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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."

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  1. Re:An example of great game A.I. by Dutch+Gun · · Score: 5, Interesting

    The problem there is that the two factors you mentioned (accuracy and commands-per-minute) are both things that AI can far exceed humans at, especially if you aren't careful to limit it.

    You're correct. I've written AI for a number of commercial games. Some of the most challenging AI is for games in which the players are competing with the AI on what are supposed to be equal terms. An AI can home in on a player's forehead with a sniper rifle with little difficulty. It's a simple mathematical equation. How do you simulate the aiming a player has to do?

    The solution I came up with was to put the target's aim point on a set of springs attached to the player. By jumping around and changing direction quickly, the player would tend to throw the bot's aim off (imaging the target bouncing around, attached by the springs). But, stand still or move in the same direction for too long, and the bot would home in on the player. And, of course, just like a human player, the AI would get in a lucky shot every once in a while as the target crossed in front of the player.

    You have to come up with creative solutions to make the game "feel" fair. That's not the kind of stuff that's typically taught in college courses. Naturally, formal training doesn't hurt, but there are a lot of challenges unique to game development.

    --
    Irony: Agile development has too much intertia to be abandoned now.