The State of Game AI
Gamasutra has a summary written by Dan Kline of Crystal Dynamics for this year's Artificial Intelligence and Interactive Digital Entertainment (AIIDE) Conference held at Stanford University. They discussed why AI capabilities have not scaled with CPU speed, balancing MMO economies and game mechanics, procedural dialogue, and many other topics. Kline also wrote in more detail about the conference at his blog.
"... Rabin put forth his own challenge for the future: Despite all this, why is AI still allowed to suck? Because, in his view, sharp AI is just not required for many games, and game designers frequently don't get what AI can do. That was his challenge for this AIIDE — to show others the potential, and necessity, of game AI, to find the problems that designers are trying to tackle, and solve them."
The one game that has always stood out in my mind as having great A.I. was Comanche Maximum Overkill. The original (386DX-40 era) DOS game actually advertised in the manual that if you repeat the same attack pattern for 30 seconds then the game would adapt, AND IT DID!
Imagine this scenario; you are in a helicopter hiding behind a hill. Whenever a bad-guy gets close enough, you pop-up above the hill, get a missile lock, fire, then drop below the hill. If you repeat this pattern long-enough (30+ seconds) then enemy copters will sneak up behind you and blow you up. I was always impressed at this "Learning A.I." as opposed to what most computers games do.
RTS/TBS: build stuff quicker then you can and/or advance technology faster then should be possible.
FPS: Have 'super accurate' shots, higher health, bigger guns.
"The price good men pay for indifference to public affairs is to be ruled by evil men." ~Plato (427-347 BC)
I don't agree. In your example, you can make those groups of enemies flank the player but give them low accuracy, for example. So in low difficulty the AI tactics are smart but their competence is low. And those of us that like masochistic difficulty levels would enjoy havin to put some mines to cover our back from those flankers.
Yeah... you don't want to use neural networks for game AI. Reinforcement Learning, on the other hand, is. At its heart the RL problem is the same as the sequential decision making problem. An agent acts in the world, receiving observations and numerical reward signals that it tries to maximize. The RL community is young (compared to the AI community as a whole) and is building up the theory and experience needed to approach these sorts of problems. All of my work focuses on agents learning to play video games (FPS and platformers, as more or less two separate threads). It's coming, and we'll be ready to help the AI soon...just leave a couple cycles free from all those fancy graphics so we can do some thinking in the background, ok?
Wouldn't that be something?
Unfortunately, there's no way to produce an AI like this, because each one would be a work of art. The immense amount of time it would take the programmer to construct personalities like the above from the ground-up would be prohibitive, and no amount of tools could streamline this.
Really, this is the hardest part abouut AI design: classifying the entire human existence into easy-to-handle pieces. Unless you can successfully generalize human experiences and tendancies into neat little packages, there's no way you can create such an impressive AI as the above. You would spend too much time just doing each AI by hand.
Man is the animal that laughs.
And occasionally whores for Karma.
The secondary problem, as you alluded to, is that nearly every game uses a completely different system for representing the world. Different combat types, different terrain, different environments.
Which makes it extremely difficult to build upon previous work.
Wolde you bothe eate your cake, and have your cake?