Slashdot Mirror


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."

31 of 131 comments (clear)

  1. AI - non-existent by SQLGuru · · Score: 2, Insightful

    The problem is that AI in general is "hard". Not just for games. We still don't understand well enough how our own intelligence behaves to model it successfully in games. As a programmer, I can model a process pretty easily. I can model objects fairly well. What I can't model is something that is nebulous and undefined.

    Layne

    1. Re:AI - non-existent by twistedsymphony · · Score: 4, Insightful

      With the already ridiculously high cost of development to bring graphics up to modern day standards for "bleeding edge" it's not like they have much time to develop a good system for something they can't show you a screenshot of. Spending the time to develop a real AI as you described doesn't really add much value to the game in terms of marketing.

      Another reason AI isn't advancing is because modern games in addition to concentrating on graphics also concentrate heavily on multiplayer and online aspects. Sure the "AI" in an FPS or RTS might not be all that great but how good does it need to be? most people will just breeze through the solo missions in a few short hours and then spend the next 6 months to a year playing online where AI doesn't even factor into it. Once again, some solid multiplayer features are much more valuable use of development time then computer AI.

      Honestly I see us moving to a point of being less depend on AI before AI actually gets better... it's just not a cost effective use of development.

    2. Re:AI - non-existent by cosinezero · · Score: 2, Insightful

      Arguably, many gamers would be perfectly happy playing a room full of AI players than have to deal with the garbage inherent in online play.

    3. Re:AI - non-existent by Tha_Big_Guy23 · · Score: 3, Insightful

      most people will just breeze through the solo missions in a few short hours and then spend the next 6 months to a year playing online where AI doesn't even factor into it.
      I can see where you're coming from. There have been, however, several games where the cooperative modes in the game were nearly as entertaining as the multiplayer modes. The first example that leaps to mind is Halo. Just because the "in" thing is 400-way multiplayer deathmatch, etc, doesn't mean that you shouldn't spend time creating a great AI for cooperative mode.

      Imagine for a moment, you have a single player FPS. Now, take that FPS and add to it an outstanding AI. Then add in cooperative play for up to 8 players. Now, you have a game that you and your friends can play cooperatively, a computer that learns your tactics, and can develop new tactics on the fly. This to me seems so much more entertaining than fragging the same guys over and over again in a deathmatch. I'm pretty sure I'd buy it.
      --
      If you're looking here for something insightful or thought provoking, you're probably looking in the wrong place.
    4. Re:AI - non-existent by Saige · · Score: 2, Informative

      Though when I do play online I only play against friends, very rarely do I play against random people that I've never met before.

      It's a bit off topic here, but I think the key with online gaming is to merge these two where possible. I think that's one of the things that made Halo 2 so popular on Xbox Live - you could play WITH your friends as a team, and take that team against a team of strangers. And not just random people, but people of approximately the same skill level.

      It's an incredibly fun way of doing it that blunts the annoyingness of asshats you meet online - since you're still on a team of friends, and you don't hear the other team much during the game.

      --
      "You know your god is man-made when he hates all the same people you do."
  2. agreed! by butterflysrage · · Score: 2, Insightful

    I always get a little miffed when games use "AI" to describe what they do.

    OTOH, I do see why true AI doesnt make much of a play in games... how long does the average bad guy live in a FPS anyway? If they learned from one guy to the next it would be more like a 'hive mind' then indviduals learning. For RTS games it could make a little more sence, since the "commanders" wouldnt be amung those slaughtered on the battlefield on each level. MMO's present a whole bucket of issues beyond the life span one... would they learn against EVEYONE or only their current PC opponents? if everyone, would it really be worth it as due to the MASSIVE diversity in player styles the AI would become muddied and non-specific.

    --
    the preceding post was not spell checked... suck it.
    1. Re:agreed! by Astarica · · Score: 2, Insightful

      MMORPG AI has to be massively stupid. I know all the MMORPG talks about how much progress their AI has, but the fact is if you're a nearly omnipotent being with thousands years of expeirence plus an army of inexplicably powerful minions, it takes a lot of skills to actually lose to X ragtag adventurers. Just ask yourself, if you're controlling the guys you're fighting against in a MMORPG, would you possibly lose to your own party? The answer, hopefully, is no. But then this has to be the case because the opposition is usually has at least 10 times the raw firepower/stats compared to the player side, so if they actually had any brain, no player would ever win.

      When people say AI, they really don't mean something that can beat them, because that's easy. They really want something that pretends it's doing something before ultimately losing. MMORPG fits this exactly.

  3. Re:The market will decide by Pope · · Score: 4, Insightful

    "The market" can't decide on something that it doesn't have a chance to buy in the first place, now does it?

    Nothing's stupider than some pithy comment about "the market." The market is people, and people can be irrational about a lot of things. The invisible hand deserves a rap on the knuckles from time to time.

    --
    It doesn't mean much now, it's built for the future.
  4. AI has never been important by Astarica · · Score: 4, Insightful

    You already have the suspend your sense of belief to really think that you will actually beat a computer in say a FPS where it can aim perfectly, or a fighting game where they can simply react to any move you might do. For example you can play the training mode in Soul Calibur and you'll quickly realize that the computer can guard counter every move you ever do forever, but of course they don't do that in the real game. Even on the super duper hard setting they give up after a while, even though they can do it forever on the training mode. Shin Akuma in various Street Fighter incarnations counters almost every move perfectly. You throw a fireball, he'll jump kick you. You jump kick him, he'll dragon punch, and the only way to beat him is hit him with moves that he isn't programmed to counter. There's no reason why the computer can't play like that aside from it'd make a very boring game when you repeatedly get owned by a computer.

    If by being smart means 'better at a game' the AI is already a super genius. If by smart means 'flailing your hands around while pretending to do something before losing to a human player', then whatever that creates the best sense of illusion works the best. If it's a bunch of if/else statements, why not? There's no reason any fancy technique will get you a fancier loser.

    1. Re:AI has never been important by sesshomaru · · Score: 4, Interesting
      The purpose of AI isn't to make the game more difficult, though, it's to make the game more fun. I'll admit, it doesn't make sense to adapt AI techniques that will not make a game more fun.

      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."
    2. Re:AI has never been important by isaac · · Score: 2, Informative

      AI sounds better than "Artificial Stupidity" but I think you're missing the point.

      The goal isn't "create better losers," it's "create characters whose actions are lifelike." In the problem domain you specify (FPS and beat-em-ups), this can mean (among many other things) having computer players with a limited "view" of the game space, the ability to learn, and the ability to initiate actions that aren't directly coupled to the human player's inputs. This isn't easy even in such a limited (read: boring) problem space.

      Now, get into RPGs and the like where language and manipulation of abstract concepts are important and you're really into the domain of difficult problems. We're still in an era where "if you bring item X to NPC Y and you've equipped Z then NPC Y smiles and gives you item ß" is hardcoded. Not all games are about shooting or beating up the computer player.

      -Isaac

      --
      I am not a lawyer, and this is not legal advice. For Entertainment Purposes Only.
    3. Re:AI has never been important by Chris+Burke · · Score: 4, Informative

      You already have the suspend your sense of belief to really think that you will actually beat a computer in say a FPS where it can aim perfectly, or a fighting game where they can simply react to any move you might do. For example you can play the training mode in Soul Calibur and you'll quickly realize that the computer can guard counter every move you ever do forever, but of course they don't do that in the real game. Even on the super duper hard setting they give up after a while, even though they can do it forever on the training mode. Shin Akuma in various Street Fighter incarnations counters almost every move perfectly.

      That's absolutely true, but is in some ways dependent on the game. In a fighting game, you can always see what your opponent is doing, so if you had perfect reaction time you could counter every move. In this type of a game, a computer could theoretically play "perfectly" and never lose.

      In an FPS, this is not necessarily the case. Bots that can aim perfectly are quite potent, to be sure, but sometimes being smart can be just as important to actually winning. For example, if the AI bot has a predictible pattern through the map (as most bots I've played against do), then when you know where the bot's pathing takes them you can have fired a rocket at where they are going to be so it smacks into their feet right as they round the corner. Unless the bot "cheats", and sees your rocket through the wall, it won't be able to avoid it nor will it be able to retaliate because you've moved around the next corner already to line up your next ambush shot. An actual AI that attempted to learn your patterns, and change its own pattterns when it realizes that you've discovered them, would be a truly deadly opponent.

      This is where the difference between algorithmic precision and speed vs actual intelligence becomes obvious. Parts of the game that require fast reflexes and precise aiming are where the computer dominates. Parts of the game that require strategy are where the computer lags severely. One can compensate for the other to various degrees depending on the game. Look at chess. Simply by examining as much of the tree of potential moves as possible it can beat a human player even though it has none of the strategy or intuition that makes the human player good. And ridiculously powerful computers can only just barely compete with the top human players by using the massive computation model.

      But that's only talking about victory. To make an immersive experience, AI could do a much better job than if/else statements, at least in theory. An enemy character that reacted to your actions in a believable way would be much more immersive than one that only responds to a couple specific stimuli and has only a couple scripted strategies. A lot of FPS AIs I would call blatantly retarded and completely wooden and predictable, and that takes you out of the game regardless of whether you give the AI unnaturally perfect aim or not.

      On the other hand, I'm realistic, and AI that really behaves in a believable way without scripting is a long way off. For now, if/else is the most bang for the buck. I'm just saying good AI could make for a much better gaming experience, and much better opponents, ones that are truly vexing to beat without having to make use of perfect aiming/reaction times. And it wouldn't feel as cheap as Akuma to boot.

      --

      The enemies of Democracy are
    4. Re:AI has never been important by Chris+Burke · · Score: 2, Interesting

      The computer knows exactly where you are, exactly what you are doing, and exactly where and when that rocket will blow up. The challenge is to make the computer ignore that enough of the time to convince you that its stupid. The bot does not "see" you, it's programmed to respond to your location only when you're within X of it.

      While obviously "the computer" does know where you are, that information does not necessarily have to be given to the AI algorithm. Of course many times the information is given and the AI just selectively ignores it, yes. But it needn't be (and isn't in most games in the last few years as processor speed has gotten high enough) so simple as "within X", since computing visibility is a reasonably well solved problem. Making the AI not take into account the oracle knowledge of player location isn't really that hard. Heck, games as old as Doom did a decent job of making monsters react only when they would "see" you.

      Game AI is currently an Artificial Stupidity problem, and will remain that way until we have bots that play via a video camera (or screen-scraper) pointing at a monitor and running the mouse itself.

      No, it's artificial ignorance, because you're only limiting knowledge. And that's the easy part. The hard part is, given limited information, make a good choice, adapt to behavior by reacting in different ways. That's the artificial intelligence part, and it's the part that doesn't work well yet, only with good scripting.

      --

      The enemies of Democracy are
  5. When was the game AI good? by jandrese · · Score: 4, Interesting

    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.
    1. Re:When was the game AI good? by jtogel · · Score: 3, Interesting

      "Driving game AI hasn't improved much but frankly that's because there's not a lot to think about with driving games."

      If you were right in the second part of your statement, everything I've been doing in the last two and a half years would be completely meaningless. As I don't want to have wasted these years, I prefer to think that you are not right.

      There's a lot to do about driving game AI. First of all, learning to drive well on complicated tracks - without cheating - is not at all straightforward. Keeping the same performance when the user is allowed to create his own tracks is even harder - most racing games rely on knowing their prefabricated tracks well, tracks which are made from a set of standard segments in order to be tractable for the AI. When you introduce more than one car on the track it gets even trickier, as you have to deal with overtaking, collision avoidance, forcing collisions, etc.

      And these are just the challenges associated with generating good driving. Interesting driving has even more challenges - should you drive nicely or aggressively? How do you make the driving look human-like? How do you adapt your skill level to that of your opponents? Etc...

      You can see this blog post (with videos) and this paper for some of the research we are doing into this.

  6. Re:The market will decide by 7Prime · · Score: 4, Funny

    Me thinks the invisible hand needs a shiny new pair of handcuffs, from time to time, to teach it to stop groping people.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  7. Pre-programmed Learning System Invalid, Then? by _bug_ · · Score: 3, Insightful

    "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."

    First, a neural network is more of the same "if/else" logic as any other AI engine. It's only different in how the AI processes it's input. Sounds more to me like a programmer/theorist who's pissed at all the tricks in existence that can emulate (fairly well) basic intelligence without the use of any "classical" system like a neural network.

    Furthermore, neural-network-based AIs would have to come pre-programmed. This means a neural network that starts at a certain level of development rather than a blank slate. Should bad guys have to learn when and how to fire a gun while you're playing the game? It'd make for some boring encounters.

    Furthermore, most games are quite linear. There's a story to tell and you can't really insert many uncontrollable variables into a linear system and still be able to maintain consistent play experiences for your users.

    I wonder if this guy has seen Spore.

    1. Re:Pre-programmed Learning System Invalid, Then? by nuzak · · Score: 2, Interesting

      > First, a neural network is more of the same "if/else" logic as any other AI engine.

      At the neuron level, sure, but AI is largely seen as a matter of the emergent properties -- behavior coming out of a system not specifically designed for it. Now you CAN get passable emergent AI out of triggers (passable for the limited scope of a game), and indeed that's what the real masters of game programming AI get paid the big bucks to do, but it's never going to get to "True" AI that people are demanding.

      "True AI" always seems to be "whatever we can't do yet". If you analyze it too far, you might find out that WE don't have intelligence :)

      Oh, and if you think there's an uncanny valley for visuals, imagine an AI soldier that has all his complex scripts replaced with an intelligence ... of a three-year-old.

      --
      Done with slashdot, done with nerds, getting a life.
  8. It's a question of quality by 15973 · · Score: 2, Insightful

    It's not about whether or not it's there, it's about where the focus of the developers is. For example, anyone who's played EA sports games knows about the poor quality of AI. Sports games are a little easier for users to justify, because exceptional things happen, but when the computer is cheating, it's cheating (careful use of save states can prove it). The problem is that the shiny graphics generate hype, which makes publishers want to sell games (like Doom 3, which had great graphics, and crappy gameplay). And since the mindless masses LOVE shiny, there's your forumla. How come I still have fun playing the old arcade games from the 80's and 90's? Because they're actually fun, and since we didn't have graphical power back then (or even colors), developers could focus on gameplay, which includes AI. Sure, the computers may not have adjusted to your every move back then, but at least they weren't as mindless as the people who think that good graphics == good games and bad graphics == bad games.

  9. Graphics vs. A.I. by hansamurai · · Score: 2, Insightful

    There's been some great reasons listed already, but the obvious one to me is that the skill of the A.I. isn't apparent in commercials and trailers and screenshots, the graphics are. Graphics are driving the industry, they always have. In my opinion, there was a time when the discrepancy between graphics and A.I. were smaller.

    Consider the days of Civilization II. The graphics were decent for the day but the A.I. was generally pretty good and coupled with a good game engine (not without its faults though), the discrepancy was not that apparent.

    Fast forward a few years to the console game Goldeneye. Very good graphics for its day (especially on a console) but the A.I. was starting to stagnant. There were cases where infinite baddies would flood through a door, getting mowed down continually. Of course, Goldeneye came out almost exactly a year before Half-Life, a game usually praised as having a good graphical engine (on the PC) and good A.I.

    Now a few years later again, we have Half-Life 2 and FEAR and many other first person shooters which are hailed as having great A.I. But all these games still suffer. Why is that soldier jogging against the wall? Why is this character I'm supposed to be leading around getting stuck on corners and running around randomly? The developers are spending so much money on graphical engines that they expect us to be entranced immediately by the world they created, and then all of a sudden, one of the enemies (or teammates for that matter) does something extremely stupid or so abnormal, we're ripped out of this trance and forced to remember that yes, we're just playing a game.

    I'm sure it's not always the developer's fault. They have a lot of pressure from all sides to make the presentation of the game great, but it's apparent that the presentation can fall flat on its face when the A.I. is brain dead. But they don't have to show the A.I. being stupid in the commercials, they can show off the graphics and the pre-rendered cutscenes.

    Graphics are driving the industry and thus the industry is being driven by Nvidia, Intel, and ATI/AMD. If developers were allowed to put some of the money they used to build a state of the art graphics engine into A.I. development, I think we would be taking some great steps. Here's to no more wall-jogging Nazis.

  10. I concur. by Heffenfeffer · · Score: 2, Interesting
    I agree wholeheartedly with this. I consider the ultimate quote about AI from one of Looking Glass's designers (yeah, he said it quite a ways back...unfortunately I'm paraphrasing a bit until I find the book where it was written): "Gamers don't want good soldiers. They want good babysitters. In Thief, we had guards patrolling around loudly saying how they can't find you. Now, we could have easily made the guards mercilessly hunt you down, but then it wouldn't be fun..."

    This is also a big problem with AI people on your side as well. I just love how in just about every game with people following you, they manage to get stuck in corners or put themselves in front of you right when you fire the rocket launcher.

    That's why over the past few years I've been playing more and more games that don't depend on AI, such as puzzle and rhythm-based games. Either that, or use other people to fill in for AI-based opponents/friends.

  11. This is not game specific by pclminion · · Score: 2, Insightful

    It is a common phenomenon in the AI community. When a new method or algorithm is first proposed, which achieved gains over prior methods, it is consider "new AI." But as time goes on and the algorithm is put into common use, it degrades into "just another algorithm."

    AI is really just whatever the bleeding edge happens to be. For instance the A* algorithm to find "good" paths. It's certainly an intelligent algorithm, but nobody really considers it "AI" anymore. It's just a search method.

    So, is a series of if-then statements "AI?" If it's new and powerful and does stuff that no other algorithm can do, probably yes. But as time goes on it becomes just another algorithm. AI, pretty much by definition, is simply "The smartest stuff we can do as of yet."

  12. Re:The market will decide by pureevilmatt · · Score: 3, Insightful

    i'm a fan of free markets... getting things without having to buy them is quite rewarding.

  13. Game AI is hard, but not nebulous. by MS-06FZ · · Score: 4, Informative

    Well, AI is not limited to what we'd classically think of as attempts to mimic thought. The term "Artificial Intelligence" also includes algorithms that solve problems that are merely difficult - things like combinatorial searches (A* and min/max searches, in particular) - and the general approach of attempting to model an AI character's actions based on their state and their goals, rather than going just for the desired effect of making them reasonably tough game opponents.

    In the context of this discussion, "AI" means broadening the use of those algorithms (they are already necessary in some situations anyway) and in general producing game AI that's more capable - better able to deal with obstacles in the environment, predict player strategies and determine which of its strategies are most effective against the player. The goal being to create automated opponents which don't need to rely on unfair advantages (such as superior car performance in a racing game) to compete against human players.

    In the context of, say, a mech combat game (as an example, racing games are a bit more of a static problem, and flight sims wouldn't require so much obstacle navigation), a capable AI would likely need the following:
    - A predefined set of tactics. These would be designed by the people who create the game. The important thing would be that the tactics are effective and that the game AI has sufficient information about when each tactic is useful. Supplying this kind of "playbook" information decreases the demands on the AI program significantly: they no longer need to be able to synthesize these tactics, they can merely choose the right one.
    - A system for selecting tactics to use: a good design would include considerations like the state of the AI's mech, the weapon being used against it, and general parameters of the enemy machine. (For instance, a good AI operating a sniper machine should know not to close to close range with a player machine that specializes in close combat... Likewise, if the AI's machine is running out of power, it shouldn't attempt an "overboost" move - unless it is clear that such a move could work sufficiently to win the fight.)
    - An adequate navigation system for moving around in the environment. This must be tied in to the tactics being used - so that attempts to dodge a missile, for instance, aren't foiled by collision with an obstacle.
    - An adaptive factor - a process that attempts to determine how effective various tactics have been against a particular opponent, and why certain tactics may have failed - so that tactics that are likely to fail again are disregarded.
    - A random factor - the AI's next move is randomly selected from among the best candidates.

    See, that's not so nebulous, is it? Pretty well-defined, I'd say. It's just, as you say, hard. It's hard to create a system that's dynamic and complex, it's hard to make sure you've got it right when you have created it - and the problem with game development is that there's so many other places that effort could be directed which aren't as easily dispensable as good AI. Most game AIs nowadays have a moderately good playbook (it's one of the easiest elements to add - humans know how to play the game and so they can record sequences the computer can repeat - so it's easy to add a small playbook - though providing good static information about how to choose a tactic from a larger playbook is harder), and a random factor is easy to introduce. Selecting tactics is often reduced to a static problem, and navigation is either made static, or solved by making the AI able to get through the environment in other ways, if necessary. (For instance, an AI that is always shooting and frequently moving forward - but gets caught behind a building - if the building is destroyed when the AI shoots, then moving forward no longer gets the AI stuck.) But navigation often is not tied in to the tactics and adaptive factors usually aren't adequately implemented in a way that makes a real difference.

    --
    ---GEC
    I'm but the humble pupil, seeking to snatch the scratchbuilt pebble from the master's fully articulated hand
    1. Re:Game AI is hard, but not nebulous. by ClassMyAss · · Score: 2, Insightful

      The term "Artificial Intelligence" also includes algorithms that solve problems that are merely difficult - things like combinatorial searches (A* and min/max searches, in particular) - and the general approach of attempting to model an AI character's actions based on their state and their goals, rather than going just for the desired effect of making them reasonably tough game opponents.

      To call A* and finite state machines artificial intelligence is, in my opinion, an extreme twisting of the term; these things only fall under that label because early researchers were still under the delusion that they could hand-code an enormous tree of if statements and if they gave it enough feature-bloat it would seem intelligent. In my opinion, the simple algorithms used in today's "AI" engines should more be labelled pre-AI, as in useful procedures that incoming data might be preprocessed through before it's sent to something that actually does something smart with it.

      In my opinion games are never going to push the bleeding edge of true AI, simply because to even model the inputs that (for instance) a group of five or six enemies should be taking in starts to tax the processor - to do it right one would need a separate render pass for each NPC, not to mention enough computational mayhem happening behind the scenes to figure out what to do with the data (yes, I'm aware that the second bit of this problem is entirely unsolved). And I somewhat doubt that even with infinite programming resources most companies would be willing to give up much if any precious processor time for something that doesn't have an immediate visual impact. Why waste time on a few thousand multiplications per frame per NPC so that you can have a decent neural network when you could use that time to push a thousand extra particles through the renderer, have even more realistic explosions, and hack together the AI just well enough using a finite state machine and some pathfinding to satisfy the average gamer? Not that I would even call a neural net AI - again, preprocessing! [Though this is less cut and dry than the simpler algorithms - the real issue here is that just about every application of neural networks involves feed-forward nets of some form, which aren't capable even in principle of learning on the fly. If someone figured out a way to train and use recurrent nets effectively, I might be persuaded to reexamine the issue, but to date I've never seen a practical architecture that even has the theoretical possibility of active learning.]

    2. Re:Game AI is hard, but not nebulous. by MS-06FZ · · Score: 2, Insightful

      The term "Artificial Intelligence" also includes algorithms that solve problems that are merely difficult - things like combinatorial searches (A* and min/max searches, in particular) - and the general approach of attempting to model an AI character's actions based on their state and their goals, rather than going just for the desired effect of making them reasonably tough game opponents.

      To call A* and finite state machines artificial intelligence is, in my opinion, an extreme twisting of the term; these things only fall under that label because early researchers were still under the delusion that they could hand-code an enormous tree of if statements and if they gave it enough feature-bloat it would seem intelligent. In my opinion, the simple algorithms used in today's "AI" engines should more be labelled pre-AI, as in useful procedures that incoming data might be preprocessed through before it's sent to something that actually does something smart with it.

      Yeah, I tend to agree. In my AI class at college we learned things like the "Customers who bought this also liked" algorithm, as well as the search tree stuff I mentioned. Like you, I don't think that stuff is a likely candidate for the problem of synthesizing an intelligent mind. But within the context of most games, AI just means the perception of intelligent strategy, within a very limited domain. It's easy to make an "AI" capable of piloting an Armored Core or driving on a small set of pre-defined tracks. It's harder if you also expect that AI to carry on a conversation. Being capable of behavior dynamic enough that it's able to compete with intelligent opponents is all that's really necessary - the complexity of that problem is determined by the complexity of the game.

      As for learning - it can be done rather more simply. For instance, if an AI tactic in a Street Fighter game were to dragon-punch enemies jumping toward them - now suppose there's an aerial move the opponent can do that will defend against that attack and counter. Really, that knowledge should already be a part of the AI's play book: it should know that in cases where the opponent can do this move, it's not a good idea to do the dragon punch - so each time the attack is attempted and countered, the preferentiality assigned to that move is reduced for the duration of the match. It's a very simple type of "learning" - and the AI character certainly isn't "intelligent", it's just accumulating rudimentary data about what does and doesn't work, and using it. But nevertheless, the AI character is better at playing the game as a result.
      --
      ---GEC
      I'm but the humble pupil, seeking to snatch the scratchbuilt pebble from the master's fully articulated hand
  14. Re:"/."AI - non-existent by MBGMorden · · Score: 2, Funny

    You forgot "insensitive clod" you insensitive clod!

    --
    "People who think they know everything are very annoying to those of us who do."-Mark Twain
  15. Games don't "devalue" AI by ZombieRoboNinja · · Score: 2, Interesting

    It's just dumb to say that games "devalue" AI in the mind of the public. In fact, I'd say game AI is the only medium wherein the public gets any real sense of AI as something intelligent - as a hypothetical "person" and a viable adversary.

    The most obvious example is Deep Blue, which is probably still the most famous AI in the world. Nobody cares about the efficiency of its sorting algorithms or any other academic-level AI questions; what they care about is that it can match the world's best human in one particular game.

    The same is true of the more mundane, even crappy AI you see in fighters, FPS games, etc. Those bots in Quake 3 probably weren't getting any invites to Robot MENSA, but they FELT almost as real and as dangerous as human adversaries.

  16. Re:The market will decide by Reapman · · Score: 2, Insightful

    If I'm reading this right, your basically saying that people have no choice, because all publishers value graphics over AI, so even if people did'nt care about graphics, only AI, it would'nt matter, because there's no developer out there, right?

    If so people will vote with their dollars still. If NO developer meets what people want, then ALL developers will suffer, just look at the Video game crash in the 80s. Everyone (for the most part) produced crap, and the people responded by saying screw you guys.

    Of course if I'm reading what you said wrong, then nevermind :)

  17. Games are getting better by Sciros · · Score: 2, Insightful

    For one thing, games are getting better and better when it comes to AI every year, and it's not "just" because it's hard. It's also because good AI is resource-intensive, both in terms of processing power and in terms of storage space (depending on what you want to do) ... on and in terms of time it requires to develop.

    A simple rules-based system that has a bunch of if-then triggers is sufficient for a lot of things, but once you get into sophisticated behavior the number of rules becomes simply to large to generate, and the process for selecting the best action nontrivial as rules get bunched together due to equivalence, etc.

    Statistical learning systems (Bayesian, etc) can be very powerful, but have not been seen in games until recently (for a great example check out Forza Motorsport 2 coming out in May, for which the AI was developed in Cambridge, UK, the MS Research building next-door to where I took my lectures on comp. text and speech processing ^_^).

    The main reason that game AI is not as advanced as folks might expect is that "sophisticated," learning AI takes a significant time to develop and train. Most importantly, it requires expertise that goes beyond just being able to code C++ or Java or CLIPS or what have you. People with this expertise don't go into game programming because there they get underpaid. Rather, they go to Google or Microsoft or Yahoo or make their own company. (Indeed, Forza's AI was developed by MS rather than a 3rd party middleware dev house.) Why? BECAUSE THE REAL MONEY IS IN SEARCH!!! That's where the AI experts go, folks.

    --
    I like basketball!!1!
  18. Work it from the other end by WilyCoder · · Score: 3, Funny

    Instead of making enemies smarter with better AI, lets make players dumber.

    Should even things out quite nicely IMHO.