coward · · Score: 0

    Now, with a game as HUGE as Oblivion, it's quite easy to see the characters being dumb. Overall, though, it's refreshing to see characters getting up, going about business, talking to people, stealing, fighting, hunting, going to pub, buying, selling, going home, sleeping etc. I've also seen instances in Oblivion were a character has stolen something in front of my eyes, the guards have come along, attacked the person, then a riot has started between the people in the area. Example on Youtube.

    1. Re:Oblivion by Chmcginn · · Score: 1
      Don't get me wrong, I love Oblivion. (In fact, I'm just taking a break from Shivering Isles right now.) But there's plenty of problems with the AI. Two things come to mind - (both pathfinding related) -

      1.) Jumping (or lack thereof) There's plenty of spots you can only reach by jumping, but the monsters won't ever follow you there... even ones without any ranged attack. They'll just hang out and let you plink away at them.

      2.)Traps. I like the fact that so many of the dungeons have traps. But there's plenty of spots where the mobs don't seem to remember where they set them, and they'll set off the traps themselves. Amusing, but not very realistic.

      Although I did like the riot at the pub. Had a similair instance... shortly after finishing the main questline (so everybody loves you) I stole something out of one of the stores. The shopkeeper calls out thief, the guards come, I resist arrest... and the shopkeeper comes to my defense when the guards start attacking. I run outside, cast invisible... and watch the entire town of Cheydinhal going up against the guards.

      --
      Have you been touched by his noodly appendage?
    2. Re:Oblivion by Anonymous Coward · · Score: 0

      Hey, that means the citizens LOVED you and your impending arrest caused a general uprising to kill the guards, storm the Bastille, and guillotine the Count/Countess.. I'd say that's pretty awesome AI!

    3. Re:Oblivion by Wiseman1024 · · Score: 1

      I love Oblivion. It's the game I'm playing right now.

      But Oblivion's AI is just ok. It was advertised as a major achievement for humanity, but it turned out to be basic algorithms and hand scheduled behaviour. The alpha versions were supposed to be funnier, but they had to make it suck and keep all characters doing nothing because they'd all get angry and kill each other. They should have found a way around that. You can improve this with a few mods, but it's still not the best.

      Right now, what Oblivion does is pretty much what Shenmue did 7 years ago, and what Outcast tried to do even before. Nobody mentioned these two?

      --
      I was about to say 13256278887989457651018865901401704640, but it appears this number is private property.
    4. Re:Oblivion by Anonymous Coward · · Score: 0

      That's because crpgs are little more than combat sims with a bit of dialogue. The main character's profession is nothing short of a free-range mass murderer. Swing that sword of yours. Go ahead. How many times can you swing it per second? Save the game. Now, how many buttons do you have to press to get it to slice through that beggar's chest? Just one? I thought so. Now, reload and try to shake his hand. How many buttons does that take? What?! Oh, I see, you can't. Well, this game is designed around your interface, and so the npcs have similar social skills. Without any 'talk it out' or 'play nice' options a city will quickly devolve into a madhouse, and we are left in the GTA void: No pleasant conversations, no walks through the park, just you, your shovel, and a whole lot of prostitutes.

  17. Meh.... by Nemus · · Score: 1
    Honestly, while I liked the AI in the Halo series, I think the main reason that it came off as being so impressive wasn't due to the AI itself, but because Bungie gave the AI "personality." It's a lot easier to misattribute greater intelligence to somthing when it's funny (your fellow marines) or screaming profanities at you (the Covenant).

    Likewise, it seems like the only real advancements in AI in games seem to be happening in FPSs, such as they are, anyways. I typically play Turn based strategy games and RPGS, and honestly, we're not exactly talking about the smartest AI in the world here. In most of these games, the AI is only given an advantage by being allowed more knowledgable than you; also, in RTS games, especially, a common tactic for "buffing" the AI is reducing material costs and production times relative to the player's, depending on how well the player is doing: essentially, just a fancier version of the good-ol rubber-band AI so common in racing games.

    I'll have respect for an AI in a game the second it actually manages to do something truly surprising. In RTSs and Turn based Strategy games, for example, it's often very easy to predict avenues of attack, unit composition, etc. Even if something wasn't necessarily expected, like having all of your treaties cancelled in one turn in Civ 4, for example, such a thing is still more of a surprise because of the timing than the event itself: you knew it could happen, it's just that the timing was a bit unexpected. No, I want an AI that will do something that will make me wonder whether or not the coding has been deliberately designed to screw with my head. When I find an AI in a game that can play me like a fiddle; bait me, hook me, and then reel me in, all the while as I struggle in vain, unable to resist the inexorable pull of its god-like strategy, then I'll be impressed.

    For now though, beating the AI is still just meta-game thinking: figure out where the AI can't adapt, and then exploit. Give me a truly adaptable, creative AI, and we'll see. Of course, by the time we get to "creative," AI, I'll probably lose on purpose, just so as to not piss off Skynet (let the robotic overlord win.)

    --
    Mod Points: Helping you keep your opinion to yourself.
    1. Re:Meh.... by icegreentea · · Score: 1

      one problem with rts ai is that it is almost impossible to teach ai how to preform high level micro management. while ai is capable of multiple instant commands, total awareness of their own situations (ie don't get distracted by fighting and forget to keep expanding), as well as basic micro like focus fire, target priority, and maybe even some degree of dancing, even the best ai cannot preform the most complicated micro. perfect example would be starcraft. there are mods that enhance the standard ai to be more unpredictable, to use more advanced build orders and counters, but regardless, has to get the ai cheat with free money, because whenever equal armies met, the human player would always win, because the ai can't micro for shit, so it has to be compensated with bigger armies, and armies that grow faster.

    2. Re:Meh.... by Eideewt · · Score: 1

      Right on. I think Halo shows us that in a lot of cases, acting smart will get you farther than actually being smart. Yelling things and diving around (and sometimes napping) made the Covenant seem much more real and made it so easy to assume that they were brighter than they were. Especially when you coupled that with an ability and willingness to use vehicles.

  18. Wesnoth by Glowing+Fish · · Score: 2, Interesting

    I would have to say that the AI for Wesnoth, an open-source Turn Based Strategy, is one of the better AIs I have encountered (for that genre of games).
    Although it isn't that the AI is that well done, it is that the rule set is simple enough that an AI can follow it.
    I've played Civilization, Heroes of Might and Magic and Masters of Orion, the trinity of TBS games. Although they were often very good, the AI could only win in all of them due to "cheating" of a sort. The reason was that the various different factors to be considered were behind the planning ability of an AI. For example, in Heroes of Might and Magic II, there were seven different resources that a player could collect. Often, towards the end of the game, even while it was badly losing, the AI would be running around trying to grab resources, and would lose because of it. In Civilization II, because there was so many different units and improvements to be built, the AI would produce useless units, or spend all their time building improvements to cities that were about to be captured. The algorithm for keeping track of so many factors is impossible to make in an AI. AIs can't understand what is relevant and what is not.

    So, in Wesnoth, there is only one resource to be considered, gold. Damage is also a straightforward mathematical calculation. So with the simpler rule set, the AI can play in a relevant way. Not that the rule set is simple in the sense of easy, it has a few factors, but those few factors can be combined in intricate ways.

    So Wesnoth has one of the better AIs in my view, although of course it can still be tricked and worked around, but then any AI can be.

    --
    Hopefully I didn't put any [] around my words.
    1. Re:Wesnoth by Anonymous Coward · · Score: 0

      It's strong but ad hoc; it doesn't understand some obvious but rare or contrived cases and tactical themes, like rushing with new unit placement or crowding own and enemy units on an enemy starting zone to reduce the room for new units.

  19. comedy option by mkavanagh2 · · Score: 1

    Command and Conquer.

    1. Re:comedy option by pdbaby · · Score: 1

      Oh, I remember a fantastic level in the original (playing as NOD, I think) where the enemy AI would airstrike you frequently. They picked the top right unit on the map (or was it the top right structure?). Playing against the computer was fun :-)

      --
      Global symbol "$deity" requires explicit package name at line 2. - If only $scripture started "use strict;"
  20. UT2004 by aleph42 · · Score: 1

    I really appreciated the AI in UT2K4, mostly in multiplayer game; you could see the bots waiting for each other , crouched behind the door, before barging in; that felt very real. The fact that simple orders could be given (attack, defend, follow me, give me your wepon) was good; it's not specific to UT, but too often forgotten.

    --
    Don't take my posts literally; it's just code to control my botnet.
    1. Re:UT2004 by PipOC · · Score: 1

      I thought the AI was a big joke, the bots couldn't even manage to avoid sniper fire at all on the highest setting.

    2. Re:UT2004 by Delkster · · Score: 1

      Perhaps it's not so much that they'd be great in combat AI, but they play rather well with regard to going for the actual goal of the game (which isn't always to kill as much as possible).

    3. Re:UT2004 by Sigma+7 · · Score: 1

      I thought the AI was a big joke, the bots couldn't even manage to avoid sniper fire at all on the highest setting.


      In UT2004, sniperfire is an instant-hit attack with the bonus of doing double damage on a head shot. In general, this means instant-kill.

      There's only three ways to handle sniper fire, which isn't always suitable:
      • Taking an alternate path - which isn't an option in some Boming run maps.
      • Moving fast, either rocket jumping or translocating frequently. The first has a health cost, while the second caused a large quantity of complaints (and in turn, caused it to be nerfed in UT2K3/4).
      • Swarming - which hopes that sniper attacks aren't going to shread the whole team. Kind-of forced in Assault maps.


      Also, you didn't mention which difficulty setting you used. For example, Insane bots aren't as powerful as Godlike bots.
  21. Cheating by dunezone · · Score: 5, Interesting

    Ive noticed that AI is not designed to beat your next move but is designed to cheat you without the player noticing. Command and Conquer and Gears of War are two games that have two well hidden cheats. Command and Conquer is twelve years old almost, the enemy AI was programmed to always have full resources as long as one harvester made it back. Therefor what would take you five harvesters would only require them one. Most players would of never noticed this unless their strategy was to cut off enemy resources instead of an full out assault. Gears of War was praised for having AI that used the environment to their advantage which helped cover a little cheat they had. The AI had a weird tendency to know exactly where you were as long as your cross hair covered them or came close to them. For example if you were to pop your head out and just happen to have your cross hair on an enemy turret that was always firing at a covered friend, it would immediately start firing at you, this would also goes for the regular grunts/guards. This is very noticeable on "Insane", since that mode requires you to use cover 90% of the time and better tactics then rush in and shoot everything that moves. AI is not designed to outsmart/out think/or consider your next move, in my opinion most AI is designed to defeat you by using small cheats in the programming that give it an unfair advantage and hopefully designed so that you wont be able to notice it.

    1. Re:Cheating by PatrickThomson · · Score: 1

      I've seen the same thing in UT2004, the turrets will always target the human players preferentially.

      --
      I am one of many. My idea is not unique, nor do I expect my voice alone to sway you. I speak in a chorus of opinion.
    2. Re:Cheating by ShadowFalls · · Score: 1

      You are right about some of these flaws, one for Command & Conquer, along with the vast majority of the RTS games is the game's inability (or lack of proper programming) to separate the AI from the game engine. The AI has access to not just its view, but yours along with any information to it. That might be why you see in C&C Tiberian Sun when your entire base is hidden by a Stealth Generator and the AI shoots a missle exactly at it... You can move them anywhere you want but they hit it every time.

    3. Re:Cheating by toxicity69 · · Score: 1

      How much is "full resources"? I'm a big C&C fan, I'm just curious. Is it like 9999 "credits" or whatever that just refills after something is purchased?

  22. Viva Pinata by Blakey+Rat · · Score: 1

    I was amazed when my pretztail not only installed a whiteboard in its den, but then proceeded to prove Fermat's Last Theorem. I think it's because I fed him a Doenut...

  23. Good, or good for the price? by Pode · · Score: 5, Insightful

    GalCiv II has given me the worst beatings I've ever taken in a strategy game. Shogun: Total War managed to spring a tactical ambush on me once (although in fairness my grip on tactics was much worse back then). Both of those AIs gave me a challenging game experience as a player, which is what "good" AI should be judged by.
    However, if we're talking about "impressive" AI, nothing I've seen in the gaming world can compete with Paradox's EUIII. Yeah, I know, each individual AI nation makes a lot of bonheaded moves. But the game is managing the armies, navies, economic, religious, colonial and foreign policies of up to 300 nations, every game day when a game year can go by in a minute or two, on a 1.9GHz processor. Considering the number of cycles and the amount of memory avaiable for each AI opponent, it's simply amazing to me. I really think that should be the basis of comparison, not so much the level of play the AI achieves, but the level of play it achieves with the resources available to each AI player. If nothing else, that standard makes it meaningful to compare old games against new ones.

  24. Errr... by ilovegeorgebush · · Score: 1

    ...dunno what gamers they're talking to, but everyone I spoke to about Far Cry always mentioned either AI directly or the "mobs being really clever" (i.e. indirect positive AI appraisal). Pretty sure this has happened for others too.

    1. Re:Errr... by Slugworth01 · · Score: 1

      Far Cry AI is nice; scales up with your computer. Drop more RAM in your rig and the AI gets smarter.

  25. Perceived Intelligence - Simple is better? by TerranFury · · Score: 1

    I've read articles (maybe at Gamasutra?) citing surveys of playtesters on the perceived intelligence of AI opponents. I wish I could find the articles to cite them, but since I can't I'll just summarize them here:

    Consistently, harder AIs were ranked as "smarter" no matter whether this was due to better algorithms or due to cheating. In fact, gamers tended to rank AIs highly that could do "neat tricks" -- say, tossing your grenades back at you, as in Return to Castle Wolfenstein -- which is something best acheived by writing special scripts for the purpose, not by advanced AI methods.

    In general, it was concluded, you will be most successful in creating an AI which is perceived as "smart" if you do it the simple, dumb way: Count on the intelligence of your programmers, not of a machine.

    [As someone interested in statistical learning theory (among other things), I found those results somewhat disappointing...]

    1. Re:Perceived Intelligence - Simple is better? by SnowZero · · Score: 1

      It's only disappointing if you think intelligence derives directly from the size of our brain, and not from decades of knowledge, experience, and training. Our big brains allow us to learn, but it is not a substitute for experience. The goal of much advanced AI is that we don't need to program the neat tricks manually, not that the neat tricks are no longer needed at all.

    2. Re:Perceived Intelligence - Simple is better? by Eivind · · Score: 2, Interesting
      That's typical of the AI possible today: It can't actually perform better than a stupid program following simple rules.

      Had a similar depressing experience in my class on AI. The task was to build a neural network that could guesstimate the sex of a first-name. A quite complex neural net, trained on 300 random male and female names could thereafter guess the correct sex of a name about 65% of the time.

      Which seemed impressive until someone pointed out that a trivial table-lookup of the most common 100 female and male names, and random guesses for everything else is enough to reach about 70-80% (depending on the country the names are from, some countries have more variation than others) and even something as simple as "if ends in a, guess female, otherwise guess male" is enough to reach similar "accuracy" as the neural net.

    3. Re:Perceived Intelligence - Simple is better? by wolrahnaes · · Score: 1

      For most people, "smarter" means the AI does things that they didn't expect an AI to do, but would have done themselves if given the choice. It doesn't matter if that's a scripted behavior or if the AI actually "decided" to do it.

      --
      I used to get high on life, but I developed a tolerance. Now I need something stronger.
    4. Re:Perceived Intelligence - Simple is better? by NekoXP · · Score: 2, Interesting

      AI in games is mostly triggers and actions.

      It's still AI if those triggers are hardcoded or based on statistical analysis.

      It *is* intelligent for an NPC to realise a grenade was thrown by the player into it's general area, and throw it back at the player. That's not to say it shouldn't be ranked highly or that it is a crappy AI.

      If an enemy hops over a wall next to him for cover it's the enemy realising that he needs cover and there is an easily hoppable wall. He could just as well duck behind a barrel, but the barrel may be made of soft shitty wood, the wall is nice and made of brick. It makes an education decision just like we do. They may well be SCRIPTED.. if near wall hop over wall else if near barrel duck under barrel else if player is actually in effective firing range, run the hell away else sit there and taunt them into the minefield..

      Think of your thought process when you would be in the firing line and you have the choice between ducking behind a worm-riddled barrel to avoid gunfire, or a solid brick wall that you can hop over. How many seconds does it take? Can you remember every microdecision you made? No, you think "ohshit I'm being shot at" and probably duck behind the barrel under stress, when it starts to splinter then you scramble over the wall and realise you dropped your gun hopping over the wall..

      Does that make it crappy AI that it did not break out scientific analysis of the situation and count variables or do complex physics?

  26. Is there really a demand for this by blhack · · Score: 1

    Granted, most of us are computer nerds here, so we would marvel at really really sophisticated AI in a game. Does the average gamer (i said AVERAGE) share this sentiment? Certainly not. The average gamer is somebody who might sit down and play a video game for a couple of hours a week....its just a way of filling time to them. The VAST majority of gamers out there are not the pathetic second life player types who would benefit (well i guess it is debatable whether that is a 'benefit' or not) sophisticated AI.

    My favorite game is, for instance, quake 3 arena. Yes this is mainly a multiplayer game, but when i need to space off and think about a problem at work for a while, i fire it up and play against the computer for a while. If i absolutely demanded smart players to play with, i'd play online.

    in conclusion, the cost/benefit ratio involved with developing highly sophisticated AI is very very very high (if not > 1), meaning that it is foolish to pump money into it.

    --
    NewslilySocial News. No lolcats allowed.
  27. F.E.A.R by alphaseven · · Score: 5, Informative

    Here's a short article on the A.I. in the game F.E.A.R., "F.E.A.R.'s AI Demystified", (in more detail here). Having played through F.E.A.R., what impressed me so much was that a lot of what is called A.I. is actually audio and animation. You can make enemies seem way more intelligent than they really are by doing stuff like have detailed animations for stuff like hopping over barriers or diving through windows that's triggered when they are in certain spots. They would also have the enemies shout stuff, if you had your flashlight on they would scream "Flashlight" and dive for cover.

    1. Re:F.E.A.R by Anonymous Coward · · Score: 0

      I thought the AI in F.E.A.R was really good. The things you mentioned aren't what impressed me - it was how they would work together to search the room you were in, or use covering fire while one or two of their buddies flanked you.

    2. Re:F.E.A.R by Rallion · · Score: 1
      The article covers that.

      F.E.A.R. was widely lauded for the ability of its soldiers (both singly and in squads) to flank the player. In reality, the AI wasn't flanking at all -- it was moving from one cover area to another cover area. Because of the skill exhibited by the level designers, that next cover area was to the side of the player's location (or where the designers assumed the player would be), so when the AI moved to that location, it created a seamless illusion of the enemy flanking you.
    3. Re:F.E.A.R by Some_Llama · · Score: 1

      what impressed me most about F.E.A.R.'s AI is that it was variable, so if you replayed a section 5 times, the bots would do 5 different maneuvers.

      In other single player FPS, I could learn what the AI would do and then restart the level, or section and plan for those actions.. this is not true with F.E.A.R. so even though it is AI that is dependent on reaction to events and small changes in those events produce widely different actions, it still "seemed" a lot smarter to me and made it more enjoyable.

  28. Charcters w/ Good AI Act Like I ThinkThey Should.. by stumbler · · Score: 1

    ... only better.

    Observable results based on a stimulus understood by the player ... that is the key to good AI.

    1) Make sure the player can understand (or correctly infer) the stimulus
    2) Make sure the actor responds in to the stimulus in a way that makes sense to the player
    = WOW GREAT AI ... even if it's a bunch of "if then" statements.

    While the goal is easy to describe I can't imagine this is easy to do . . .

  29. Screw game AI by SharpFang · · Score: 4, Funny

    Google Maps AI rules.
    See point 23

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    1. Re:Screw game AI by LiveMessenger · · Score: 1

      This isn't AI. This is google being funny with an easter egg. Come on : 23. Swim across the Atlantic Ocean. Well, let us pray its an easter egg...

    2. Re:Screw game AI by NonViviDaSola · · Score: 0

      It's a shipping lane dude. Google directions aren't just for driving anymore.

    3. Re:Screw game AI by BillX · · Score: 1

      Not bad, not bad at all. I just asked it for a route to Mars. I was hoping for another funny easter egg, but the AI outsmarted me.

      --
      Caveat Emptor is not a business model.
    4. Re:Screw game AI by xouumalperxe · · Score: 1

      Those two points are the canonical points for trans-atlantic travel for google maps. look at the carefully written notes on how to get to the right warf. It is of course an easter egg.

    5. Re:Screw game AI by WolfBruin · · Score: 1

      So Google's gaming-style AI response (simple programmed response) is somewhat human-like. If someone were to ask for driving directions from NY to France, a human would likely give a smart-aleck answer like "take the Trans-Atlantic Bridge..." or Google's version.

    6. Re:Screw game AI by Anonymous Coward · · Score: 0

      In case anyone missed the joke. Step 23: Swim across the Atlantic Ocean 3,462 mi.

    7. Re:Screw game AI by Devistater · · Score: 1

      lol thats hilarious. Nice

    8. Re:Screw game AI by LiveMessenger · · Score: 1

      Why you gotta be such a dick?

    9. Re:Screw game AI by plover · · Score: 1

      Thanks! Your posting just created a new game that a friend and I are now playing: find the Google maps longest route to cover the shortest great circle distance.

      --
      John
  30. Command and Conquer by bendodge · · Score: 1

    Some of Nintendo's Mario games have pretty good AI, like Mario Cart and Mario Party.

    I always enjoy the C&C series "brutal" AI, even though they aren't particularly human-like, and sometimes have economy cheating.

    --
    The government can't save you.
    1. Re:Command and Conquer by dashiznit · · Score: 1

      In CnC: Generals on Brutal, they also seemed to have armor/damage cheating, too. Their units seemed to have at least 1.5 X the armor or could maybe do 1.5 X more damage than you. I would send 2 US tank vs. 2 China tanks and would have both of mine target one tank and both the US tanks should have destroyed the one tank, leaving 2 on 1 for a few shots.

      Instead, each of the 2 China tanks would target each of the US tanks and they would destoy both the US tanks before the US tanks could destroy one of them. And that was often with the little repair drones attacking and/or repairing. It was maddening!

      You simply had to aggressively put up Patriot batteries at the key resources of contention, bide your time and create enough units to overwhelm them.

  31. Stalker? by Anonymous Coward · · Score: 0

    Even though Stalker is lacking in a lot of areas
    It's AI is pretty evil.

    Excellent pathing on it, First AI I can think that retreated into a house, and moved onto the roof to shoot at me
    The sad part is, while the pathing on it is really nice, kind-of-almost human.....
    It's cheating, Damn infinite ammo :(

    If they just went the extra mile and made an AI that manages it's ammo and bum rushes you\Runs like a pansy when they're out of ammo, I'd be advocating it for AI of the decade

  32. yes, in GalCiv2 by x_codingmonkey_x · · Score: 2, Insightful

    If you want a really challenging AI, and one of the best I've seen around, I highly recommend Galactic Civilizations 2. It's a 4X game similar to Civilization but takes place in space. The developers frequently post articles about the AI and how they are continuing to improve it. Furthermore, they read user's strategies and then improve the AI. The greatest part is that on the Tough setting (highest difficulty before they start giving the AI bonuses), the AI provides a challenging game. This is unlike most AIs where a "challenging" AI essentially means that it has a 200% economy bonus. Interestingly, the AI adapts to your game play and they have talked about using the second core in dual core processors to analyze previous games and use different tactics to counter known strategies.

  33. Unreal Tournament by binary_ftw · · Score: 1
    It may be only me, but the feel of some of the most heated multiplayer fights there, the computer players were at least as interesting as human tactics, and nailing the most difficult ones were downright gratifying. It's kinda ambitious to base a whole singleplayer story on deathmatches head-to-head, so they obviously put some effort into it. When I think of it the thing that impressed me most were their mastery of the weapon arsenal, with 7-8 widely different weapons, there were always split-second horror the likes of; "oh no, he's not going to do that... yes he did".

    To anticipate an AI move isn't always a bad thing, because great minds think alike, eh?

    --
    analog < infinite binary (Heisenberg is with me on this one)
  34. Game where computer seems like it is thinking by Brian_Ellenberger · · Score: 4, Interesting

    Galactic Civilization I and II (see: http://www.galciv2.com/) is one of the few games I have ever played where it seemed like the computer was thinking. If you have never played GalCiv, and you like strategy, I highly recommend picking them up. I consider them to be superior even to the Civilization series. Brad Wardell prides himself on the AI, and it definitely shows. The computer is very difficult to beat and does not cheat. It actually responds in a logical manner, which makes GalCiv go from just being a number-crunching exercise to an actual strategy game. For example, when making some "aggressive" moves towards an enemy (moving some attack ships to an "ally" to wipe them out) I've actually had the game pop up a message from my ally (before ever entering his space) saying something to the effect of "I used to play video games when I was a kid, and when I did I used to build my forces up and send them to sneak attack an opponent. Well I am no video game." Other things like the fact that if another civilization is dependent on you for a large amount of trade income, they won't just randomly attack you because it would hurt them too.

    1. Re:Game where computer seems like it is thinking by Anonymous Coward · · Score: 0

      "Brad Wardell"

      Yeah but note that brad has all the time and money to pour the resources into galciv due to his company subsidizing its development, next Galciv is much more simple then other games in many respects, planets have all the resources, so its a race to colonize the most/best planets in the beginning, and since no one can attack attack at the beginning, it's no surprise the AI is pretty decent.

    2. Re:Game where computer seems like it is thinking by Tablizer · · Score: 5, Funny

      Other things like the fact that if another civilization is dependent on you for a large amount of trade income, they won't just randomly attack you because it would hurt them too.

      That AI is smarter than most Earth leaders.

    3. Re:Game where computer seems like it is thinking by Kingrames · · Score: 4, Interesting

      90% of the time when it seems like the computer is smart, it's more because the game and the AI merge well together.

      If the game has lots of bugs, bugs you might not normally see, the AI will suffer.

      Oftentimes the A.I. of the game doesn't make the computer smarter. Making a game that's smooth and supports a good A.I., however, will make a much bigger difference.

      With a game like chess, the A.I. program is huge and immensely sophisticated.
      With a game like tic-tac-toe, you can make an A.I. that can't be beaten, simply because the game is simple and allows for that.

      It's important to keep in mind that the actual A.I. algorithm can only accomplish so much. Putting Deep Blue into the seat of your tic-tac-toe opponent gives you the same result as the program you wrote that doesn't break a page.

      That being said, a few more examples to look for for good A.I. that merges well with its game would be Kohan and Kohan 2. The AI in that game blew me away.

      For an older game, check out emperor of the fading suns (you can get the full game for free) http://free-game-downloads.mosw.com/abandonware/pc /strategy_games/games_e_f/emperor_of_the_fading_su ns.html
      I still have fun playing this one. It's interesting how the computer will actually send you money for nothing in the interest of making you like them more. There are a few other subtle details.

      Incidentally I've heard that Gal Civ is based off of EFS, so if you haven't had a chance to check it out, enjoy.

      --
      If you can read this, I forgot to post anonymously.
    4. Re:Game where computer seems like it is thinking by beckerist · · Score: 2, Insightful

      Oddly enough...you're dead on.

      When programming AI it's much more about pandering to human error than emulating perfection. Anyone could write an algorithm that reads in the user input, and knows exactly how to react to kick your ass. It's extremely difficult to write code that gives the user just a tiny edge. 100% impossible is very easy to write for. 95% improbable is not.

    5. Re:Game where computer seems like it is thinking by dmsuperman · · Score: 1

      That's not saying a whole lot, Bush is president after all.

      --
      :(){ :|:& };: Go!
    6. Re:Game where computer seems like it is thinking by greenkite71 · · Score: 2, Insightful

      IIRC, chess is just search (usually Alpha-Beta pruning) of a state space with some function giving the "value" of each state. Conceptually, chess AI is very simple, although I suppose the evaluation functions have become slightly more complex over time, but I'd hardly call the programs "huge and immensely sophisticated." Chess AI has gotten better largely because faster computers can search more of the state space over a given interval.

    7. Re:Game where computer seems like it is thinking by Anonymous Coward · · Score: 0

      Just to make it clear to people here, the AI in Galciv2 _does_ cheat at high skill levels. The highest skill level at which the AI does not cheat is Tough. That being said, I still regularly get my ass handed to me at Tough.

    8. Re:Game where computer seems like it is thinking by kdemetter · · Score: 1

      thx for overreacting .

    9. Re:Game where computer seems like it is thinking by mcvos · · Score: 1

      Yeah but note that brad has all the time and money to pour the resources into galciv due to his company subsidizing its development,

      Stardock (Brad's company) is much smaller than many other game developers. Why does a small company have all the time and money to put into their new game, while a big company doesn't?

      Galciv is much more simple then other games in many respects, planets have all the resources, so its a race to colonize the most/best planets in the beginning, and since no one can attack attack at the beginning, it's no surprise the AI is pretty decent.

      There are definitely aspects of the game that I would have done differently, but that's not what explains why the AI is pretty decent, although it is true that the AI is far, far better at empire building than it is at waging war. It could have been better at fighting, though. At least in the case of GC1, Brad dumbed down the AI a bit because he thought it was too nasty. I'm nasty too, so I would really have prefered to face the full nastiness he could come up with at the highest difficulty level. Still, it's not nearly as braindead at waging war as pretty much every single other strategy game out there. It's just not quite there yet, though.

    10. Re:Game where computer seems like it is thinking by mcvos · · Score: 1

      If you have never played GalCiv, and you like strategy, I highly recommend picking them up. I consider them to be superior even to the Civilization series. Brad Wardell prides himself on the AI, and it definitely shows. The computer is very difficult to beat and does not cheat.

      Actually, it does. Very slightly. The AI knows at the start where all the yellow stars (which have the best planets) are, so it won't have to scout for them. This gives it a significant advantage at the start of the game. Also, at the highest difficulty levels it gets an economic bonus. But its cheating is not anywhere near that of most strategy game AIs.

      It actually responds in a logical manner, which makes GalCiv go from just being a number-crunching exercise to an actual strategy game. For example, when making some "aggressive" moves towards an enemy (moving some attack ships to an "ally" to wipe them out) I've actually had the game pop up a message from my ally (before ever entering his space) saying something to the effect of "I used to play video games when I was a kid, and when I did I used to build my forces up and send them to sneak attack an opponent. Well I am no video game." Other things like the fact that if another civilization is dependent on you for a large amount of trade income, they won't just randomly attack you because it would hurt them too.

      Unfortunately, it still is a video game. It does the economic empire building brilliantly, and the wars do indeed make a lot more sense than in most games, but it's still much too passive in it's warfare and lacks the killer instinct that a good human player has. I still steamroller over them with my much more focused attacks. It doesn't concentrate its forces enough, doesn't accompany attack fleets with big troop transports, and doesn't protect its troop transports with big attack fleets. It's still too fragmented, and it's a rare day that an AI player actually manages to conquer one of my planets.

      Still, compared to pretty much every single other strategy game out there, "halfway decent" is high praise. There's still a lot of work on AI to be done, however.

  35. S.T.A.L.K.E.R by Afecks · · Score: 1

    Walked up on a group of 2 bandits, pumped a few rounds in one guys face and he drops like a rock. The other guy does absolutely nothing. Now maybe he won't miss the guy I killed but wouldn't you at least turn to get a look at the person that just sprayed brain matter all over you?

    1. Re:S.T.A.L.K.E.R by twokay · · Score: 1

      Ive noticed similar situations in other games. I've been playing Far Cry recently, and its a very good game. The AI especially considering it is ~3 years old. Anyway, when you act irrationally, eg. charge an NPC and get up close; they freeze up and stand looking at you, or fire at you madly but miss totally. I suppose the AI is tuned for the most common situations in the game. And in Far Cry that often mid to long range firearms encounters, not mêlée. It does seem strange that the AI can be a better shot at 50m than 5 :)

      --
      Wannabe nerd.
    2. Re:S.T.A.L.K.E.R by ImTheDarkcyde · · Score: 1

      I was looking through the comments just waiting for someone to mention S.T.A.L.K.E.R. because the AI is indeed AMAZING for a first person shooter. I really can't think of anything better, it flanks, it uses cover properly, they switch to close quarters weapons when you get near them, unfortunately they kind of cheat by having infinite ammo, and they still have the "we know you killed one of our faction via telepathy and now we all hate you" thing

    3. Re:S.T.A.L.K.E.R by Anonymous Coward · · Score: 0

      Ahh, but S.T.A.L.K.E.R. definitely has a strong tactical AI that is a lot tougher than a lot of other games like CS or FEAR.

    4. Re:S.T.A.L.K.E.R by Trellame · · Score: 1

      I agree, the enemies really take cover and try to flank you. I suppose whether they react to sounds, etc. is somewhat a separate function in A.I....

    5. Re:S.T.A.L.K.E.R by Eesu · · Score: 1

      true, but that part wasnt so bad, the rest of the game more than made up for that and the other technical glitches

    6. Re:S.T.A.L.K.E.R by Malestyr · · Score: 0

      My favourite moment was when a merc hid behind a barrel for cover, and then shot the barrel out of the way to attack me.

      This is on the hardest difficulty, by the way.

    7. Re:S.T.A.L.K.E.R by Afecks · · Score: 1

      Exactly, I have yet to see an AI that actually takes cover well and doesn't leave a foot, arm or even worse the top of their head visible.

    8. Re:S.T.A.L.K.E.R by ShadowsHawk · · Score: 1

      I play a LOT of paintball and I can tell you that this is a very human problem. I can't tell you the number of times that I've skipped a shot off the top of an enemies head.

    9. Re:S.T.A.L.K.E.R by ShadowsHawk · · Score: 1

      I was looking forward to STALKER, but I really haven't been impressed. The game is so buggy that I stopped playing it. I do agree about the short range problem though. I've found a shotgun to be far more effective.

  36. Hitman by Bizzeh · · Score: 1

    Blood money. the AI is insane, even at the lower levels.

    1. Re:Hitman by kinglink · · Score: 1

      This is a joke right? The AI is stupid. There's points where a VIP is killed (won't say who) and it's been noticed that the guards he has will find him, walk over to him do a normal "death" routine and walk back to the place they are guarding. This is after the person they have been assigned to guard is killed.

      Early on in the game there was a couple points where I messed up with a Quarter and then enemy walked into a room where I was standing and stared directly at me as I walked up to him, he didn't say or react at all, he just stared.

      The AI is insane, in that it doesn't work.

    2. Re:Hitman by bcmm · · Score: 1

      The AI in the original Hitman was pretty good in firefights though. They would hide behind cover, firing occasionally, then move into the open and fire continuously when 47 was forced to reload. Not that impressive, but then again that was quite a while ago, and they would work out sensible cover wherever 47 was standing and whatever collection of enemy AI was present. (i.e. it definitely wasn't scripted).

      It did bother me, however, that police would automatically join in when unidentified agents with no uniform pulled guns and opened fire on 47 (it seems to happen in all the Hitman games, but take Invitation to a Party from Hitman II as an example).

      --
      # cat /dev/mem | strings | grep -i llama
      Damn, my RAM is full of llamas.
  37. Re:TTT (pedant mode) by CelticLo · · Score: 1

    errr, system wasn't called Joshua.
    The computer is called WOPR.
    Professor Stephen W. Falken's son was Joshua and combined with the age the child died at was the system password.

  38. Chess Master by savuporo · · Score: 1

    ... whatever version is actual right now. Heck, even my HTC Wizard at 200 Mhz constantly kept beating me at any higher difficulty setting, and it was definitely not cheating, if you take my meaning.

    --
    http://validator.w3.org/check?uri=http%3A%2F%2Fwww.slashdot.org Errors found while checking this document as HTML5!
  39. Ninja Gaiden for the Xbox by Anonymous+Cake · · Score: 1

    Ninja Gaiden for the Xbox has to have one of the best AIs among games of its kind. It never cheats, it can surprise you, and beating enemies actually feels like an accomplishment (and if you loose, it's not because the enemies are impossibly difficult, but because you're not skilled enough, or you're not going about beating them the right way). I don't think I've ever come across anything like it.

  40. Definitely not World of Warcraft by wilsonthecat · · Score: 1

    I can tell you the most unimpressive AI: World of Warcraft. It's so stupid another computer (wowglider) can play it with minimal configuration from a human.

    1. Re:Definitely not World of Warcraft by ^Bobby^ · · Score: 1

      It's not meant to be.

    2. Re:Definitely not World of Warcraft by Trellame · · Score: 1

      Most of the game is PvE, why do you say the AI is not meant to be smart?

    3. Re:Definitely not World of Warcraft by dbIII · · Score: 1

      Most of the game is PvE, why do you say the AI is not meant to be smart?

      Eliza: Oh, I say the AI is not meant to be smart.

  41. splinter cell games... by Anonymous Coward · · Score: 0

    have used some pretty impressive AI...

    goombas on super mario brothers for NES also had a solid movement pattern that deserves mention! :L

  42. I am pretty sure Tetris. by Anonymous Coward · · Score: 0

    It always seemed to know exactly what blocks you DON'T need. I always thought Tetris was a rather malignant professor sort.

  43. Never. by Dread_ed · · Score: 1

    I have never seen game AI that worked intelligently. My gaming cycle goes like this: learn the controls, remap the controls to optimize, get specific reaction time down, figure out the basic AI repitoire, learn the "maps", master reaction times, learn to trick the AI or "squeeze between the cracks" of the AI.

    People learn to do tricks the computer doesn't do. This is the draw of online FPS games like Quake, Counterstrike, etc.

    If developers wanted to make good AI they would beta test the Player vs player version before the full game and model the tactics of the better players with their AI.

    --
    When the only tool you have is a claw hammer every problem starts to look like the back of someone's skull.
    1. Re:Never. by Anonymous Coward · · Score: 0

      A lot of "player wiz" is completely random factors, done by accident - or tried for fun, later found to actually work.
      Other instances, are flat out imbalances that then as it progresses becomes accepted as a tactic and later - even a partial feature of the actual game. (patched in 'more support' for it, or never changed/acknowledged as officially clean)

      It's not really about "intelligence", you could make an AI do the same thing by simply adding in (well, 'simply', might not be the word) randomness. In RTS games, with the typical sets; have the AI randomly try to mass ANY unit at one point (just as one example), and just see how it works. Let it do stupid stuff, and have it build up its memory with what the actual effect of it was - as something separate, but not excluding, its 'ordinary' AI. (the whole ladder/tree progression)

      You don't need other players to show the examples, it could and should be possible for an AI to find these 'effective' holes, by itself - if it's just allowed to do it.
      Then there's the stuff literally left in the open for, seemingly, ONLY players to do - but which the AI most certainly could do.
      Such as something as simple as hero ganging, in War3 (I don't know if it ever became patched in); the AI just wouldn't surround a foe's hero with its forces. It wouldn't focus on the hero.
      The first thing any player does, in the first few clashes - at least, is focus on the opposing hero. Take him out. Ignore the other units (again, in most cases).

      This makes the player "smarter", than the AI. However, in essence, it was something so obviously left alone just to make it an illusion of the whole 'players are smarter'. They don't have to be.

      In honesty, throughout my years of gaming; the mantra of the 'player superiority', is just there to let there be a game.
      You (not you, but someone in this article's commentary!) say it has the balance between playability and hardship/difficulty, the perfect AI - that it can't be too perfect since it leaves no playability; but therein lies the joke of it.

      We still consider the 'gamer', pilot being human, to be superior: even acknowledging that we have to severe the AI; because it's just reaction times anyway, right? Well, it isn't. We don't give the AI the options we give the player, in the first place.
      We don't let AIs do stuff for no reason, just to see how it works. We could.
      Who'd wanna play games then, though?

      As someone else said, getting modded as funny; a sarcastic comment regarding human players being a poor AI. It's not simply sarcasm. He wasn't the only one, thinking that.

      The AI in an RTS could be made to do the same 'tricks', (and find them on their own) but it's simply the unwritten rule to leave that to the players to find.
      The AI in an FPS, needless to say, wins by default - if it wasn't for the whole thing about making it playable. Making it playable at all, means making an AI with reflexes near human values. IE handicapping it, severely.

  44. Game AI? Why bother! True AI has been solved. by Anonymous Coward · · Score: 0, Interesting

    So-called "Game AI" is not even AI. It is just s few fancy tricks to make the game program look, but not actually be, a little bit smarter.

    Mind.html recently became a True AI that reveals the deep thought process in a tutorial display mode. You can interact with the AI Mind and watch it thinking, as spikes of excitation spread by associative tag from concept to concept in the knowledge base of the genuine artificial intelligence.

    Mind.Forth AI for robots is written in Win32Forth for installation in autonomous mobile robots and has spawned at least one independent offshoot on the Web as the true AI evolves and speciates into multiple branches of live-or-die AI in the Darwinian jungle of survival of the fittest.

    Franks AI Mind is the "son-of-Mind.Forth" AI with advanced features such as the ability to send e-mail and to read Web pages.

  45. The original by Squalish · · Score: 4, Insightful

    Unreal Tournament.

    It had the first bots that you could play against for hours and not even notice you were offline. I havn't encountered a more convincingly human AI in the dozen FPS games I've played since, including UT 2k3(which probably means that the UT maps were just easier to code for).

    It's the only game where you can feel yourself increasing in skill over the course of a few days of playtime, and ratchet up the difficulty a bit and get the same kill ratio, without feeling suddenly overwhelmed by perfectly aimed headshots.

    --
    People in Soviet Russia, however, appear to be afflicted with amusing juxtapositions of the aforementioned situation
    1. Re:The original by D'Sphitz · · Score: 1

      I'm not a big FPS fanatic so maybe I don't know what i'm talking about, but the Counterstrike bots seem pretty good to me.

    2. Re:The original by Ant+P. · · Score: 1

      UT2k4 has pretty decent AI provided you tell your team's bots what to do. You can play 16v16 and never get bored of it. They know how to drive most of the time too.

      Some of the N64 shooters were pretty good (or glitched). In Goldeneye/Perfect Dark the enemies rarely just mindlessly ran at you, they'd attack in groups, or form groups. Sometimes you'd get a grenade thrown at you completely at random. Sometimes an enemy would run all the way across the level to attack you even if you had gone undetected so far. In PD you can get them to surrender or (very very rarely) even change sides.

      However, I've never seen an AI that really impressed me. They all seem preoccupied with winning as fast as possible. The bots in UT, for example... never stop for other team members when driving, won't give weapons to someone who specialises in them, won't try to save injured players, and definitely have no clue about tactics other than "find nuke, shoot nuke at enemy base" or "spam area to be defended with mines and commence camping".

      The problem is that they follow clearly defined patterns. I'll be impressed when they create AI that does unexpected things because it figured out it can, rather than because it was programmed to do it.

    3. Re:The original by julesh · · Score: 1

      Sorry, but I don't think UT's bots were particularly smart at all. They followed preprogrammed paths, and other than what was programmed into those seem totally unaware of concepts like cover, exposure to fire, or even potential obstructions to their own fire. The latter is most evident in the "tactial ops" mod: stand in front of your team mates when the enemy turns up in front of you and see what happens.

    4. Re:The original by petrus4 · · Score: 1

      It had the first bots that you could play against for hours and not even notice you were offline.

      I spent probably 6 years messing around with the original UT's AI, on and off. I never felt like I was playing human players for a moment, but it was possible to get them to do some interesting things. One thing I was able to do in a map I put together was create around four different routes to the flag, and then fill that with alternatepath nodes with different weights such that their path selection was at least somewhat random, and would use underwater routes as well, so they'd come into the flagbase from a few different directions...that added to realism. Turns out FileFront got a copy of the map somehow, so you can grab it here if you're interested...I don't think anyone else has ever downloaded it. ;) I was trying to create a scenario where a bot would follow one particular path for a certain distance, and then actually change to another in transit. I think to some degree I got them to do it.

      UT's AI was actually fairly limited in some respects...it didn't handle underwater areas well, and it also had no dynamic ability whatsoever...anywhere that didn't get covered with nodes didn't exist as far as it was concerned. I could never get the translocator to work with it in the first game, either...no matter what I did, the bots wouldn't use it properly.

      Where I was able to really make the AI more interesting was when I downloaded some modifications for the game, primarily Bullet Time, MatrixMoves, and Unreal4Ever. Bullet Time meant that I could essentially turn the bots into the equivalent of the Agents from The Matrix. Unreal4Ever was primarily a weapons pack, and the most interesting thing about that was that some of the weapons did work with Bullet Time, and some of them didn't. That meant that you had the effect of a Matrix-like environment with some weird glitches; it might seem odd, but that actually added to the surrealism of the environment rather than detracting from it. The reason why is that it meant you had to adapt specific tactics not only in order to avoid certain weapons, but also to kill the bots if they were using bullet time as well. They could dodge bullets, but not explosions. They were also actually able to dodge such things as acid clouds and individual flames to a limited degree.

      I also found various maps and renovated them somewhat; for example, there was this really awesome Stargate themed map, but the Stargates in it were connected via teleporters. I took the teleporters out, and rebuilt the gates so that they used WarpZones, a feature of the game which made the gates in the map function identically to the gates in the film/tv show in the sense that you could walk right up to the event horizon and through it, and you could also shoot through it and throw projectiles through it as well.

      Fun stuff.

    5. Re:The original by Some_Llama · · Score: 1

      "I'm not a big FPS fanatic so maybe I don't know what i'm talking about, but the Counterstrike bots seem pretty good to me."

      Bah, they suck, they never walk so just walk and listen for their footsteps, as soon as they are close, FB and you can take them all out as they are frozen till the FB "effect" wears off.

    6. Re:The original by chebucto · · Score: 1

      How do you get enemies to surrender in PD?

      --
      The English word fart is one of the oldest words in the English vocabulary.
  46. System Shock by cinemabaroque · · Score: 1

    If you played this when it first came out you'll probably agree with me that Shodan was an implacable and reactive enemy that would not only threaten you but follow through. And this was all obviously scripted (the best way to create a realistic intelligence, look at how intelligent the NPCs in the Fallout series were compared to your average level of interaction in a RPG). I don't think that an average game developer has the resources to create an amazing AI for just one game leaving simple algorithms + scripting for specialized situations as your best bet to get a realistic feel to the in game situation.

    --
    00010111 always try everything twice
  47. games don't really need good AI by Uzik2 · · Score: 1

    People don't play games if get consistently beaten. They want to win.
    If your AI is too good it won't make for a very fun game. It just has to be
    good enough not to lose easily. The best thing would be a game that tailors
    it's difficulty so it's challenging for the player but not too hard. It should
    adapt as the player gets more skillful. Just my 2 cents.

    --
    -- Programming with boost is like building a house with lego. It's a cool but I wouldn't want to live in it
    1. Re:games don't really need good AI by eebra82 · · Score: 2, Insightful

      AI has nothing to do with difficulty. It has to do with realism, that you picture the opponents as real people and things that behave accordingly.

      Creating difficult opponents is just a matter of reaction and aim. They can just stand blatantly still and fire at the very nanosecond you reveal yourself.

      Good AI is the kind that retreats when it is outnumbered, interacts with its comrades and the surroundings, explores and interacts with the mess that you yourself may create and so forth.

    2. Re:games don't really need good AI by Delkster · · Score: 1

      People don't play games if get consistently beaten. They want to win.

      That's exactly why "good AI" in video games doesn't mean the same thing it means (or usually thought to mean) in chess or in some other theoretical senses.

      A good game AI is something that is beatable but offers a good enough challenge and supports a believable game experience. In other words, being human-like is more important than playing the best game possible (from the AI, or anti-player, point of view).

  48. S.T.A.L.K.E.R. by s.vaningelgem · · Score: 1

    I truly think this AI is genious.

    I was doing some running around and when you just come out of the first village, you can go right. At that point I saw some military looking guys with guns like MP5 or so (turned out to be a more advanced version of an AK, but whatever). So I think like "cool, I want such gun". First I tried walking over there, and asking them nicely.
    Didn't work out so fine and I found myself reloading the last save.

    Then I would go in there Quake-style. Pretty cool, got 1 down, and 2 shooting at me while a bunch of other guys where approaching. At that point I died (again).

    Then I tried with a little more tactical style, use bushes to hide my presence, hiding behind trees and stuff, but when you walk through bushes, the leaves whistle in the wind. Seems one of the military guys found out and came checking it out.
    Stupid as I was, I started blasting with my pistol (result: dead again).

    Then I played a little better and got 3 of them killed. And I got 2 nice guns! (couldn't find the 3th gun though).

    So I was moving the bodies to be hidden by some bushes when the next patrol came along. Too bad for me because I still had 1 body to hide.... Couldn't :'(. So I ran for it.

    Then I thought like ... Ok... Let's just sign of this mission in the small village I talked about before.
    When returning to the surface, I found out the freakin' village was under siege by the military! They freakin' came to avenge the death of their fallen comrades.

    If you don't agree with me that THAT is some nice AI coding, I really don't know what you call a good AI ;-).

    1. Re:S.T.A.L.K.E.R. by Anonymous Coward · · Score: 1, Interesting

      Ive played that mission too, they dont come avenging, they follow you back to the village, but thats still damn impressive. One of the greatest things about this game is watching the AI work without your interference. Watching the Bandits shooting at STALKERS, then watching the animals decide they want in on this fight, or watching dogs fight over a mutilated corpse.

      Even better is when youre wandering through a deserted trainyard late at night, only to realise that youre being hunted by a mutant on the other side of one of the platforms, creepy.

    2. Re:S.T.A.L.K.E.R. by Eudial · · Score: 1

      Agreed, S.T.A.L.K.E.R.:s AI is really impressive. The enemy uses combat tactics, such as one person laying cover fire whilst the others flank you. It always feels like they're popping out from places you don't expect them to be in. It's the only game I've felt outwitted by the AI.

      --
      GAAH! MY PRINTER IS ON FIRE!!! PUT IT OUT! PUT IT OUT!
    3. Re:S.T.A.L.K.E.R. by Shadax_Soniakiller · · Score: 1

      I recently purchased stalker and although it runs like crap on my computer (which is now 5+ years old), I'd have to say playing it is one of the most enjoyable experiences I've ever had. The AI is utterly insane, and I cant imagine the work the developers went through to produce such madness. In one situation, I had stumbled across a large military base, and one of the watch tower guards spotted me, quickly enabling the alarm--which would surely have meant the end of me. However, I happened to have a silenced weapon with, and took out the alarm system within a couple seconds. Most of the guards went back to what they were doing, however once shots fired, they came after me in full force. As I ran up several stories in a nearby building, hoping to gain some ground to fall back on, I was quickly overcome by the lot of them as they attacked me from all directions, scaling indoor _and_ outdoor stairs and ladders, keeping me busy in all directions before the most of them ran straight up behind me for a wicked flank. This is the _only_ game I have played where the AI truly flanks and gives cover fire with such efficiency. Most games, such as those released with the source engine, require pre-built paths for such things to even occur, and even then, it's usually scripted. In stalker however, it is obvious that such paths cant exist, for the world is far too large. Just processing such paths would slow the game to a crawl.

      The game is not without its flaws of course, and there are tricks to defeating the AI. One of which, is simply quick-saving and then quick-loading, which seems to reset the AI systems and shared information among common enemies. Though, they may suddenly spot you too when they wouldn't otherwise. However it should be noted that this game feels more like playing an mmo equivilent of counter-strike than anything else, and the enemies (and weapon mechanics) feel just as realistic. Expect a challenge with this one~ :)

    4. Re:S.T.A.L.K.E.R. by Anonymous Coward · · Score: 0

      How can you tell if the AI is any good or not? Its impossible to hit anything in that game unless they're 2 metres away... not to mention that you need to unload a full clip into an enemy's head before they go down.
      Completely unplayable.

    5. Re:S.T.A.L.K.E.R. by Presence2 · · Score: 1

      agreed, just finished this game second time around and I really like the AI - though you can "exploit" it sometimes. Shooting a guy in the leg and disabling him will cause others to exit cover and come to him.

      Other situations where enemy scatter and take cover, their patterns of going from one side of cover to the other begins to become predictable.

      Nonetheless, it's the best FPS AI I've ever seen, hands down.

    6. Re:S.T.A.L.K.E.R. by Legion303 · · Score: 1

      "When returning to the surface, I found out the freakin' village was under siege by the military! They freakin' came to avenge the death of their fallen comrades."

      That's not what happened. Next time, run away and hide, and watch them. They head in the direction they saw you running, then a mercenary from the camp sees them and opens fire, then they all start fighting.

      The AI in STALKER is so good that enemies can't climb ladders to chase you, and eventually forget that you're trapped in an attic. It's so good that I pulled out my knife and ran around knifing camp dwellers in the face until they were all dead, while they ran around aimlessly not squeezing off a single shot. It's so good that I can intrude in the off-limits Duty area and pick them off from the end of a long hallway while the loudspeakers blare "intruder alert, kill the intruder," then wait two minutes for the loudspeaker to stop and go about my business with the rest of the village.

      With the exception of ladders the pathing algorithms are very good, but that's about the extent of it.

  49. Civilization IV by Kuciwalker · · Score: 2, Interesting

    With Blake's http://apolyton.net/forums/showthread.php?s=&threa did=159157A Better AI which Firaxis actually included in the latest patch, it's gotten pretty impressive.

    1. Re:Civilization IV by Anonymous Coward · · Score: 0

      "Not pillaging barbarian cities" is a great milestone in AI research...

      also the thing about the cash bomb logic.

  50. This is an easy one! by im_thatoneguy · · Score: 1

    CRobots! Oh man I had this one that...

  51. Trigger Events by Anonymous Coward · · Score: 0

    One of the things I don't like about FPS's is trigger events. It's not really AI, per se, but it makes the computer absolutely predictable, which is what a good AI should not be. For example, if you played a mission once, died when you got to a certain point because some triggered enemies surprised you, and then went back through the mission again, you would now know exactly where these guys are going to be and how to kill them. It's one of the greatest failings of FPS's. Even the Halo series had triggered enemies, and it's lauded as one of the greatest FPS's of all time. This wouldn't be so bad if the enemies would "spawn" with a sufficient time gap for the event to go unnoticed, but sometimes you'll be in a room with no enemies and than the next second there's 4 elites firing at you. I've noticed this in almost every FPS I've ever played.

    1. Re:Trigger Events by Chmcginn · · Score: 1

      but sometimes you'll be in a room with no enemies and than the next second there's 4 elites firing at you. I've noticed this in almost every FPS I've ever played.

      It's not just FPS, it's... well, almost every category of game has something like this, at some point. It's pretty much going to happen whenever you have a story line to follow. True, in some games, you can affect what spawns, and sometime there's some degree of randomness... but that doesn't have anything to do with AI. It's just the people in charge of the story wanting you to think you've won, and suddenly get attacked by a superior force, for instance.

      --
      Have you been touched by his noodly appendage?
  52. Perfect Dark N64 by oliphaunt · · Score: 2, Interesting
    OK, it's pretty old by now, but I was a big fan of Perfect Dark. The AI robots had difficulty settings AND personalities. If you were running deathmatch games against the AI, you could set AI's to have various behavior attributes:

    • PeaceSim:As the name implies, this Sim hates violence. In fact, the PeaceSim will go around hoarding weapons so people don't pick them up, and disarm people for their weapons. Therefore, they'll drop a payload of weapons when you kill them. Just don't let them sneak up on you...
    • ShieldSim:Like some human players I know, this Sim is a shield addict. It will always go for the shield, even if it has no weapons! In fact, if you damage its shield in the least bit, it will retreat to get another shield! My advice is don't let it.
    • RocketSim:This is the pyromaniac of the Simulants! The RocketSim will always pursue the explosive weapons, and will set them off, even if doing so would spell death for itself! Avoid this Sim, or kill it before it can get an explosive.
    • KazeSim:This is fearless, suicidal menace. It will make suicidal runs, even with no weapons, to try and destroy you. It fears nothing, and that makes it a dangerous enemy.
    • FistSim: Unlike the PeaceSim, the FistSim is violent. Like the PeaceSim, though, it will hoard weapons and try to engage you in hand-to-hand combat. It won't use weapons, but it will do good damage with its hands.
    • PreySim: This Sim truly feels that honor is a minor detail in a fight to the death. The PreySim dislikes competition, so it will hunt down the easiest targets to gain an easy kill. Its favorite targets include weakened opponents that are unarmed or armed with a weak weapon, and enemies that have just spawned. The PreySim also loves to cloak, so beware.
    • CowardSim: This is the SimWussy. It flees to safety at the mere sign of confrontation, and will only confront you if it has a superior weapon. Carry a big gun, and you will rarely meet this Sim. Hide out and try to catch the coward off its guard.
    • FeudSim: Stay out of this Sim's way! If the FeudSim goes after you, it will hunt you until the end of the game! It will mercilessly hunt its target, even if you kill it.
    • SpeedSim: As the name suggests, this Sim is extremely fast. It's definitely faster than you, so it's difficult to hit with standard weaponry. It's impossible to flee, so stand and fight like a man.
    • TurtleSim: This Sim is the opposite of the SpeedSim. It moves at a much slower rate than most players, but it has a shield that is twice as strong as the standard shield! Fortunately for you, it has restricted mobility due to its shield.
    • VengeSim: This is a psychopathic Sim! This Sim will completely ignore other players just to attack the player that last killed it! It attacks with a vicious rage; so to avoid its rage, just leave it alone.
    • JudgeSim: This is the only decent Sim. The JudgeSim acts like the judge of the battlefield, going after the winning player to even out the odds. That means if you are an expert playing against some young rookies, expect this Sim to come after you!
    The variety of personalities gave the game infinite multiplayer replay value, and made it easer for beginners to get into the game. You could pick simulants that would ingore a newbie human player and attack only the players with more kills, so the good players can run around slaughtering AI's on the difficult setting in the same game that a newbie is just exploring the level and figuring out how to reload. The experts still have fun while the newbies don't get instantly killed every time they spawn.
    --




    Humpty Dumpty was pushed.
    1. Re:Perfect Dark N64 by dave1g · · Score: 1

      You left out perfect sim - This sim has a gun with perfect aim for your head every shot. Yeah he kicked my ass. ...except when I used the laptop sentry gun. lol

  53. Nef... by Anonymous Coward · · Score: 0

    Nef... Nefarious... man, what a b*tch.... bent me over and rode me hard... (Nef is an AI in the very crack-like addictive Risk-clone game Lux... ;-) )

  54. And then there's always Perfect Dark by voice_of_all_reason · · Score: 1

    Nothing could have prepared me for unlocking darksims, chasing one towards a ladder, and then finding him rotate his upper body completely around to fire back at me as he continued to ascend.

  55. Kohans scripted AIs are quite good by Qbertino · · Score: 1

    Kohan has scripted AIs and a AI scripting language. Some of them are pretty sophisitcated and specialized on a certain faction or even to a certain type of map. If I pick the best in a Game I allways lose.

    --
    We suffer more in our imagination than in reality. - Seneca
  56. Falcon 3 by Ullteppe · · Score: 2, Interesting

    Anybody remember Falcon 3? While all the other sims pretty much had scripted missions (many still do), Falcon tried to run the whole war in the background. And when you ran into other planes, they acted pretty convincingly. They were hard to beat as well, I remember the Mirage F1s especially as being pretty tough in a dogfight. Pilots of different planes acted differently according to their planes strength/weaknesses. They used 6 months to patch the game sufficiently that it didn't crash all the time, kind of understandable with the complexity.

  57. Aiming AI by Traa · · Score: 1

    As an example of how complicated AI (which you all know stands for Algorithmic Interaction of NPC's ;-) can be, I once read a really lengthy article about the AI efforts put into NPC/bot aiming in one of the Quake engines. Basically, you can trivially create a bot that has flawless aim. This will create about the worst gaming experience ever, you see it you die. Take that back, you didn't even see it yet..and die. So, you go about creating an aiming algorithm that needs to mimic human style aiming taking into account reaction times, distance, NPC viewing direction, lead time when characters are moving, reloading times, weapon switching choices, etc. Really, you can spend weeks just tweaking this and still feel like you are playing a bot.

  58. smart AI != game AI by vindaci · · Score: 1

    game AIs aren't supposed to be smart. they're supposed to be entertaining. this usually means they must let the user win at some point... which usually means they can't be as smart as they could be.

    also, so much CPU cycle goes into the amazing graphics, sound, and the physics engine in today's games that there is little CPU cycle left over for AIs. eye candy sells more than the good AI, for better or worse.

    An AI researcher once told me that the AI research industry can't get its R&D funding from the game industry because game AIs have inherently different goals than the research AIs. AI research is usually about using all available CPU power to create the smartest AI possible - game AI is about using as little CPU as possible to create AI that eventually defeats itself.

  59. The toughest AI I've ever played against... by sporkmonger · · Score: 1

    ...was one I wrote myself. Years ago, back in the DOS days, I wrote this fun little tactical space battle simulator. (I'm ashamed to admit I wrote it all in QuickBasic. Even used this crappy 3D wireframe graphics library that constantly made the computer crash.) Each player was given a certain number of points, and you could spend those points on spaceships, so each battle would start out fairly evenly. It was originally written to be a hotseat game so that I could play against my brother. But as it turned out, I knew enough about the game mechanics and the capabilities of each ship (is anyone surprised by this at all?) that everyone I played against was barely a challenge at all. So I started writing an AI to play against. It didn't take long to think up a bunch of tactics to give the AI that would make for a solid challenge. The hardest to beat though, was when the AI would place it's longest range ships on the front line, match your heading and speed, and proceed to target your engines first. As soon as engines were disabled, it'd target the next ship, never firing more more often than it needed to in order to disable a ship. And it would almost make sure to stay as far out as possible from all ships chasing it. If you failed to select ships with long range, you were almost guaranteed to lose (cloaking ships worked OK, since they'd let you get within range, but the ships in your fleet that couldn't cloak would get decimated), and if you did pick long range ships, you still usually lost simply because the AI could do 3D spatial math a heck of a lot better than you could. After a certain point, I realized that I'd have to change the game mechanics significantly if I wanted any hope of beating the AI, and that felt too much like cheating.

    That said, Galactic Civilizations 2's AI is almost as frustrating to play against, but on occasion, I can beat it. I don't think I beat the space sim's AI even once after I finished it.

    1. Re:The toughest AI I've ever played against... by yoink23 · · Score: 2, Funny

      Nice work, Ender.

      --
      This too shall pass.
    2. Re:The toughest AI I've ever played against... by sporkmonger · · Score: 1

      I should probably get around to reading that book some day so that I actually understand the references to it.

  60. It has got to be the original Alien vs Predator by SmallFurryCreature · · Score: 2, Insightful

    The game was not perfect, its crap save system for one thing BUT playing as the alien had some nice moves.

    For once the "enemy" was more then just cannon fodder with a deathwish. You were a nasty scary alien and the humans knew it. So a fair number of them would NOT react all that well to signs of your presence.

    Once I was hanging upside down from the ceiling slowly eleminating the lights. Below me a civilian must have spotted something for he threw up a molotov cocktail (or similar) at the shadows. Offcourse gravity did its job and it exploded when it fell down again and engulfed a soldier and another civie.

    Another event had me again on the ceiling staring around corner down a hallway that was sloping down. At the end a soldier with a rocket launcher must have spotted me for he fired a round. Pity that a bend in the tunnel was in the way and the rocket exploded just a few meters away from him. AvP had volumetirc flames but by the time it reached me I had already ducked back into hiding.

    Other events saw soldiers machine gunning straight to civilians as they tracked me and scared people hiding in toilets and throwing grenades in confined spaces.

    In itself stupid behaviour every last one of them BUT made realistic because of the fact that the AI acted as if it was scared.

    If it had been a regular soldier fps the AI would have blown chuncks, but because you were a scary nasty meany alien chewing the head of humans, the AI worked.

    The combination of soldiers tracking you down combined with the capacity to introduce a state of mindless terror really worked. AI makes a dumbhead move? Must be because you scared it senseless.

    Pity the sequel lost all of the originals capacity.

    A really great AI must make you believe you are part of a real world.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:It has got to be the original Alien vs Predator by Anonymous Coward · · Score: 0

      That's not the original AvP...
      That one was on the Jaguar, but still had OK AI.

    2. Re:It has got to be the original Alien vs Predator by Keeper · · Score: 1

      The AI in the Jaguar AvP was really poor. At any given time, every single alien on the level would try to move towards you in a straight line. If something blocked their path, they stayed there until you moved to a position where the path between you an the alien was (again) a straight line.

      The predator AI was slightly more sophisticated, in that it would stay cloaked until it decided it could attack, and recloak when it couldn't attack. Their movement appeared to be the same as the aliens.

      I don't remember what the marine AI was like. I didn't spent a ton of time playing as the predator or the alien...

  61. I know the best AI ever! by guruevi · · Score: 4, Funny

    It's my manager's; Basically his algorithm is to listen to what I have to say, deny my ideas or find a situation where an exception would be generated and then depending on the number and level of participants, introduce my idea as his. I tell you, that shows great intelligence to his overlords although it's artificially generated but the actual participants start to get it after a few times.

    --
    Custom electronics and digital signage for your business: www.evcircuits.com
  62. Worst AI by British · · Score: 1

    Gran Turismo: They drive like robots, making the same mistakes on turns, and don't even dodge you if you are sitting in the middle of the road.

    GTA: Not exactly "worst" but they follow such a linear fashion(cops, bad guys, etc) it is easily exploitable. Cars are programmed to chase you at maximum speeds, and will overshoot if you drive slower. I've seen cop cars drive off of docks into the water. Easy to do PIT manuvers on.

    (SA) Supposedly in the gang wars they will run away to make you think they are retreating, but come back later. Some will even crouch to shoot you.

    1. Re:Worst AI by MikeBabcock · · Score: 1

      This is why I really can't play GT ... and after playing say, ToCA race driver, I hated GT's lack of AI even more. In ToCA, you can cause a major accident and the other drivers react appropriately. If you're in a turn trying to get underneath someone on the bank, they'll try to edge you out ... or if you have enough speed, they'll move over to avoid accidents. Its quite a nice feel for driving games, personally.

      --
      - Michael T. Babcock (Yes, I blog)
  63. Halo 2 does this. by Anonymous Coward · · Score: 0

    There are a few parts in the game where different enemy factions are fighting each other and you can walk a few steps into the room without being noticed (at least for about 1/2 the battle anyway.) I noticed that if I trained my crosshair on someone during that time, they'd always turn around and shoot at me. The first Halo might do this too, but it's not so readily noticeable.

  64. best ever by Anonymous Coward · · Score: 0

    Duke Nukem Forever

  65. Outcast = Great NPC AI by Original+Replica · · Score: 1
    because Bungie gave the AI "personality."

    There was this game called Outcast, that worked the persoanlity thing well too. You had a reputation with the locals, and that really effected the game.

    You can also ignore the myriad of requests for help or errands that they ask for, but again you will be well served if you don't. Some are side events, some more related to the bigger and central tasks at hand, but you may not always know which is which. More than that, if you help then the Talan will like you. Which is a good thing, because your reputation will determine exactly how helpful they are regarding your endeavours. If they like you enough, and you undertake the right tasks, you can even convince them to stop riis production, mining, and several other key production tasks which support Kroak's soldiers. This will in turn have a direct effect upon the soldiers. A lack of food makes them weaker, and no raw minerals makes their weapons degrade. All of which lead to easier foes when it comes to doing battle.http://www.quandaryland.com/jsp/dispArticle .jsp?index=753


    It probably wasn't that terribly complex a thing compared to much of today's AI, but the direct, slowly developing effects on the game made it very immersive. By halfway through the game I cared about my relationship withthe locals as much as the game objectives.
    --
    We are all just people.
  66. Best game AI? by TheCreeep · · Score: 4, Funny

    Ask Kasparov...

  67. "good AI" is a paradox by Anonymous Coward · · Score: 0

    Good AI is difficult to notice, because it seems "natural." Better AI is even more difficult to notice. Because AI's aim is to act like a person, and human decisions are extremely obvious for us. So, as you improve AI, it becomes a force that seems "natural." Collision detection is like this - it's never noticed until it screws up, and it seems natural even though it's a pretty tricky problem.

    Developers can spend their lives improving a feature that has minimal perceived impact on gameplay experience. Typically, if something works well, it goes unnoticed or gets misrepresented, misunderstood. For example, the character movement gameplay in Prince of Persia and TMNT: The Video Game is phenomenal! (except for fighting) But it works so well that many players deem it "on rails" or something like that, "it's too easy to do [this], so I must not have enough control, and obviously a hack was used."

    I disagree, I just think that people need to notice a feature to praise it, and honestly the best programming goes unnoticed, when it does its job. Especially, especially with AI, because the solution to a pathfinding problem is extremely obvious to us, or "you'll get killed if you go here."

    I think that AI will soon progress the way that physics did. For a long time in our physics code, we could only use rectangles, then eventually the rectangles could move perfectly horizontally, then floors could slope 30 degrees, until the current iteration in which we can do pretty much anything we want, because crazy mathematicians spent years perfecting physics collision/resolution algorithms.

    Our children will never notice that physics was ever a tough problem, because the (software) technology works so well.

    Anyways, the game with the best AI has probably gone unnoticed, because that's the nature of the game.

  68. Battle for Wesnoth by Anonymous Coward · · Score: 1, Informative
  69. AI is not the issue... by blahplusplus · · Score: 1

    ... Memorable encounters with enemies and NPC's are. The truth is what made Halo so great was how you could interact with the enemies in the game and how the enemy was made to seem "alive", like how they spoke in their own language and how the little guys spoke english like "Grenade!!" when you tossed a grenade at them, and the crazy things they'd do you when you stuck a grenade on them. Next A.I. is a huge topic, things as simple and mind numbingly dumb (to the gamer) as pathfinding are made needlessly complex, I'm especially annoyed by supreme commanders decision not to make friendly units pass through other friendlies, the pathfinding is at times so cumbersome a lot of time is wasted, it holds back the player. A.I. should never frustate the player experience (unless its in terms of difficulty/challenge settings). Next, A.I. Cannot be divorced from other elements of the game: Like animations, how models interact with one another, etc. After all A.I. is the glue

    One of the reasons supreme commander hasn't lived up to the hype is you can't move the camera to enjoy the battle like is seen in the video's. Take the best games... like Halo and God of War, what do they have in common?

    1) Interactivity with the enemies (i.e. grabbing, throwing, stabbing, etc, YOU CHOOSE how an enemy dies, i.e. throw, vs slice in half, etc)
    2) Great animation and cinematography camera work.

    So it's not about making A.I. Complicated, many real intelligent thins are "stupid" (obey rules) that give rise to complex behavior.

  70. One word: by Gybrwe666 · · Score: 1

    NETHACK!!!!!!

  71. Ugh by kitsunewarlock · · Score: 1

    Naruto Gekkitou Ninja Taisen 4 has one of the most annoying AI every developed. The "easy mode" AI are almost impossible to lose against. They might get an ocassional hit here or there, but rarely anything else. They rarely use supers and always kawarimi (replacement technique) when hit by more than 2 hits (from any source, including ranged attacks, which in the real game are rarely worth using 75% of your chakra to dodge). Then there is the second type of AI. They just turtle, replacement every hit, dodge every super attack, and to make things worse: COUNTER EVERY THROW AUTOMATTICALLY. Bugh...fuggin' impossible to train for tournaments without a friend.

    --
    Ginga no Rekshiya Mata Each page.
  72. Brothers in Arms by Smoke2Joints · · Score: 1

    I would have to say that the WW2 sim Brothers in Arms had some of the best AI Ive come across. Being a fast paced, life or death war game, the movements of the AI are supposed to be quite twitchy, but even so, almost convinced me that these people beside me that were shooting at those people over there, were actually people. Add in realistic movements like looking around corners, popping heads over walls, running crouched while holding ones helmet, all adds to a very believable experiance. What I would suggest however, is to start modelling the response time of actualy humans. I think its around 0.2 seconds? And only then start thinking about how to react to a situation.

  73. Bad AIs by ZwJGR · · Score: 1

    Heh! All you Slashdotters know zilch about truly terrible AIs...
    I regularly play Transport Tycoon Deluxe Patch (and I am one of the programmers of the patch as well, but that is a different story).
    The AI is so terrible that you would not believe it.
    The game begins, and an AI company is created. It then acquires a huge loan, and sits for 5 years losing money. It then goes into "braindead constuction mode", where it feverently tries by trial and error to find the least profitable transportation system it can, by avoiding the non-existant obstacles.
    From knowing some of the internals, I know that terraforming is basically done by the rand() function, and that they do it for free.
    When zoomed out, their handiwork looks like my signiture, untidy, with no straight lines and lots of loops.

    It's so broken, that I now play with it off, as they make the place look untidy and might accidentally demolish a small town or something equally foolhardy.

    --
    There is no psychiatrist in the world like a puppy licking your face - Ben Williams
  74. Half-Life 1 squad tactics by QuailRider · · Score: 1

    The squad tactics used by the human commandos in Half-Life 1 are very slick. Hide behind a corner, and one guy will lob a grenade to flush you out, while another takes up position to shoot you when you move. I fell for that on more than one occasion.

    1. Re:Half-Life 1 squad tactics by tedgyz · · Score: 1

      The squad tactics used by the human commandos in Half-Life 1 are very slick. Hide behind a corner, and one guy will lob a grenade to flush you out, while another takes up position to shoot you when you move. I fell for that on more than one occasion. Yeah. That was the first game where I really felt like the AI was out to get me.

      HL2 did even better, in some scenarios. Those freaking tri-pod bastards always seemed to know my next move!
      --
      "No matter where you go, there you are." -- Buckaroo Banzai
    2. Re:Half-Life 1 squad tactics by vidnet · · Score: 1

      One of my big gaming moments was playing hide and seek with one of those commandos. I was very low on health and explosives, so I crawled around trying to find him. I snuck around to the other side of a pillar just as he was sneaking around the other way.

      I'm telling you, it could have been a scene from any ol' thriller.

  75. Let's not forget... by Own3d-You · · Score: 1

    ... those cheating AI's commonly found in EA games. Namely NFS: Most Wanted. The computer somehow managed to keep up with my car which was doing in excess of 400km/h. Also the police somehow managed to find me when after a quick trip outside the level because I was travelling to fast, I spawned over the other side of the map.

  76. Duke Nukem Forever! by atamyrat · · Score: 1

    I haven't seen it yet, but I'm sure it will be #1 when released!

    sorry, couldn't resist.

  77. Samurai Shodown was a tricky bastard by SoTuA · · Score: 1

    Damned computer used the first round to study you. You could win, say, by poking with the light sword hit, the computer would counter with the heavy sword, and since that hit had a longer recovery you could land some medium blows in there. Next round, the computer will counter-poke with the light sword instead of going with the heavy. You counterhit and now you are on the receving end of the simple strategy of round 1. Best way of beating the computer was going for completely outrageous stuff in the first and then use the conservative tactics in the second. If outrageous stuff didn't work out, then you were SOL.

  78. Cortana by smilingman · · Score: 1

    ... oh yeah Uhh, that wasn't what you meant, was it?

  79. Bad Link by Kingrames · · Score: 1

    That site requires you to pay. sorry about that.

    http://www.the-underdogs.info/game.php?id=367

    --
    If you can read this, I forgot to post anonymously.
    1. Re:Bad Link by Anonymous Coward · · Score: 0

      I wouldn't actually mind paying a small sum for an old game (even if it is only to pay the guy providing the bandwidth and site).

      However, I boycott paypal, so I couldn't actually pay :)

      Thanx for the free link! (But I swear that was the hardest captcha I ever saw, taking me several seconds to figure it out. I guess software does it faster :(

      Tels

  80. Facade by PwakMan · · Score: 1

    There is 1 video game that made the difference for me in AI:
    --FACADE--
    Playing this free game gave me a hint on the future of games

  81. Who's taffin' about?! by osu-neko · · Score: 1

    Musta been some rats.

    (Guards with AI smart enough to rationalize away the need to do any work are advanced indeed.)

    --
    "Convictions are more dangerous enemies of truth than lies."
  82. No Advanced AI by Jekler · · Score: 1

    In years of gaming I've never come across a particularly impressive AI. I've found that the computer "cheats" sometimes to seem more advanced (such as in Age of Empires, at higher levels of difficulty, instead of getting smarter, the computer opponent just starts with more resources than you). In most cases, game AI succeeds solely because it's connected to the game world more than is possible for the player, and it does what computers do best, which is to flawlessly repeat instructions, making it a far superior resource optimizer than a person is. For example, in some FPS games computer opponents effectively move faster because it knows with pixel precision the clip of every corner of every wall, ledge, and obstacle, so it can turn corners faster than you can. Along the same lines, the computer can make a shot around a corner with 100% accuracy where a player might fail and hit the corner about 10% of the time. What I find most disappointing is that games never even introduce the lowest level of AI, statistic decision making. For example, in a game like DragonRealms or Morrowind (or any other game in which stealing or crime is possible), guards are 100% reactive. They will never pro-actively go somewhere that crime is statistically likely to happen, they follow a set path until crime is reported, then they react. Even at times where I've seen guards given a pro-active algorithm, it's too predictable, to that point that two people can always coordinate and fool it. The last thing I want to mention about AI is that I can't stand instantaneous information flow. If you take an action anywhere in a game, the information about your action is available through the entire game world (unless artificially limited). Computer Players don't have to communicate with each other and pass information through normal channels (speech, writing, etc.) like players do. Take Morrowind for example, if you kill someone, everyone in the world knows it. If your reputation goes up or down, people everywhere treat you differently even if, the moment you take the action, you instantly teleport to a location that no one else could possibly have spread the word in, they've already heard about you. It just makes the game seem very mechanical if the game itself doesn't communicate in the same way people do.

  83. Stupid AI... by WK2 · · Score: 0

    First of all, it's worth pointing out that simple and good do not exclude each other. I've seen some pretty simple AIs with simple goals, and they do well. In some games, like Vice City, the AI is usually pretty basic, but then does something stupid, like jumping off a bridge or running in front of my car.

    I am impressed when an AI beats me, even after I'm experienced. Not so much if reflexes are a big part of the game. I am not impressed by simple AIs that just run towards me, and fires a gun when in range.

    As for whether or not gamers appreciate good AIs, they do. Very much so. I appreciate a good AI more than graphics. However, overly-complex, buggy AIs are not as good as reasonable, simple AIs. If you can make a good AI, please spend the time to do it. It's worth it.

    --
    Write your own Choose Your Own Adventure. http://www.freegameengines.org/gamebook-engine/
  84. Good game AI must be like ... by Tim+Ward · · Score: 1

    ... good management or good typography.

    You don't notice them.

    You only notice their existence when they're bad.

    In a game, if you find yourself playing the game rather than working out how to defeat the AI algorithms then that's good AI ... and you're not noticing the AI, you're just playing the game.

  85. OGRE by Weaselmancer · · Score: 1

    The guys who made the AI for that dinky little C64 game did a fantastic job.

    Better yet, they included a small book on how they developed the AI. Went to cons and watched expert players. Developed test routines. Tuned those routines. And at the end of the book they include the actual algorithms in the game, too. I'd consider it a must-read for anyone doing game design.

    And even knowing the algorithms, it still doesn't help. That game *still* kicks my ass.

    --
    Weaselmancer
    rediculous.
    1. Re:OGRE by ZERO1ZERO · · Score: 1

      Perhaps, but I thought by the subject line you meant the Ogre's from Q1..., which at the time had I think quite a reasonable AI. Well I remember being impressed by the fact they came close, far away used grenades, could 'hear' you would try and track you down. Of course after playing for a while you see it's pretty straight forward stuff and no real AI at all.

  86. no limit texas holdem poker ai by jakihairi · · Score: 1

    I've always found it difficult to beat some of the AI from this project:
    http://www.seas.upenn.edu/~poker

  87. the AI team by bonds · · Score: 1
    My favorite 'AI experience' was the first time I encountered the marines in the original Half-Life single-player game. They chattered and moved as a team, they reacted to my grenades, they reacted to being hurt i.e. "man down!", "fall back!". I suspect, however, that level designers deserve the greater part of the credit for making those NPCs look smart (and fun to fight).


    A game's systems work together to create an experience--in order for one to shine the others must be well designed, crafted, and integrated. Sometimes fixing a camera, tuning NPC stats, or adding some scripted chatter will do a lot more for the perceived intelligence of the opponent than a more sophisticated AI algorithm.

    I think it's easy to lose sight of the ultimate goal (making a fun game) when coding AI, because, let's face it, making brilliant AI is a sexier challenge than paying attention to all the little details the make a level play well. Ironically, one of the problems in game AI these days is how to make the AI a little dumber (but not a lot dumber). It's easy to make a chess AI that will beat most people, but getting one's ass handed to one 30 times in a row is tiring to say the least. On the other hand, an AI that can be beaten handily isn't much fun either.

  88. the one that still stands out by drfrog · · Score: 1

    for me,

    is xwing vs tie figther

    i doubt anyone can belittle the ace setting on that game

    --
    back in the day we didnt have no old school
  89. Best AI by Anonymous Coward · · Score: 0

    Solitaire?
    FreeCell?
    Spider Solitaire?
    Minesweeper?

  90. Descent by jonom · · Score: 1

    http://en.wikipedia.org/wiki/Descent_(computer_gam e)

    The AI in Descent was quite good. The bots would use flanking, ambush and pursuit tactics.

    1. Re:Descent by octopus72 · · Score: 1

      True, Descent was ahead of it's time in many ways. AI was very clever and thanks to that game was challenging. Of course, simple geometry certainly made AI algorithms simpler to implement, these days gameplay scenery is much more complex and making AI aware of all that can be bug prone.

  91. Doesn't Exist by DarthGreg · · Score: 1

    Over time any game's AI will reveal flaws and open itself for exploitation. I've never played a game with AI that I would be bold enough to call "immersive", and I've played a shitload of games over the last 10 years.

  92. Halo? by 8ball629 · · Score: 1

    Conversely, games that are lauded for their fantastic AI are sometimes based on very simple algorithms (e.g. Halo 1).
    People actually think Halo 1 had "fantastic" AI? You're joking, right?
  93. FEAR by antiy4ho0 · · Score: 1

    FEAR's AI is magnificent from what I've seen. I've only played the first few missions (because to be completely honest the game is very creepy.) but the AI on those first few missions played very smart. Using cover wisely, faking out flanks and using the numbers to their advantage.

  94. What is AI? by PietjeJantje · · Score: 1, Insightful
    That's interesting, but is it AI?

    It ain't AI until I can ask it "Do you like this poem" and it gives a meaningful answer.

    The game stuff seems more like a lot of parameters put in anticipated by a human author.

    1. Re:What is AI? by LighterShadeOfBlack · · Score: 2, Insightful

      Well no, of course nothing in any existing game (or anything existing period I guess) is close to true artificial intelligence in the larger sense of the term. For the context of gaming I think it's fair to say everyone knows we're talking about creating the illusion of intelligence within the bounds of gameplay.

      --
      Spelling mistakes, grammatical errors, and stupid comments are intentional.
    2. Re:What is AI? by edschurr · · Score: 1

      If you were trying to make an AI for a strategy game, giving it the facilities to understand poetry is a waste of resources.

    3. Re:What is AI? by Dachannien · · Score: 1

      Sure it's AI. It may not duplicate human intelligence, but it's as much AI as a chess program that does nothing more than search game space for the optimal next move.

    4. Re:What is AI? by timelorde · · Score: 2, Funny

      Unless, of course, if you're developing Vogon Universalis

    5. Re:What is AI? by IronicNet · · Score: 1

      Not even a human can give a meaningful answer for that. To like something or no to like it, it's subjective. You need a very well designed system in order to achieve a subjective response and even an ellaborated answer... For what you want, you will need Artificial emotions and feelings.

    6. Re:What is AI? by PietjeJantje · · Score: 1

      A chess program isn't called an AI. What you mean to say is that the term was abused for marketing purposes in games, with you as the target audience.

    7. Re:What is AI? by Dachannien · · Score: 1

      Of course it's an AI. It isn't researched much in the field of artificial intelligence anymore because the techniques involved aren't very relevant to a deeper understanding to human intelligence as compared to neural networks and other systems based on dynamics in high-dimensional spaces, but it's still an AI.

    8. Re:What is AI? by Glonoinha · · Score: 1

      Pick up the phone. It's Blue Gene, the computer that kicked Garry Kasparov's ass in chess - and he wants to have a word with you.

      The game stuff seems more like a lot of parameters put in anticipated by a human author.
      And when you boil it down, that is EXACTLY what AI is. Well there are two ways to develop the experience from which intelligence draws from when making decisions : either do the thing and remember the result, or have someone describe the thing and the result. Humans do it both ways, as do computers. In theory you could pit the two best AI engines (at chess, for example) against each other in learn mode, turn them on full speed and let them run a while and they (again, in theory) should get better. Or you could just have your developers put in more AI directives and have it get better.

      --
      Glonoinha the MebiByte Slayer
    9. Re:What is AI? by Ed+Avis · · Score: 1

      The normal rule is that if a computer can do it, it's not AI. AI only covers things thought to require 'intelligence' but which are too difficult to make a computer do. Once a computer is able to do it, it's no longer thought of as AI. Chess playing is the classic example.

      --
      -- Ed Avis ed@membled.com
    10. Re:What is AI? by Obfiscator · · Score: 1

      In which case it's just cruel.

      --
      "Nothing shocks me. I'm a scientist." -Indiana Jones
    11. Re:What is AI? by try_anything · · Score: 1

      But intelligence is what distinguishes people from machines. An artificial intelligence is any machine that invalidates a person's means of making that distinction. Eventually, when computers can replicate everything we do, we will no longer respect intelligence or attach any importance to it. That's when we'll get REALLY conceited and invest ourselves in religious explanations of our superiority, since the functional ones will have failed.

    12. Re:What is AI? by alphamugwump · · Score: 1

      That's all that AI does. It just searches a tree of decisions based on some heuristic. Hell, that's all people do.

    13. Re:What is AI? by mcvos · · Score: 1

      But intelligence is what distinguishes people from machines. An artificial intelligence is any machine that invalidates a person's means of making that distinction.

      You do realise that that is your own personal definition of intelligence and AI, right? Just as with opinions, everybody has there own definitions about this. If you want to know what AI is, take a look at what researchers in the field are doing.

      But it's true that as soon as computers can do something well, AI researchers start losing interest in it. AI is about expanding the boundaries of what computers can do, and so far, strategic thinking is something computers have serious problems with, so it should be something that AI researchers should be working on.

    14. Re:What is AI? by mcvos · · Score: 1

      That's interesting, but is it AI? It ain't AI until I can ask it "Do you like this poem" and it gives a meaningful answer.

      You're confusing AI with Turing-test defeating StrongAI. Very few researchers take such StrongAI very seriously nowadays.

    15. Re:What is AI? by try_anything · · Score: 1

      Check your sarcasm meter; it's giving you false negatives ;-)

      I've read other definitions of artificial intelligence, but they are mostly just silly attempts to give some rigor to unsound intuitions like the one I stated. The ones that make any sense are not compatible with the way the term "artificial intelligence" is normally understood. They are meant to replace the traditional category of AI rather than define it. I don't see that the term as traditionally used has any use except in industry, where it is convenient shorthand for "the stuff that is difficult, but which a layman might expect to be easy." Industry finds it expedient to use terms that are relative to the state of the art, but it is wrong to pretend that these terms have any scientific or philosophical importance.

  95. Which is tougher by quantaman · · Score: 1

    Question for any games devs out there, which kind of AI is generally more difficult to write, turn based or real time?

    Now ignoring stuff like FPS where you can get away with fairly basic AI if you want, you have turn based (ie Civ, chess, Battle for Wesnoth etc) and real time (Starcraft, C&C, boswars, etc). Obviously there must be some very different strategies and approaches, for turn based you get to spend a lot more cycles figuring what to do, then again the player has a lot more expectation of a good strategy from you. For real time you don't have much time to make decisions and need to be very event based, but on the other hand you generally have fewer variables to worry about (after all humans need to play it as well) and you have a significant click speed advantage over the human player.

    So any game designers out there who've worked with both and have an opinion on the respective difficulties?

    --
    I stole this Sig
    1. Re:Which is tougher by mcvos · · Score: 1

      Now ignoring stuff like FPS where you can get away with fairly basic AI if you want, you have turn based (ie Civ, chess, Battle for Wesnoth etc) and real time (Starcraft, C&C, boswars, etc). Obviously there must be some very different strategies and approaches, for turn based you get to spend a lot more cycles figuring what to do, then again the player has a lot more expectation of a good strategy from you. For real time you don't have much time to make decisions and need to be very event based, but on the other hand you generally have fewer variables to worry about (after all humans need to play it as well) and you have a significant click speed advantage over the human player.

      Exactly. In games where the interface is an obstacle, like in RTS and FPS, the human has a disadvantage that the AI doesn't have, so halfway decent AI will kick the human's ass because it has much more control. In TBS, everybody has the same level of control, the human has time to think, and suddenly you notice that the AI has no idea what it's doing. In RTS and FPS, it's just responding really fast, but in TBS, you notice that that's not enough. It actually has to think and plan, and not just click faster than the opponent, and AI is clearly still very bad at going up against a well thought out, well executed plan.

  96. best and worst by Verunks · · Score: 1

    metal gear solid series has the best ai i've ever seen, while the worst is splinter cell for sure, just shoot at the light and they'll never see you even if you are close to the enemy and you also have 3 green lights on your head...

  97. The Thief Series was Groundbreaking by BrendaEM · · Score: 3, Interesting

    The AI could see not only see in a view fustrum, but also by how much light you were lit by. The AI could hear depending on what surface you walked on, you could affect the light by putting out torches, affect the sound my mossing the floor. The AI notice bodies and things out of place, such as a climbing rope. The AI also had different alert states. I think that they are pretty good for a game made almost a decade ago.

    There are over 400 Thief series fan missions. Last night, I played "Ominous Bequest"
    http://southquarter.com/?p=131
    One level change for 6 hours of gameplay! Yes, Thief 1 and 2 graphics are quite dated, and low-poly, but if you can forgive that, the gameplay and atmosphere compensates for it.

    Lately, there's been a reinsurance in Thief 1 and 2 add-on missions. There's a updated version of 680mb Thief2X add on. Missions like "Ashen Age," and a "Night in Rocksburg" have breathed a little life into T2 visually.
    http://forums.eidosgames.com/showthread.php?t=5526 3
    http://southquarter.com/?p=131

    Someone is working to refresh the Thief Series Engine, but the source code would help. I wish that Eidos would release the source code--for an eight year old game.
    http://www.ttlg.com/forums/showthread.php?t=102289 &page=11

    --
    https://www.youtube.com/c/BrendaEM
  98. The least impressive AI IMO by wellingj · · Score: 1

    One of the most agrivating AI's i have ever played against was the original Phantom Crash Area Rankers.
    They were dead stupid as far as guessing where you were at but in aiming...well I think they were just rescriped aimbot's from CS.
    I wish that game had gone deeper than it did. That's one game that could really benifit from human-like AI.

    But fl0w has decent AI.

  99. The Chessmaster series by Hard_Rock_2 · · Score: 1

    I'm having trouble on even the easier difficulties.

  100. gnugo by TheUz · · Score: 1

    This discussion would be remiss without mention of the ai in gnugo, and the ai found in go computer software in general. I have a very difficult time beating gnugo. It is my understanding that skilled go players are not even challenged by go software.

    The simplicity of the rules, and complexity of game play, make go a worthwhile study for those interested in computer ai, imvho.

    --
    ^..^
    1. Re:gnugo by anomalous+cohort · · Score: 1

      gnugo...skilled go players are not even challenged by go software

      Have you played GNU Go recently? It used to be a joke. Now, it is great to train against. It is possible to beat it by learning its quirks but what would be the point of that? For me, AI in strategic board games is only useful for training and preparation against human players. If you play it like you would in a normal game, then you are up against a supreme tactician and a pretty reasonable strategist. If you haven't played it recently, then I recommend you try it again.

  101. F.E.A.R. by Talgrath · · Score: 1

    The AI in FEAR really felt like you were fighting against military-minded opponents; they try and flank you, and generally outmaneuver you with their superior numbers. It makes it much a much more interesting to game to play, because otherwise you'd just be playing a shooter where you have Matrix-style speed.

    1. Re:F.E.A.R. by PeolesDru · · Score: 1, Informative

      I agree. I remember the first time I played the F.E.A.R. demo. I was coming out of Doom 3, where I had gotten used to the old "get the enemy's attention, back up around a corner, wait for zombies to blindly follow you, pop their heads off with a shotgun" formula. I remember being very impressed with the fact that when I tried that after happening upon some guys in a room (I backed out) I found myself waiting, and waiting for them to follow - but they didn't! I peeked back in and they were nowhere to be seen - they'd actually taken cover! After the firefight started, one of the guys actually jumped out a window and rolled into cover behind a crate.

      So I got the game itself and found the A.I. to be just as good. Best FPS A.I. I've seen yet - hands down.

  102. Far Cry - Pc version by Freaky_Friday · · Score: 1

    Even though it's 3 years old, Far Cry still has AI better than 99% of the newest FPS games. They use teamwork to flank you, throw grenades, and even talk to each other.

    1. Re:Far Cry - Pc version by linvir · · Score: 1

      They use teamwork to flank you, throw grenades, and even talk to each other.

      And then halfway through the game they disappear completely, replaced with high-damage low-intelligence zombies. To this day I still won't play through that shit. I play halfway through and quit as soon as I see those "genomorph" bastards, or whatever technobabble buzzword soup their name happens to be.

  103. Deep Blue, duh! by EWAdams · · Score: 1

    Most game "AI" is smoke and mirrors. We have neither the programming skill to do real AI nor the time to do the research nor the CPU power required by crunch-intensive mechanisms.

    Therefore Deep Blue, or whatever the latest incarnation is, is the most powerful game AI ever, hands down.

    --
    I piss off bigots.
  104. S.T.A.L.K.E.R by Eesu · · Score: 2, Informative

    Been watching it for 3 years at least, originally its AI was going to be groundbreaking. After getting the game last week, and playing/beating it, the AI was indeed SUPERB, but not groundbreaking. However It is the best AI that I've ever faced. As a group of enemies slowly move from covered position to covered position and outflank me to get a shot, always keeping their heads JUST above say the ridge of a hill to give me the smallest target possible, ducking back behind cover to reload, crouching and walking slowly when trying to be sneaky. It was truly outstanding AI and I Appreciated the hell out of it.

  105. Bolo by Anonymous Coward · · Score: 0

    Bolo had the best AI I've ever encountered, in the form of user created plug-ins. Some of them were truly awesome, and presented awesome challenges without what most gamers refer to as "cheating".
    Awesome game anyhow, even if the graphics were lame.

  106. Actually, I really hate this by PontifexPrimus · · Score: 1

    Just to add to your comment: I really hate it when I notice that the computer is doing something only a computer can. I don't mean looking at my stats, but just using its speed and the fact that it doesn't have to go through a graphical interface like me. It's what has turned me off most real-time strategy games; even if I designate keyboard shortcuts to groups of my troops, I still cannot simultaneously order my tanks to go to siege position, my scouts to withdraw and fake a side attack, my artillery to start bombarding an area in front of my troops while at the same time fighting an insurrection at the other end of the map and controlling the flow of the resources...
    And it bothers me when a computer manages to do just that. If I could micro-manage every single one of my foot soldiers, I would be able to let them attack until only one health point is left and then cycle them for fresh ones, too; but I can only command that many different platoons before it overwhelms me. Giving the computer a fighting chance is ok, but I don't like to be reminded constantly that I could play so much better if only I could control them better, without going through the low-bandwidth channel of keyboard and mouse.

    --
    -- Language is a virus from outer space.
    1. Re:Actually, I really hate this by vux984 · · Score: 2, Informative

      There was a game, Warzone 2100, that was absolutely brilliant in this regard. Not because the AI didn't do this, but because the player COULD. Not to the same level as the AI, but enough to give one an awesome sense of power over the battles.

      Key features in that game:

      Ctrl-click/double-click/box selection, and assignment of keyboard shortcuts (stuff we're familiar with in all games)

      The ability to set postures like do or die, retreat at half damage, retreat at 3/4 damage etc (again familiar stuff)

      Repair facilities - buildings that would repair nearby units - but with a twist. Vehicles set to retreat at X damage would retreat to the nearest repair facility instead of just going back to base and sitting there.

      Mobile repair vehicles that automatically sought out and repaired nearby damaged units

      Build Order chaining - you could give your construction vehicles orders to build a barracks, then a missile silo, then a factory, then a wall.

      Target chaining. You could give a battle group a series of targets that it would attack. Commonly in these games we want to concentrate firepower, and this makes that happen.

      Battle field production - you can actually order new units be produced at any of your factories anywhere from the front lines.

      Target designation units for airstrikes, and artillery bombardment, as well as 'counter target designation units'. For example, you can assign your aircraft to a designator tank unit. Then whatever that tank targets becomes the target of all the aircraft assigned to it. They'll fly in, fire off their munitions, return to base to refuel/reload, and then fly back...

      Or, for example, if you have a counter designator in an area taking artillery fire, the artillery guns in your base will automatically fire back on the source of that fire, if they're in range. (and those guns have AMAZING range.)

      General units - this is the ultimate innovation. These units form the focal point of your armies.

      Generals are hard very tough to kill units with a long range targeting laser. They have dedicated gui features to select and cycle between them. Units assigned to the general go where the general goes. Whatever they paint the units assigned to them attack. So...

      Naturally you can link units to your generals.

      You can move a diverse battle group without having to setup keyboard shortcuts, box selection, etc. This comes in handy, because it frees your keyboard shortcuts for other tasks. And units don't get left behind.

      You can order that diverse battle group to attack a target, or series of targets.

      You can link factory production directly to generals. (And built units automatically join the battle group.)

      If the battlegroup is set to retreat at half damage, damaged units automatically return to the repair facility, and upon being repaired, rejoin the battle group.

      The power this gives you is sublime, you can actually effectively fight on 2 fronts while holding down base defenses or doing mop-up. In most RTSes as the battle progresses you'll start to wear your battlegroup out, production will languish, units will be left behind, and evenually you have to call off the attack, order/pickup new units, and re-organize for another push.

      With Warzone 2100, you can order up replacements for your losses as they occur without leaving the front line, you group will self repair, and repaired units will automatically return to the battlegroup. That combined with target chaining, and other features allows you to leave a battle for a few seconds to focus on something else (e.g. switch between multiple fronts or handle some base construction) secure that your armie can take care of itself for a minute on its, and worst case will be forced to retreat.

      The only real concerns is if you are completely outclassed and can't even survive retreating, or if your supply/resupply pathing gets intercepted (or the AI chooses to send your damaged units into the enemy to get to the nearest repair center).

  107. King of Chicago by Werrismys · · Score: 1

    I got rejected by the blond chick in Cinemaware's King of Chicago. It was so lifelike.

    --
    'Once scientists, even the dim-witted social scientists, get muzzled, the Western Civilization is finished.' - oldhack
    1. Re:King of Chicago by Anonymous Coward · · Score: 0

      Well, having that bitch near you is actually needed to finish the game. And yeah, King Of Chicago on Amiga was great, cool concept, awesome replayability and stuff. Somebody should remake it or something...

  108. Far Cry by lewp · · Score: 4, Insightful

    Far Cry has great AI. I don't remember ever going "zomfg the computar is thinking!!!", but the enemies respond in a sensible, coordinated manner -- sweeping areas where disturbances are heard, covering each other, and using weapons intelligently. Far superior to Half-Life (and, credit where credit is due, several years after Half-Life), but also in a much more open-ended game world, where the mobs don't just have to navigate a room full of crates.

    The really sad part was when, halfway through the game, they switched from "smart" soldiers, to Doom-esque mutants who just ran straight at you. Ruined that game for me.

    --
    Game... blouses.
    1. Re:Far Cry by Das+Modell · · Score: 1

      I have only recently played Far Cry, and I was impressed by the AI. Consider this situation:

      A corridor leads to a room. I enter a nearby air vent that also leads there, and suprise my enemies. I stay inside the air vent because it's safer, but one of the soldiers leaves the room. I exit the air vent and wait. Moments later the soldier emerges from the same air vent that I just used.. Had I stayed in the vent he would have probably killed me.

      In another situation an enemy soldier travelled a relatively long distance to flank me, going through several rooms, doors and stairways in the process. Their AI is the best I have ever seen, and on realistic difficulty your best option is to stay very far away from them and use sniper tactics.

    2. Re:Far Cry by beerdini · · Score: 1

      I must have played at a different skill level as you because I don't remember a smart AI at all. I'd be in a jungle level and fire a loud weapon to kill one enemy, nobody else visible on my radar, do a wide circle around where I left the guy, but somehow every soldier would seem to casually walk right to my location, no matter how far apart kills were, loud or quiet weapons, or distance I'd move in-between kills.

  109. Operation Flashpoint by grumbel · · Score: 2, Insightful

    Operation Flashpoint is among the most impressive games that I have seen when it comes to AI, not necessarily because its the most sophisticated, but because the AI has a very noticeable impact on the gameplay.

    No matter how often you replay a mission, it will always come out totally different. This comes in large part from the very open nature of the game, namely there are basically no rooms, its all just one huge outdoor environment and both you and the enemies can go basically wherever they want. It also comes from the way the missions are designed, there are no soldiers that jump out from behind a rock to shoot at you, instead the enemy soliders just follow their routine, they walk their paths, drive a convoy along the road or whatever they have to do right now. Thanks to the large area, they don't have to walk on a stupid 10 meter long path and then turn around to repeat it over and over again. This all leads to a very realistic feel, because all the limits of classic FPSs are removed. Its also not you against 100 other, but often more like you + 5 team members against 10 other, so its a much more even match. In Operation Flashpoint the player is also completly equal to the enemy, one good targeted shot and you are dead, no 100% health that slowly goes done while enemies die on the first hit.

    Another aspect that is noticeable in Flashpoint is that there is a very clear difference between the state of the enemies, you can easily tell when they are on patrol, when they are attacking you and when they are searching for you. If you shoot at them they will notice it and react appropriately, this also makes it easy to tell when they don't notice you, i.e. you can hide rather well, a tank won't see you when you are crawling directly infront of it, etc. As a player its simply easy to tell what the enemy is currently doing, since the animations and behaviors are rather distinct for each of the actions.

    Last not least Flashpoint is also a game where you need your teammates and where they are not just stupid cannon fodder. Most of the time your teammates can take very well care of themself and you don't have to babysit them like in some other games (HalfLife2...).

    All that said, the AI in Flashpoint is far from flawless, it can often be a nightmare to get your group to mount a vehicle or get to a certain point, they will do what you want, but when they crawl around for a minute before entering the vehicle it can get pretty annoying. But overall Flashpoint really is among the best, it is however not just the AI itself that does the job, but the overall game design that threads players and enemies basically the same, it also helps a lot that the whole gameworld is interactive, if you see a tank, then you can drive it, there are no artificial barriers, no pre-scripted events that happen outside of normal gameplay rules. That scripting that is there blends perfectly into the normal gameplay.

    1. Re:Operation Flashpoint by Anonymous Coward · · Score: 0

      I'm a *big* OFP fan (I still find it very enjoyable, despite now being close to 6 years old), and have to agree with most of what you said.

      The AI in OFP is great, however what kills it is whether it gets triggered at the appropriate times or not.

      What I mean is, once the enemy knows you're there and starts hunting for you, you're in real trouble--great. The problem is getting the enemy to acknowlege your presence to begin with. I can't count the number of times I've succeeded in completing missions only because one group of soldiers took an unrealistically long time to notice I just killed six of their buddies standing right next to them--only because they were facing the opposite direction or some such. If it weren't for that, some of the missions would be a lot more difficult to complete with this "cheating". That takes a lot out of the game.

      I'm hoping they took care of that with Armed Assault. When is it getting released in the US/Canada anyway?

    2. Re:Operation Flashpoint by Anonymous Coward · · Score: 0
  110. LOL by DarkTetsuya · · Score: 1

    "No, but I've rarely encountered games where it feels like my human opponents are really thinking, either." thread over, LOL.

  111. Atomic Games "Close Combat" series by david.emery · · Score: 1

    They did a superb job modeling 'combat psychology'. This made the games more than just 'fun'. I found I could apply my military training, e.g. in how I'd set up a defense, and find that the bad guys would react in ways that sometimes surprised, but always made sense.

    Hearsay alert
    It's my understanding that Atomic went under because they were first bought, and then stiffed, by Microsoft. I think they were bought by Microsoft, and I understand that relationship was terminated a couple years later. Atomic was subsequently acquired by another game company. (Aspyr?)

    So if Keith Z, et.al. are out there, Thanks for all the great games!

            dave

  112. Radient AI by Drakin020 · · Score: 0

    Oblivion's radiant AI seemed to impress me. Even fighting they were somewhat smart.

    --
    The greatest revenge in life is massive success.
  113. Here's one cliché to leave out by linvir · · Score: 1

    The "squeeze off a few rounds and then give the player a turn" method of FPS AI. If the pause was a fraction of a second, you could call it burst fire and say it was to improve aim. But usually it lasts several seconds, and it looks nothing short of batshit-insane.

    If you need to do something to throttle your NPCs, make them miss, tie their shoelaces, take an urgent phonecall, or anything except "stop firing and wait". If they're going to do that, they might as well turn their guns around and blow their own heads off, for all the good it's going to do them.

  114. Half Life by mrshowtime · · Score: 1

    The soldiers from the original Half Life was the first time I was like "WTF!!" More specifically, it was when I took cover behind a barricade and I heard one of the soldiers say, "Over there," and then I saw a grenade come flying over the barricade at my feet. Yeah, I know it's not super A.I. but 10 years ago it was pretty impressive. Odd that HL2's A.I. is not as good as the first one.

    --
    "Jeremy, you need to get to an internet cafe and cut and paste some appropriate sentiments about me from the world wide
  115. Re:TTT (extra pedant mode) by Stormwatch · · Score: 1

    Near the end, the computer greets Falken, to which he replies: "Hello, Joshua."

  116. N.E.R.O. by rkoot · · Score: 1

    http://www.nerogame.org/
    it would be nice to have these ai's trained for, say, ioquake3

  117. Ghost Recon - Before the consoles ruined it. by nick_davison · · Score: 1

    I adored the original Ghost Recon. Whilst by no means perfect, few games have impressed me as much as setting up a careful ambush, watching an enemy squad come down the hill on the first map, walking casually, looking around but little more... then I sprung my trap too soon, half their squad dropped to one knee to provide covering fire whilst the others ran forward then they swapped, moving in on me, defending themselves.

    A quick reload and a substantially different fire fight later and I was sold.

    Then there was the squad mate AI. They may or may not have been the smartest I've ever come across. It didn't matter because I finally had proper control in the greatest squad mate control system I've yet found. Absolutely no pure AI squad mate system to date can handle the nuances of you telling everyone to go prone, only fire if fired upon, then move in to circling positions around an enemy entrenchment while one guy readies his anti tank launcher, pops up, fires, then drops down while his squad mates mop up the survivors.

    Add in a stealth system that actually involved differing perception ranges for the enemy and you had an amazing AI simulation whether much of it was AI in the classical sense or not.

    And then, after XBox users couldn't wrap their paws around the controller properly, they wrecked the entire series for more commercial appeal. A true shame, ruining the nuances of a truly great game.

    Oh, and one round was all it took - meaning that AI felt like it mattered. If you can run in to a horde of enemies and keep shooting because you're frenzied, have a ton of armor and are doing quad damage with a rocket launcher, enemies carefully flanking you don't matter in the least. If a single enemy creeps around behind you and puts the one round that matters in to you, the AI becomes vastly more dramatic.

  118. Star Wars: Republic Commando by dws90 · · Score: 1

    I agree with you about the importance of good ally AI. To tell the truth, I really don't notice enemy AI a whole lot, irrespective of whether its good or bad. In games with bad ally AI (ie, most of them), however, it sticks out like a sore thumb. The very best friendly AI I've ever seen is in Star Wars: Republic Commando. Your three teammates really seem human, and they're actually an asset in a firefight. In nearly every game, I find myself protecting the AI more than I find them helping me. One of the things I love about RC is that, if I get killed, my AI buddies can actually finish the fight and revive me on their own.

  119. FarCry had one of the best AI in a FPS by koutkeu · · Score: 1

    Farcry had one of the best AI for a FPS game, that is of course without using event scripts a la call of duty. I yet want to see a AI that makes human type of mistakes based on environement. I would love to see an AI that would make stupid actions, based on morale failure, fear or panic

  120. Crosshair activation by dj245 · · Score: 1

    I've noticed that Call of Duty 1 and 2 do this too. Its probably necessary for those games since both spawn enemies behind you when you aren't looking. They just sit there until you turn and look at them, then become active. Once you notice it, it becomes dreadfully annoying and the smart AI suddenly seems awfully dumb.

    --
    Even those who arrange and design shrubberies are under considerable economic stress at this period in history.
  121. ta spring by esromneb · · Score: 1

    The most impressive AI I have seen have come from TA Spring. Those ai's were open sourced, and they have some amazing algorithms.

  122. Company of Heroes by Anonymous Coward · · Score: 0

    The AI of an opponent in a skirmish is exploitable like any other game, BUT the AI of the individual soldiers is impressive. It feels like you've got individual real humans there more than any other game where they are purely mindless resources to send towards your opponent.

  123. Fable. by Anonymous Coward · · Score: 0

    Oh please...a bunch of students trying to recreate a video game that was released before they were born, who don't have the source code or even live in its country of origin, are hardly worth consulting about its AI. Further, I doubt they even own a Pac-Man and probably only played a real machine a few times, if at all. As a current Pac owner who dumped a glut of coins in those machines as a kid, I can tell you there's nothing "random" about the monsters' movements at all. (At least not in the 3 original U.S. firmware releases.) If any character made random decisions, patterns would not be possible to develop; but they were developed, which spawned an entire industry of "how to play video games" books at the time.

  124. S.T.A.L.K.E.R.-F.E.A.R. by Anonymous Coward · · Score: 0

    "Most games, such as those released with the source engine, require pre-built paths for such things to even occur, and even then, it's usually scripted. In stalker however, it is obvious that such paths cant exist, for the world is far too large. Just processing such paths would slow the game to a crawl."

    Numerous tactics can be employed to complete the game, such as rushing, using stealth and sniping. The NPCs will react in a different way to each of them. S.T.A.L.K.E.R.'s NPCs plan ahead by "Goal-Oriented Action Planning" in order to achieve this.

    FEAR uses the same technology. Read the links someone posted above. The AI is supposed to be improved in the expansion pack.

  125. Far Cry by Anonymous Coward · · Score: 0

    Far Cry definitely has some pretty impressive AI. By far its the best AI I've come across in an FPS so far.

  126. Pong by amoo3 · · Score: 1

    Pong has and always will have the best AI ever.

  127. Kind of older, but still memorable... by capebretonsux · · Score: 1

    For myself, it was the original syphon filter for the PSX. I remember one evening where a roommate of mine was stuck at one point in the game in a narrow hallway, with two 'bad guys' a little further off in a larger room. For whatever reason, the (sometimes) flaky AI was at its pinnacle at that point, and managed to keep him occupied for god-know-how-many retries. One kept him buttoned down with gunfire, and the other tossed grenades if he tried to get closer. All in all, it took him about an hour to get past that point in the game... personally I found it hilarious. I don't find that a lot of games have 'impressive' AI, and that most developers tend to rely on complex level designs in the attempt to make up for a lack in AI. (Mind you, I couldn't do any better myself, so until the field of artificial intelligence undergoes a major breakthrough I don't think we can blame the programmers.)

  128. Bases Loaded AI by uvajed_ekil · · Score: 1

    The AI in the original Bases Loaded for the NES thought like many real humans do (at least in some situations). I remember that I'd often try to send a message to Fendy by pitching him inside and backing him off the plate, but sometimes I'd "miss" and bean him, which resulted in him charging the mound to beat the crap out of my pitcher. I've seen a few major leaguers do it just like that, and they're the best in the business, so I say that's good AI.

    --
    This is a hacked account, for which the owner can not be held responsible.
    1. Re:Bases Loaded AI by Anonymous Coward · · Score: 0

      You're kidding, right? Every team in Bases Loaded had one designated 'hothead' that never changed, and neither did his behavior: Bean him, and he'd rush the mound. Every time. I'm pretty sure the hothead list was actually published in an issue of Nintendo Power at the time.

      That's about the complete opposite of AI.

    2. Re:Bases Loaded AI by uvajed_ekil · · Score: 1

      I was attempting something I usually refer to as a "joke", to draw a distinction between real AI in games and simple or lazy coding that some people mistake for AI just because it does something that is initially surprising. Obviously, I failed miserably.

      --
      This is a hacked account, for which the owner can not be held responsible.
  129. Starship Titanic by opec · · Score: 1

    Who remembers the game Starship Titanic? It was a spinoff from the Hitchhiker's Guide universe. The AI with the bots was remarkable for its time. The graphics weren't too shabby either.

  130. C&C Cheating by MMaestro · · Score: 1

    I don't think the Command and Conquer AI "cheats" went by unnoticed. I can't speak for the majority but among friends and fellow gamers I spoke to, the money "cheat" was pretty blatant if you took advantage of the fact that the map would remain completely revealed after being explored once. I can't count the number of times I would tear apart enemy harvesters only to look inside the enemy base and see half a dozen tanks/buggies/humvees/apcs/flame tanks clustered around their weapons factory/airlift and an impossible to manage for a human number of infantry units.

  131. Ultima 7 by Rui+del-Negro · · Score: 1

    You didn't exactly play "against" the AI, and it wasn't impressive in terms of decision-making, but the variety of actions coupled with clever "schedules", the huge dialog trees and the interconnected stories created a pretty good illusion of a living world, with believable characters. Considering this was the DOS era, when games came in floppies and CPU speed was measured in MHz, it was pretty impressive stuff.

    And 15 years later we have Oblivion, where the "characters" move around aimlessly and all say exactly the same irrelevant lines. Something went terribly, terribly wrong along the way...

  132. Flight Simulator X by IvanTheNotSoBad · · Score: 1

    Those AI planes sure know how to get from point A to point B. You should watch them do missed approaches...very impressive.

  133. COD II by Jafar00 · · Score: 1

    Last night I was playing call of duty 2 and one of the German soldiers picked up the grenade I threw at him and chucked it back at me. That was a surprise :D

    --
    RebateFX.com - Spread rebates for Forex traders
  134. Neural nets are too much hassle for game AI by Anonymous Coward · · Score: 0

    As a game developer, I can tell you that we often do have enough CPU to do something like a neural net, but they are not used much except for some very specific things (AI drivers in racing games, for example).

    The problem with neural nets is that its hard to get them to do what you want. You can try to provide the right kind of inputs and then train it and then either "freeze" it in a good configuration. You could even let it continue learning as it plays against the player (but that is dangerous, as it can learn nonsensical behaviours or become very unbalanced skill-wise).

    Game developers prefer simpler things that they have more direct control over---such as state machines. State machines are very simple and well-understood. You can make the states and transitions to do anything you want (with the right tools, non-programmers can do it). Its easy to test all the behaviour of the state machine. If it's doing something you don't like, its easy to debug it and alter it to fix the behaviour. Etc.

    Neural nets are interesting, but they are no silver bullet. Simpler, more deterministic mechanisms are easier to work with (and often cheaper in CPU too, which is always nice). A state machine doesn't have to be dumb--you can have an AI with 200 states that communicates with its buddies using blackboards or some kind of message passing mechanism.

    As always, the hard part about game AI is not making an AI that's smart enough to beat the player. That's relatively easy! The hard part is making the AI "look" smart, while actually acting dumb enough that the player can defeat it. You want to challenge players but not frustrate or overwhelm them. If there's 5 enemy AI guys shooting at one player at once, he dies fast. So you make the enemies take turns shooting at him (just force the AI enemy to choose a different action any time it wants to shoot but one of the enemies is already shooting). The other enemies can lob grenates, or shout "cover me!" and run randomly between cover positions, or any other entertaining thing that doesn't result in the player being ganked while his attention is on the one enemy still shooting at him.

    This sort of stuff can easily end up a bit too easy or a bit too hard---so you need an AI that is "tweakable". State machines are tweakable. Neural nets, not so much.

    LOL.. captcha = physics

  135. MOD PARENT UP by Anonymous Coward · · Score: 0

    I was already laughing myself silly, and then once I mentally appended "+5, Informative" I seriously laughed until a little turd dribbled out my asshole.

    Seriously. For the love of shit. Mod parent post up.

  136. unreal, quake by Anonymous Coward · · Score: 0

    Humm i would say that unreal (the first version) had something that you probably could call ai, but i don't know how it's done. Some creatures, such as the Skarij tried to evade when you shoot at them, they also tried to escape when their health was low..

    In Doom3 i was a bit disappointed about the AI (most creatures were really stupid), excepted the soldiers.. In quake4 the group AI sometimes work well and is quite impressive..

    The AI in Red Steel was a bit strange, sometimes it does not work at all and sometimes it's quite amazing. For example when you kill a lot of enemies, some will surrender. But then you have to make sure that they drop their weapons and you take it, otherwise they may attack again.

  137. Black & White? by f64 · · Score: 1

    I was really impressed with the creatures' behaviour in black & white - both in doing what you did, and do what you say (sort of).

  138. Burnout by LKM · · Score: 1

    The enemies in this game are probably not particularly intelligent, but they do feel very human. In many racing games, enemy cars just try to go as fast as possible. In (at least some) Burnout games, though, they are aggressive and downright evil. Try to overtake them, and they'll try to push you into oncoming traffic or smash you into walls. If you're going into turns and they're behind you, they'll try to push you so you oversteer. I thought that was pretty cool and added a lot to the games.

  139. IL2 Sturmovik/Pacific Fighters by spidergawd · · Score: 1

    The AI in this WW2 Combat Flight Sim is very good, it simultaneously controls many ground, sea and air objects which autonomously attempt to fulfill their objectives. Its good enough to make the game play very immersive and to support reasonably realistic historic scenarios. You can set the individual skill levels of enemy and allied objects. It's compelling enough that I fly with an online squadron [ www.tangmerepilots.co.uk ]. The AI is good enough that even our best players are still very regularly shot down, it's easier to play against human players of average skills.

  140. I quit playing freeciv by sgtrock · · Score: 1

    when I realized that the AI was simply building cities on every single piece of buildable ground. Every AI civilization seems to do this. Kind of takes the fun out of playing the game when you know you're just going to face an unending series of city sieges.

    1. Re:I quit playing freeciv by alphamugwump · · Score: 1

      Civilization always was boring for me that way. The whole point is to get a "cycle" ahead of your opponent in military technology, build Leonardo's, and then just steamroller the bastard with your cavalry horde. All while keeping your cities small so they don't cost you any money.

      Of course, I never really got into the higher skill levels.

  141. No WarGames? by pcgabe · · Score: 1

    Obviously the best AI was the opponent for the strategy sim "Global Thermonuclear War". It could even learn from its own mistakes. Very impressive, considering the state of AI when it was released.

    Shall we play a game?

    --
    Don't put advice in your sig.
  142. Armed Assault, anyone? by sgtrock · · Score: 1

    It builds upon the Operation Flashpoint code, which, as has been already noted in this thread, was some of the best FPS AI to ever come out. The really nifty thing that has been added to an already unpredictable AI is a much better algorithm for flanking. Kinda spooky the first time that it happens to you in such a wide open environment. :)

    OpFlash had some of the best replayability that I've ever seen due to the unbelievable support for bug fixes from Bohemia Interactive, huge maps, unpredictable AI, and completely open set of editing tools that BI makes available. A large and very creative modding community grew up that is still active six years after the game's initial release.

    Armed Assault takes that incredible legacy then adds even larger possible maps (400 square kilometers) and far more destructible objects (estimated 1,000,000 on the island that ships with the game). If you haven't seen the game yet you are in for a real treat. :) ArmA's website

    It's not yet officially available in the U.S., although a deal has been announced for Atari to be the U.S. publisher. That announcement also mentioned a ship date some time in May. If you're interested and don't want to wait that long, gogamer.com is taking orders for the UK version to be shipped to U.S. addresses.

    Disclaimer: My only association with BI is as a very satisfied customer. I bought the UK version of OpFlash when it first came out, then the GOTY edition with the addon bundle again last year, then ArmA from gogamer.com last month. :)

  143. AI isn't supposed to be that... by SanityInAnarchy · · Score: 1

    I can't remember when I've actually thought of AI as a real opponent; it's always just been another part of the system, another obstacle to overcome. Stack boxes, move bricks, don't get sniped, etc.

    But, play Halo (and Halo 2, and Halo 3). The AI still sucks by your standards, but it's employed in a game which has a plot which allows your one guy to be badass enough to go against an army and win -- even an army with superior firepower (which they don't always have). And the monsters are placed such that an area can be incredibly challenging, even with truly pathetic AI, yet the AI that's there does occasionally cooperate in interesting ways to take you down.

    It's not about making AI such that one bot can put up a good fight against one human -- especially considering that would make for a short and uninteresting game. It's about making the AI seem intelligent enough to scare you, while actually being stupidly limited.

    I remember hearing a story about the LOTR movie -- Battle of Helm's Deep -- all of those orcs and people managed by a massive AI program, which they had to tweak quite a bit to allow the final charge of the riders of Rohan -- too much one way, and one human rider wiped out the entire enemy force. Too far the other way, and the entire charge just went SPLAT against the wall of orcs. If it's that hard to tweak AI against AI, how do you make a challenging AI for a human to play against -- challenging, but not so obscenely overpowered that no human can beat it?

    --
    Don't thank God, thank a doctor!
    1. Re:AI isn't supposed to be that... by The_mad_linguist · · Score: 1

      I think in one battle they were having trouble preventing the orc army from just running away...

  144. Microsoft Office by nugneant · · Score: 1

    Without a doubt, my vote goes to Microsoft Office. Specifically, that devious little rapscillion known as "Clippy". The developers managed to give him a horribly irritating personality, which fit so well with his innate ability to figure out the one facet of Office that I was completely uninterested in at the moment, and start yamering on about it.

    I always wondered, back in the dark ages of computing, what it would be like to type a letter with Steve Urkel reading over my shoulder. Hats off to Microsoft - they captured the feeling perfectly.

  145. AIs by Osmosis_Garett · · Score: 1

    I'm not a game programmer or developer, but I've been playing games as long as I can remember. I am a bit surprised that the Black and White series was not mentions at length, as it has probably one of the more advanced AIs in modern games. Your pet creature begins life not knowing how to behave and follows your examples as it grows to gain its own behavior model. The villagers also respond in various ways depending on various factors.

    I'm a bit surprised that more games havent taken the ALICEBOT or some other chat-bot built to try to beat the turing test and used them for game non-player characters. Believable AI is one of the best things you can do to make a game immersive and 'real', and most companies dont give their AI enough time.

  146. Spaceward Ho! by edeity · · Score: 1

    Spaceward Ho! had the only real AI. Seriously nasty nasty nasty... or maybe it was the high consumption of beers with many friends in the same game and room. Any way, we were in mortal fear of the AI's.

    Long live Spaceward Ho!

  147. mod parent redundant by Bill+Dog · · Score: 1

    *WHOOOSH*

    --
    Attention zealots and haters: 00100 00100
  148. Armed Assault / Operation Flashpoint by yoma666 · · Score: 1

    The most impressive ai of all!! The ai's work in teams, go look for you, take cover, go heal, run for ammo, can drive cars, fly planes , fly choppers, drive tanks. Most FPS shooters use massively scripted ai, Armed Assault is one where you can script ai AND just let it do it's stuff. When they engage you they split up squads in subsquads trying to flank you, different squads communicate and pass your location, the ai reacts to sound, danger (eg friendlies getting shot), injuries, vision, the whole lot. A great example is: just put ai's on a map in editor and watch, you'll c a battle unfold that's never the same. It's a pity this is a relatively unknown game, it beats the crap out of all other shooters in terms of scale and ai. The military even uses it in a special form, known as VBS. Check it out, you'll be amazed. http://www.armedassault.com.com/Go to website

  149. Operation: Inner Space by kalirion · · Score: 1

    Operation: Inner Space. Not sure why, but I really felt for those little flying ships.

  150. My experience by BlackHugo · · Score: 1

    Few months ago I discovered a wargame called "Conquest of the Aegean" with a very exciting AI. No script at all, no cheat at all, and could decently handle every maps (even players creations), by simply "understanding" what an objective or a threat is. He knows how to define simple tasks (defend, assault, delay, retreat) and execute them properly. AI limitation comes to lack of anticipation and complexity for the CPU to handle strategic situation better than a human not pure dumbness that we usually see in games. So at least, when you beat him (which occurs time to time), you're feeling smarter than him, not sorry to have find another flaw in the AI design.

    When you read about the guy who make the game (he was almost alone on this task), he did not come with strong mathematical theory or algorithmic fundamentals, but with pragmatic view of what the AI should do, some skills to implemented them properly, a limited but well defined field of application (world war II wargame), and a well-crafted game design at the first place.

    My experience is that :

    • One should never forget that AI is not meant to beat you, but to improve the game experience. Depending on the game, making an unbeatable AI is quite trivial (give it unlimited resources, or invicible units), but making an AI enjoyable is far more complicated. In this regards, cheat, repeatability and scripting are bad design that should be avoided.
    • AI is not only your dumb CPU opponent. It is also one of your friends when it comes to pathfinding, NPC, GUI enhancement, micro-management, and other tedious tasks where it excel at. Furthermore, today almost every games could be played online, with (against ?) other human players. So there is less need to spend millions in making a decent opponent AI than before.
    • AI should strongly be linked to the game design itself, and not be done after it.
  151. WoW of Course... by craznar · · Score: 1

    The mobs in WoW are so intelligent, that they emulate humans incredibly:

    1. Ignorance: Like people walking down a street when a mugger is mugging an old lady, the mobs ignore all other attacks on fellow beings.
    2. Predicitability: Like normal human beings, they act in entirely predictable ways given the same circumstance. The person goes to work in the morning and gets stuck in traffic, they are suprised. They are equally suprised and annoyed all subsequent mornings when stuck in the same traffic.
    3. Emotional Distraction: When their attention is finally grabbed, the human being will focus on nothing else but the focus of their emotion. To the extent of running their car into a pole whilst watching the scantily clad Night Elf Huntress.

    --
    EMail: 0110001101100010010000000110001101110010 0110000101111010011011100110000101110010 0010111001100011011011110110
  152. I'll say... by Lacrymology · · Score: 1

    Black and White. The 1st one. The beast's AI and learning process is amazing

  153. How about... by Uberbot · · Score: 1

    Pong!

  154. Re:TTT (extra pedant mode) by Knara · · Score: 1

    I always say that the most impressive friendly AI I've ever seen in a game was in the Freespace series. Unlike Wing Commander, where your wingmen were just fodder, the Freespace series had smart AI pilots that DID something other than draw fire.