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The Hard Science of Making Videogames

twoblackeyes writes "PopSci delves into the 10 greatest technical challenges faced by game developers today, and the technology that will hopefully make them a thing of the past. At the top of every dev's wish list is increased realism: realisitic fire, water, enemy AI, material physics, etc. Here directly from the developers where the tech stands today, and where it will likely be tomorrow. '4. Artificial Intelligence - Problem: Once upon a time, the bad guys in videogames wandered around mindlessly, shooting at you while they waited to die. That doesn't cut it anymore. Players demand sophisticated enemies to fight and reliable in-game allies with which to fight them. Thing is, it's freaking complicated, and it eats up processor speed. "We're faking just enough smarts to make it work," says Mathieu Mazerole, lead engineer on Ubisoft's Assassin's Creed. Status: Imbuing characters in a game with lifelike decision-making ability involves employing the kind of high-level logic theories--learning decision trees, mobile navigation, finite-state machine models--used by top robotics engineers.'"

41 of 194 comments (clear)

  1. Only a worthless fluff piece like this by JanusFury · · Score: 4, Insightful

    would rank the importance of realistic water simulations above the importance of good artificial intelligence in games.

    And to think, I used to subscribe to popsci...

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    1. Re:Only a worthless fluff piece like this by PackMan97 · · Score: 4, Insightful

      I don't think this is a ranked list. However, many AI's are already very very competent while most water looks like crap.

    2. Re:Only a worthless fluff piece like this by Jarjarthejedi · · Score: 3, Informative

      Agreed. I read the article a while ago when it came out in print, it's not supposed to be a ranked list. And the AI in games like Rainbow 6 can already surprise you (I got flanked in my last game by a pair of particularly enterprising AIs), good looking water is much, much harder to find.

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    3. Re:Only a worthless fluff piece like this by pthor1231 · · Score: 2, Funny

      One of those free mmos me and a friend tried out for a little bit, the water was terrible. I didn't expect miracles from a free mmo, but if you turned the water quality to the lowest setting, it was reflective. I wondered why my friend was having trouble attacking the crabs in the water, and then I looked over at his laptop screen, and saw the sky where the water should be.

    4. Re:Only a worthless fluff piece like this by MoxFulder · · Score: 2, Funny

      At the top of every dev's wish list is increased realism: realisitic fire, water, enemy AI Realistic spelling is cool too!
    5. Re:Only a worthless fluff piece like this by PhoenixOne · · Score: 4, Insightful

      That wasn't AI, but most likely level design (or blind luck).

      AI that can be put anywhere and act "smart" is still a ways off...

      --
      Spell cheek you've failed me four the last thyme!
    6. Re:Only a worthless fluff piece like this by PlusFiveTroll · · Score: 5, Funny

      People that can be put anywhere and act "smart" are still a ways off...

    7. Re:Only a worthless fluff piece like this by skeeto · · Score: 3, Funny

      many AI's are already very very competent while most water looks like crap. So, crap simulation is already very good. Check that one off the list then.
    8. Re:Only a worthless fluff piece like this by ultranova · · Score: 5, Interesting

      The problem with water is that people tend to think of water as a jello like object, when it really needs to be modeled like a think gas.

      Nah. Low-pressure gas can be modeled as independently moving particles which don't interact with each other, just the environment. This gets realistic enough spread, and you can easily add scripted events (like poisoning, snuffing out fires, etc) triggered by proximity of such points to anything.

      Water molecules, on the other hand, both repulse and attract each other. Basically, water needs to be made of particles which exert a force on other nearby water particles, and experience gravity. The force needs to be strongly repulsive when near each other, then turn to mild attraction when a bit farther, and zero when further than that. Apart from that, you need to take smaller simulation steps when two particles are near, since otherwise you risk one getting shot out like a cannonball.

      You could even have a full three-phase simulator to switch particular particles from water to gas mode if they get hot enough (or even into solid mode if they get cold enough).

      Of course, if you have the CPU power, you could simply model everything (including the solid matter) from particles and get things like realistic breaking, roof falling down when the walls get damaged, and so on. That's not realistic right now, thought, both because of CPU power and because of level design issues it would cause. Still, just imagine a FPS where the Anti-Matter Laser will set the enemy in fire, throw him into a wooden building through the wall, cause the building to catch (realistically spreading) fire form the flames, and make the roof fall on him because the wall was damaged and couldn't bear the load anymore. Then watch the flesh particles get burned out of blackening bone particles.

      Now that is a murder simulator ;).

      Now imagine an adventure/RPG game where the entire play area is made from such virtual molecules, allowing you to solve the problems using common sense rather than just pre-scripted solutions. For example, suppose the object is to get to the bottom of a mine inside a mountain, but the tunnels are full of poison gas. Either get a magical poison immunity amulet, or be creative and use a disintegrate spell to blow open the side and let winds (moving air particles) to blow out the poison gas (which would require more realistic gas simulation than I described above).

      The future belongs to simulators, not scripting. And I predict that eventually everything will be made from particles, not polygons, since particle systems enable cooler effects and more realistic/believable behavior of materials.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  2. Re:Good by pieaholicx · · Score: 2, Insightful

    On the contrary, it is both. However, the topics discussed here are the science portion of it. Things like the textures, character design, music, scripting, etc. are the art of it.

    --
    http://blog.heavensdomain.net
  3. Hmmm by MyLongNickName · · Score: 4, Funny

    " '4. Artificial Intelligence - Problem: Once upon a time, the bad guys in videogames wandered around mindlessly, shooting at you while they waited to die. .."

    I think this describes me on any FPS.

    --
    See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
  4. Not Quite. by David+L.+Koenig · · Score: 5, Insightful

    The article should be renamed from "10 greatest technical challenges faced by game developers today" to "10 greatest technical challenges faced by first person shooter game developers today" Contrary to popular belief, not all game developers are striving for photorealism.

    1. Re:Not Quite. by Jarjarthejedi · · Score: 2, Insightful

      For the average person game has come to be equated with First Person Shooter. They are by far the most hyped and talked about types of games, far beyond any other type. For the average non-gamer the word Game is equated with either images of GTA (for the game haters) or an FPS. For the average gamer the main genre is FPS.

      So you're right, this should be 'Top 10 issues facing FPS developers'. However, since for a lot of people game = FPS and this article is written for those people*, saying Top 10 game issues is perfectly reasonable.

      *9 of the 10 are extremely obvious to people who play lots of games, better AIs? Yeah...that's been a well known problem for a LONG time now. A lot of modern games advertise their AIs because gamers have demanded good AIs for a long time now

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    2. Re:Not Quite. by westlake · · Score: 3, Insightful
      Contrary to popular belief, not all game developers are striving for photorealism.

      The problem isn't photorealism.

      The problem is drawing a player deeper into a game by creating a richer and more persuasive environment.

      The alien world of the old LucasArts game The Dig was defined by water. There were pools, falls, founts and streams to be found everywhere. Bioshock's Rapture is a contemporary example. What could be more disorienting - and terrifying - than being trapped in a city whose protective shell is disintegrating?

      Not consciously aware of being submerged until the truth is shoved in your face.

      Special effects don't have to be "realistic" - movie makers learned long ago that what it is "real" is often not what is believable and dramatically effective.

  5. Who cares about tech? by EricR86 · · Score: 2, Insightful

    You'd think with the success of casual games, and less "technically advanced" games for platforms like Wii and the web, game developers would see huge market of gamers who are simply looking for games to be more fun again. Who cares if it has the latest AI or better cloth physics? Leave the better cloth and fire effects to the SIGGRAPH people :).

  6. It's not that this list sucks.. by Steveftoth · · Score: 3, Insightful

    It's just that even if they solve all these issues with games, and are able to render a true to life simulation with AI that can mimic a real person. It still doesn't even begin to solve the most important aspect of video games, which is FUN.

    Fun cannot be realized through more processor power, better looking faces or AI.

    All these problems are very hard to get 100% right and all they really need to do is to get it right enough that people pretend that they are in a fantasy world. Which is why old text based games like Zork can still do a good job of pulling a player into the world enough that it's fun. It's all about stimulating a person's imagination, not creating a photo realistic simulation of reality.

    Sure it would be neat to have photorealistic fire that can burn the entire environment and interact with water in a realistic manner. But is that what you really want? I mean it's also very fun to be able to play as the human torch, which means that you have to bend the laws of physics in your game world to simulate such a being. So it's not really about being real as much as fun, no?

    Art direction, character design, level design, are much more important then these issues, yet we are spending much more time on the motion capture of a video game then on the plot. Crazy, IMO.

    1. Re:It's not that this list sucks.. by tholomyes · · Score: 4, Insightful

      Well, for one, motion capture is more important than plot in, say, most sports games. Also, it would be really fucking cool if you could play a game like Zork but where nearly every puzzle doesn't have a single, contrived answer.

      Then maybe you could be in an environment where, as the hulking barbarian with the double-bitted axe, you encounter The Locked Door and, instead of having to find The Key, you can just break the damn thing in. Simplistic example, but hopefully it illustrated the point: a better physical simulation can allow for more creativity in the game.

      --
      When did the future switch from being a promise to a threat? -C. Palahniuk
    2. Re:It's not that this list sucks.. by Red+Flayer · · Score: 2, Insightful

      Also, it would be really fucking cool if you could play a game like Zork
      (snip)
      Then maybe you could be in an environment where, as the hulking barbarian with the double-bitted axe, you encounter The Locked Door and, instead of having to find The Key, you can just break the damn thing in.
      I believe Nethack has been meeting your requirements for over a decade... though, ironically, via less complex physical simulation.
      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  7. Do the AI run out of bullets? by khasim · · Score: 4, Interesting

    Designing good AI is extremely difficult.

    But is good AI really needed in games? Wouldn't it be enough to give the enemy AI's a few basic styles/options and what to do when they run out of ammo?

    #1. Team options - how well do they operate together?

    #2. Seek cover/concealment vs charge!

    #3. Prioritize area effect weapons vs others (grenades vs pistol).

    #4. Play dead vs pick up comrade's weapon.

    You enter their zone, they have high team operations so they'll ALL have the same reactions. They ALL take cover and throw grenades at you.

    You enter their zone, they have low team operations so they'll ALL be decided individually. "A" charges, firing his pistol as he runs. "B" ducks behind a tree and throws grenades until he's out then he fires until he's out and then he plays dead. "C" ducks behind a tree, shoots his pistol and then tries to move to a tree closer to you. When he's out of ammo, he grabs what he can off of "A"'s corpse and keeps fighting.

    With a few options, each game will be very different.

  8. You've got to be kidding me. by SynapseLapse · · Score: 3, Funny

    Did anyone actually read this article before greenlighting it? This isn't news, science, well researched or even well written. It's crap.

    Less than a year ago, there wasnt enough processing power to dynamically generate the movement of water in games, says Lee Bamber, a programmer for 20 years and founder of The Game Creators, Ltd.

    Wow, fluid simulations started less than a year ago? Damn.
    Simulate it on the molecular level real time, maybe no. But still.

      If a characters face is too close to human, players will reject it, a psychological phenomenon known as the uncanny valley: Objects more familiar to the human eye are inspected with greater scrutiny, leading to a drop-off in acceptance as the simulated object nears the point of being lifelike.

      A terrible description of a lousy buzzword.

      "Like cramming the sum of all automotive engineering knowledge into a joystick"

      Please.... please stop writing.

    1. Re:You've got to be kidding me. by Red+Flayer · · Score: 2, Interesting

      Less than a year ago, there wasnt enough processing power to dynamically generate the movement of water in games

      Wow, fluid simulations started less than a year ago? Damn.
      Out of curiosity, when did fluid simulation == dynamic generation of water movement in games?

      A terrible description of a lousy buzzword
      Ah yes, a relatively new term used to describe something is automatically a buzzword? And a lousy one at that? Perhaps you have a different, better description in 50 words or less?

      It's fine that you do not like the author's writing (for the record, I wasn't very fond of the piece either), but how about some substantial criticism?
      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  9. This assumes FPS by Ralph+Spoilsport · · Score: 4, Insightful
    This assumes that the most important games are first person shooter games, which frankly bore the living shit out of me.

    Dance Dance Revolution is goofy as can be, and I don't play it, but as a "game" it's a lot more fun and interesting than the anti-utopian fascist horseshit that passes for fun these days.

    In fact, the Wii opens up a whole 'nother wonderful can of possibilities, as does Guitar god games an similar things. THAT'S where the creative action is, and that's wher ethe REAL innovation is going on. Not in stupid 12 year old boy shoot 'em up bullshit.

    RS

    --
    Shoes for Industry. Shoes for the Dead.
  10. Only a worthless fluff piece as thisq by aepervius · · Score: 4, Insightful

    would place the importance of graphical detail as shown inside above gameplay. If you don't have a good gameplay, you can have 1000000000000 triangle per square inch of pixels, it won't make your gamer more happy. The Primary challenge of a good game is not graphism. it is a good idea which translate to a good technical gameplay.

    --
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  11. Blah blah blah by SatanicPuppy · · Score: 4, Interesting

    Yes, AI is difficult. The best way to do it is to model it on the way actual players play, which would mean collecting a large database of player actions in specific situations, something that is finally becoming achievable due to the popularity of online play.

    Programming a logic tree is old school. It doesn't work very well because it's easy for a player to "learn" the logic tree of a bot...It's something you don't even do consciously, but after you find yourself tossing a grenade in a certain direction, because you just sort of know the bot is going to be there...It's game over. You know the tree.

    Picking up the data from the game though, you can get a lot of information. Using weapon X, 70% of players started shooting from 100 meters, hitting the target 30% of the time. Why? Who cares? A bot that engages from that distance with that weapon at that accuracy will seem normal to a person. Weapon nerf comes along, and all of a sudden people only engage with that weapon at 20 meters or less (desperation). The tree updates itself.

    Learning systems are the next step. Build the tree from harvested data, don't sit and try to figure it out yourself. You don't even have to make it that complicated a tree...Take the 10 most popular situational actions (Bot on Defense with Weapon X) add some random rock-and-roll to keep the choices from getting repetitive, and you can work out positioning and situational reactions based on statistical comparisons with the actions of previous players.

    Compile stats on a daily/weekly basis, resample the tree, and push it out to the clients as a patch...Or hell, if the bot logic is online, just update their datasets.

    --
    ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  12. Hard science? by Guysmiley777 · · Score: 4, Insightful

    The article claims "hard science" but instead is a collection of blurbs that read like half-assed filler written by someone without a clue as to the subject.

    --
    Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
  13. Translation: by Dracos · · Score: 4, Insightful
    1. Hardware
    2. Eye candy
    3. Eye candy
    4. AI
    5. Eye candy
    6. Eye candy
    7. Physics
    8. Animation
    9. Physics/eye candy/animation
    10. Animation

    This list is about making games more real, which doesn't necessarily mean better. There more to it, such as balance, game play, user interface, premise, and plot.

    I'd still rather play NetHack than any MMO game, and I enjoy the early Final Fantasy games more than the later ones.

  14. Cat logic by jbeaupre · · Score: 3, Interesting

    Trust me, my cat doesn't use learning decision trees, mobile navigation or finite-state machine models when trying to evade me or get into various trouble. And her processing power is pretty dim compared to a computer. Maybe it's time to start looking simpler solutions. Like rules based behavior.

    Everyone is now familiar with flocking algorithms. That's one behavior. Model several behaviors, superimpose them where possible (i.e. walk and chew gum), slap a probability algorithm, and that's how a lot of researchers are getting lifelike behavior from robotics. Best of all, you get goofy, unexpected results. Just the type of stuff to make a game interesting.

    --
    The world is made by those who show up for the job.
    1. Re:Cat logic by Mattintosh · · Score: 4, Insightful

      And her processing power is pretty dim compared to a computer.

      Your cat is smarter than you realize. Brains do image processing, task/goal tracking, fine and coarse motor control, and a myriad of other complex processes simultaneously. Many of these require advanced (but not abstract) mathematics and ability to react to the result. Example: if I'm moving this speed and the dog is chasing me at that speed, will the dog catch me before I reach the house and bite off a chunk of my tail? If so, run up the nearest suitable tree.

      It's been said repeatedly that "the most powerful supercomputer in the world is approaching the complexity of X". Currently, X is somewhere between a snail and a housefly. When it gets to housecat, you won't be able to win the games at all anymore.

    2. Re:Cat logic by p0tat03 · · Score: 2, Funny

      When it gets to housecat, you won't be able to win the games at all anymore.

      Dear human meatbag: This is clearly preposterous, computers will never be smarter than humans. Your kind has nothing to worry about. Please return to opiating yourselves with video games and hollywood movies.

      Sincerely, Skynet

    3. Re:Cat logic by SatanicPuppy · · Score: 4, Insightful

      All animals, man included, spend their whole existence building up "logic trees" which give us our reactions in certain situations. Someone throws something at you, you block it, dodge it, catch it, or let it bounce off your head. We categorize, extrapolate, and induce...It's all logic trees.

      Cats are cursory hunters; they lack stamina, and they hunt by stealth and lightning attacks. This being the case, knowledge of their range is critical to their success as hunters, therefore they spend most of their non-sleeping time engaged in exploration. That's why cats are always into stuff. Startle a cat, and he's gone, under something, up something, behind something. Do you ever see them stop and think about where they're going? They already know.

      And the processing power isn't dim. Jesus, just because it's not sitting there doing philosophy its not a highly specialized and successful hunter? You're talking about an animal with enough instinct and reflex control (and that is brain power, just as much as problem solving) to do acrobatic things that people strive in vain to accomplish, calculate a thousand variables while flying through the air to snatch something, or land on its feet after a drop of meters, and we can't even get robots to accurately match the range of mere human dexterity. It's like the DARPA robot challenge; it took years to get a robot through that course, and it's not because the vehicles couldn't make it, its because the processing power wasn't up to making the decisions needed to get across the terrain.

      You can't look at intelligence in pure terms of math. When you take them out in the world, and tell them to apply that computational power to walking, talking, and chewing gum at the same time, you see how far we still have to go.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  15. Re:Only a waterless piece like this by dkf · · Score: 4, Interesting

    The water in Farcry and the Exile games was very good. It was a cheat that only looks good close up if nothing much is happening. But why don't you get the wakes from the patrolling boats out there rolling in or making it hard to stay in your own boat? If you blow up a helicopter and the pieces fall in the water, where are the waves from that? That's right, they're not there. And that's because the physics of water is Really Really Hard.

    Indeed, two of the problems mentioned in this piece are really the same thing: both Water and Fire are manifestations of Fluid Dynamics. Real supercomputers (not Beowulfs or BOINC nets, but specialist big iron) are mostly used for this sort of thing, and the nature of the problem (non-linear fractal) means that it can soak up every bit of compute power you throw at it and you'll still not really have enough. Indeed, it's going to come down to how good a cheat people can get away with (rather like AI, another of the Really Really Hard problems...)
    --
    "Little does he know, but there is no 'I' in 'Idiot'!"
  16. Why not? by khasim · · Score: 2, Interesting

    How do you teach the AI to prioritize area effect weapons?

    If yes then when enemy is in throw range throw grenades until grenades == 0 or enemy == 0.

    What if the AI's in a place where he's not supposed to damage the enviroment?

    If you've gotten to the point where you have to ask that, you've already too far. Ask yourself why you as the designer are giving grenades to the guards inside the art museum.

    How does the AI decide if his dead teammate's weapon is better than his current one?

    Why would he need to decide that? He'd use his weapon until it was empty or the enemy were all killed. Then the decision comes in to look for other weapons or to play dead.

    Especially when the two weapons are extremely similar (2 different SMGs), what does the AI do then?

    Again, he'd use his weapon until it was empty or there were no enemies. Then either look for another weapon or play dead.

    Does the AI base it's decision to charge or cover on what the PC is using?

    Nope.

    Does the AI base it's decision to charge or cover on what the PC is using? If not then the AI's gonna be pathetic when the PC's taking cover with a shotgun.

    Nope and that's the point. The tactics the PLAYERS will use will have to CHANGE each time they play because the tactics the enemy will use will have changed.

    On top of that your sequence misses out on one of the best parts of modern AIs, in effect it's dumber than some current AIs. When an AI flanks you and you start taking fire from a direction you thought was safe it can be extremely surprising, and being surprised in a game is one of the best parts.

    Why do you think that isn't possible in my scenario?

    AIs need to advance because the smarter the AI the more options are available for the game.

    The same can be said of processors and video cards.

    For example, old games tend to have the enemies be a lot stronger that you and outnumber you because they're so dumb they need that to stand a chance (for a modern example think the brutes in Halo 2. Simple AI but they can take and deal a lot of damage).

    Nope. That's just because it was easier to write them like that. That way there's no way for the players to "get lucky" and get through a level easily. The players have to gain "levels" and "equipment" to beat the "boss" monsters.

    As AI's get smarter and smarter they can get closer and closer to the player's stats, until the AI and the player both are equal in terms of stats and ability.

    Nope. Because the computer will always be able to process faster than the player. The computer will know exactly how far you are from it and which weapon will do the maximum damage at that range. And instantly switch to that weapon.

    In addition smarter AIs make for awesome boss fights as the tired old strategy of 'the boss has 3x normal health and damage' can be retired and the boss can instead be more intelligent then the other characters but no stronger, which is both more realistic and fun.

    You're falling back into the "boss" monster mentality. Why does the "boss" need to PERSONALLY be stronger, faster, smarter, etc?

    Again, that's a holdover from the old 8-bit games. Kill the minions, kill the boss, grab the treasure, check xp to see if you gained a level, turn in the key, get better equipment, start the next level.

    You don't need AI for that pattern. As I've demonstrated. The problem set is already defined by what equipment the players can have, what level they'll be (which yields hit point ranges and spell options) and the room.

    With that, you could handle the boss simply by having a few more scripts he would use based upon the possible options I've listed. Of course, if you're still focused on the "boss" monster concept, then giving him a few more scripts makes more sense.

    Personally, I don't see the appeal in that.
    1. Re:Why not? by provigilman · · Score: 5, Interesting

      If yes then when enemy is in throw range throw grenades until grenades == 0 or enemy == 0.

      You can counteract this then by hopping in and out of throw range until the enemy runs out of grenades. Also, what if there are multiple players, some in range of the grenades and some outside grenade range but within weapons range. Plus, what about novel tactics? Retreating out of a room and tossing a grenade behind you? Effective use of smoke grenades instead of just frags?

      If you've gotten to the point where you have to ask that, you've already too far. Ask yourself why you as the designer are giving grenades to the guards inside the art museum.

      So then a player can simply negate grenade wielding enemies by retreating into the art museum? Or will the enemy pursue but fail to use grenades even if all available weapons are out of ammo?

      Why would he need to decide that? He'd use his weapon until it was empty or the enemy were all killed. Then the decision comes in to look for other weapons or to play dead.

      You ever play a multiplayer game? Your buddy next to you with the Rocket Launcher dies, you have an SMG and you're fighting a Tank. Do you honestly just sit there and plug away with the SMG while you're standing next to a Rocket Launcher? Of course not! Conversely, what if he had a Sniper rifle? It's normally a superior weapon, but is it still superior in that particular situation?

      Nope and that's the point. The tactics the PLAYERS will use will have to CHANGE each time they play because the tactics the enemy will use will have changed.

      But they're really not. If the enemy picks one of two options regardless of what you do, you only need to learn a counter for each of the two options. Now, if you're crouched in cover with a Shotgun, you have the charge covered, so you only have to worry about when they take cover as well.

      But imagine instead that the enemy starts tossing grenades in an attempt to dislodge you from your cover. Or one enemy pins you down with automatic weapons fire while his allies flank you from the sides, staying well out of range of your shotgun. Or what if they toss out some smoke, then move up while you can't see them? Or better yet, you're in a warhouse and one of them goes up onto the catwalks to get above and behind you in order to flush you out into the waiting sights of his buddies?

      These sorts of things are what a player would think of, but current AI won't...and the AI you described certainly won't. Adding a couple of simplistic scripts with a random choice between them does not an AI make. Creating enemies with their own personalities, preferences and play styles that react to what tactics the player is using in a realistic and inventive fashion is the future of AI. It's also what human players do, why do you think multiplayer deathmatches have been (and continue to be) so popular?

      --
      "Life's short and hard, like a body building elf." -- The Bloodhound Gang
  17. What about creation itself? by madopal · · Score: 4, Insightful

    I find it amusing that an entire piece about the "hard science" challenges in game development doesn't even deal with the development process itself. I mean, when you code in a higher level language, dealing with strings is now easy, whereas it was tedious in C. There's no library sharing like in every other language. There's no #include , whereas there's really nothing new to moving a bitmap anymore.

    Even with something like OpenGL, you're still basically given a pile of bolts, beams, and sheet metal and asked to make a car. If I had a nickel for every time game developers reinvented the wheel, I'd be Bill Gates. Heck, I'm still coding font routines and sprite handlers for companies. I heard that even the Wii doesn't have a system level call for the main menu stuff...it leaves that up to you.

    Someday, the tools will come along enough that people will be able to work with something higher level like Python or Ruby and not have to worry about twiddling their own framebuffers. We're still in the dark ages in game development this way. Having a CPAN for games is DECADES off. Instead, game developers are stuck trying to make a rock fall or a torch look right, and when they're done tweaking that crap, THEN they remember they have to make a game, not a shadow simulator. Thus: Doom LXXXVIII.

  18. My wishlist by Ihlosi · · Score: 2, Interesting
    At the top of every dev's wish list is increased realism: realisitic fire, water, enemy AI, material physics, etc.



    Crap. How about a game that's fun to play ? Yes, I know, I'm getting old and have ridiculous expectations.

  19. *shrug* Not everyone is a clone of you by Moraelin · · Score: 4, Interesting

    *shrug* Now _I_ too would say "who cares about graphics? Gameplay is king." However I end up talking almost daily with a couple of gamer co-workers, who, any way you want to slice it, _do_ place graphics above everything else.

    They might _say_ that they value gameplay more, but any talk about some game they've bought will revolve 90% around how awesome or how sucky the graphics are, an you'll have to work on it to get even a nodding acknowledgement of anything else in the game.

    A recent conversation with one, for example, went loosely from memory like this. (It's about a game which will remain unnamed because I'm not discussing here whether the game is good or bad. I'm just illustrating how -- whatever other faults the game might have had -- they didn't even play long enough to discover those, they got stuck on "eew, the graphics look like PS2 graphics!")

    Him: "Hey, I went and bought game X because you said it's OK, and it's the biggest piece of crap ever. You made me waste my money on it."
    (Not the most polite way to start a talk, but maybe he's just joking.)
    Me: "Hmm? Well, ok, I guess these things are subjective. What didn't you like about it?"
    Him: "The graphics! It looks like a PS2 game! Or like something that might have been ok on the Wii or maybe on the XBox last year, but in the meantime people discovered how to use all three GPUs!"
    (I didn't know the XBox had 3 GPUs, I thought the 3 were the CPU cores, but ok.)
    Me: "Hmm, well, maybe you shouldn't take advice from me if your tastes are that different. I generally don't pay much attention to graphics."
    Him: "Well, I don't care about graphics either, but these are crap! They look like on the PS2!"
    (Bit of a contradiction there, I would guess. But let's prod it some more.)
    Me: "No, when I say I don't care about graphics, I mean I've played a bit of <insert PS1 game from the 90's> over the weekend."
    Him: "Eeew... Isn't that almost 10 years old and with 2D graphics?!?"
    Me: "Yep, that's the one. Just saying, I don't care much what it looks like."
    Him: "Well, I don't care about graphics either, but, eew, that's 2D and low res."
    Me: "Well, the one you were talking about isn't."
    Him: "Yeah, but it looks like on the PS2! They can publish that kinda crap on the PS2 or the Wii, if they want to, not on the XBox!"

    And so on and so forth.

    Now how many gamers are that shallow, I couldn't tell. I like to think that this guy is an extreme case. Still, as they say, if you're one in a million, there are 6000 exactly like you. Plus by virtue of it being a continuum, there'll be some tens of millions in shades of grey on that side of zero.

    And to return to whether TFA is fluff or not, well, think of it this way: people tend to gravitate around sites and magazines which see things that way. If one magazine or site told the above-mentioned guy to buy a game 'cause the gameplay rules, even though the graphics suck, I'm guessing it wouldn't take more than 1-2 times following their advice to stop reading it completely. So as long as there are people basing their purchases on glitter above substance, there will be people catering to that market segment. It's only capitalism in action, after all.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:*shrug* Not everyone is a clone of you by Nasarius · · Score: 2, Interesting

      I can't comprehend that at all -- WoW "crummy", just because it doesn't look as good as the bleeding-edge games? It's sad to think that someone would pass up a whole slew of amazingly good games (though I'm not including WoW in that) just because they're a few years old.

      But then, I'm someone who still loads up Darklands and the QFG series and Deus Ex once a year or so. Because somehow, they still represent the pinnacle of gameplay in their respective niches.

      --
      LOAD "SIG",8,1
  20. Re:Did the designer allow that? by provigilman · · Score: 3, Insightful
    Rather than requoting everything again, I'll just respond point by point.

    1) So now the enemy only throws grenades when he's out of bullets? You're missing the point. You gave a very simplistic "If he's within range, throw grenade" explanation. If you use something that simplistic it's predictable and exploitable. More complex scripting is better AI...this is the easy shortcuts you outlined originally aren't groundbreaking.

    2) Again, simplistic AI. Move one player into range that can handle the grenades and the AI will switch to lobbing grenades at him while his allies shred him. To be realistic the AI would need to assess the situation and prioritize targets as well as which weapons to use on those targets.

    3) So flanking, pincer attacks, getting the high ground, strategic smoke concealment, etc.. are governed under your "Charge or Cover" mechanic? Again, now you're talking orders of complexity higher to achieve anything other than a "wait for player" or "move along quickest route to player" routine.

    4) So a scenario should never even be considered because it means the player is already outclassed? That's ridiculous! What if it's 4 on 20? You're outnumbered and the bad guy pin you down with covering fire while they evacuate a VIP. As they pull out of the room they toss some grenades behind them to keep you in cover and delay your advancement. This is exactly the sort of real world tactics missing from games today. With your version they would either run at you and shoot, throw grenades in a confined space or take cover and wait for you. 3 options.

    5) The designer should be able to do whatever the hell he wants. What if you have a compound filled with armed guards, who have grenades. You sneak into and get close to your objective, a large reactor, without being spotted. You get spotted though and guards are quickly called from surrounding areas (rather than magically appearing). Should they just start lobbing grenades next to a reactor? Probably not. Again, it's not weakness on the developers part, it's realism. What are they going to do, drop the grenades before they come in? Or maybe in your game non-grenade carrying enemies will just magically appear...

    6) Okay, so if there's ever a tank, the designer's an idiot... I guess that rules out a LOT of WWII scenarios then! Oh, and nice job of completely glossing over the need to prioritize weapons!!!

    7) Fine, you have a sum-machine gun and he had an M60. You don't need to "adjust" much on an M60 in order to fire it effectively, and it's clearly superior to an SMG in terms of shots down range, but not in accurracy. Some situations it would be good, others it wouldn't.

    8-10) For you last couple of points, let me illustrate it like this. You have three people standing in a line, when a whistle blows they either jump up or crouch. That's multiple different combinations, but of the same behavior. They don't automatically start flanking and using squad tactics because they can randomly jump up or crouch, they just randomly pick between some pre-scripted events. The overall effect though is that some guys are jumping and some are crouching...big whoop.

    --
    "Life's short and hard, like a body building elf." -- The Bloodhound Gang
  21. Re:Only a waterless piece like this by Anonymous Coward · · Score: 2, Interesting

    "It was a cheat that only looks good close up if nothing much is happening. But why don't you get the wakes from the patrolling boats out there rolling in or making it hard to stay in your own boat? If you blow up a helicopter and the pieces fall in the water, where are the waves from that? That's right, they're not there. And that's because the physics of water is Really Really Hard."

    Well the solution is also a trick. Zones of energy. The greatest amount is at point of impact and a certain degree out. That's the first zone. The second has less energy and less visual effects. And so forth and so on till you get to the banks were it could be a simple ripple. This is basically the divide and conquer solution to the problem. most code and processing inner, and decreasing working out. It's also in keeping that the water surface is a sheet.

    Fire would be point sources with degrees of repulsion* on each other based on amount of energy from inner to outer (source of greatest energy to least). Basically model energy flow and factor in surrounding (cooler?) geometry.

    *This is in keeping with the nature of a gas expansion.

    "Indeed, two of the problems mentioned in this piece are really the same thing: both Water and Fire are manifestations of Fluid Dynamics."

    In the real world, yes. However part of a trick is to model ONLY what's absolutely needed to create a believable effect.kisses

  22. Re:Only a waterless piece like this by blahplusplus · · Score: 4, Insightful

    "It was a cheat that only looks good close up if nothing much is happening. But why don't you get the wakes from the patrolling boats out there rolling in or making it hard to stay in your own boat? If you blow up a helicopter and the pieces fall in the water, where are the waves from that? That's right, they're not there. And that's because the physics of water is Really Really Hard."

    Who cares about that level of Water physics? I mean seriously. It adds practically nothing to gameplay, the physics in many games are merely gimmicks, take Bioshock for instance. The water EFFECTS are very beautiful and interesting but you don't need to model the physics of water for it to be immersive. The art, color and sound, and atmosphere built up by the game is far more important then the physics of water.

    I mean really... look at all of the best games we've ever played... Take God of war for instance, basically an action-platform game, one of the best games I've ever played who's AI was not overly complicated, but a game that allowed a lot of freedom of action and had well built combat system, tight control, withimmersive camera angles while fighting, all set in a fantastic 'plastic' world in which you were for the most part 'on rails'.

    The game EXPERIENCE is most important, what kind of emotions and stimulation you're giving the player matter more then something totally irrelevant to the experience...

    When we think of the best games we've ever played, we're not thinking about -- woah, the water physics in that game was 'awesome', we're thinking about something ENTIRELY different, unless the game is based around someone having figured out a way to make it integral to the FUN and enjoyment someone gets out of a game.

  23. It's got to be AI by Sam_Brightman · · Score: 2, Insightful

    I know people have said this every year since 0, but graphics are fine these days. The biggest improvement in my view would be animation/lack of rag doll-ness on the rag-dolls. Animation tends to be either really over-the-top or really static, sometimes varying between the two in a single game. Even some films have this problem (I'm looking at you, Spiderman).

    But AI is surely where it's at. Current AI is terrible, and I think most people confuse "hard" with good AI. They just up the accuracy people! That doesn't mean it's more intelligent, it means it's less crippled. Sports games can be even worse - I just started playing a copy of Pro Evo 4 (okay, not new...) and it's shocking. The basic strategy of the computer players is to stand still and look at the ball. Or if there's really a risk of the opponent scoring, run away. And that's a game with a good reputation. Infuriating.

    --
    sam brightman