Next Gen Beautiful But Brainless?
Next Generation has up a short piece discussing a Guardian Interview with AI developer Steve Grand. Grand opines that next-gen graphics are deepening the uncanny valley. More than just plastic looks and inhuman faces, the weakness of game AI is increasingly becoming glaring compared to the graphical prowess in games. "AI isn't so much unappreciated as nonexistent. Most of what counts as AI in the games industry is actually a bunch of 'if/then' statements. If a computer character doesn't learn something for itself then the programmer must have told it what to do, and anything that does exactly what it's told and nothing else is not intelligent. This is changing, and neural networks and other learning systems are beginning to creep in. But games programmers tend to devalue the phrase 'artificial intelligence."
There are always a handful of titles with good AIs, but over my years of playing many different games I can say with some certainty that the AI isn't getting any worse. In fact from what I've seen, the AI has been slowly but steadily improving over the years in general. It used to be in FPS games that the enemies always just walked straight at the player and shot. Nowadays they're likely to use cover, team tactics, and even a bit of misdirection. Sure it isn't as good as human players, but they're a lot better than the Doom or Wolfenstein AIs of old.
RTS AIs are a mixed bag, but in general they're doing more with less cheating than ever before. A lot of the old games cheated a LOT to make the AI competitive, but often now you'll find that they do a decent job with only minimal cheating.
Fighting games certainly aren't any easier than the ones of old, yet the AI seems to do fairly well. In some games it's almost punishingly good (Guilty Gear has some very hard AI opponents) and the player might even feel resentment over the computer's calculated reflexes.
Driving game AI hasn't improved much but frankly that's because there's not a lot to think about with driving games. Stuff like Mario Kart where there are powerups and whatnot can require a bit more smarts, but even then it's pretty simple. It's not hard to program a bot to drive around a circle. On the other hand, it's clear that in today's driving games the computer has to do a lot more work to make it around the corners. This isn't like F-Zero on the SNES where the computer completely cheated by setting its cars not to slide (in a game where controlling your sliding was 90% of the challenge).
I read the internet for the articles.
Put it this way, have you ever had a conversation with a character in a PC RPG? Well, they don't have conversations do they? They just spit out a set of canned responses. Currently, part of AI research is the Turing Test which is to create a machine that can fool a person having a conversation with it into believing that there is a real person there.
This isn't a win/lose scenario. The machine you are talking to may be an ally or a neutral character in a game. But it would make the game more interesting if the conversation you were having seemed realistic.
There are other applications of AI as well. For example, they could add unpredictability to an enemy behaviour in a game. The enemy AI still wouldn't be the unbeatable uber player the machine would be, but you'd have to vary your tactics during a game to beat it. Yes, you are still "creating a loser," but a less predictable loser.
What's the point? Well, the point of playing the computer is to learn the nuances of the game. Obviously, there's no great sense of accomplishment in beating a computer. If computers follow a predictable pattern, you eventually plateau on the useful knowledge you can learn from them.
"MIT betrayed all of its basic principles."