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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.

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    Irony: Agile development has too much intertia to be abandoned now.
  2. Most humans aren't that smart by TheLink · · Score: 5, Insightful

    But does increasing the I of the AI actually make games fun?

    The Problem that AI is supposed to solve in most Games is not "how to beat the human".
    The Problem is "how to make it fun for the human".

    Creating an AI that can consistently beat humans is not hard. Making it fun for most humans might not be so easy.

    Fact is humans aren't that good at most games (amongst other things). You don't have to be very intelligent to be good at most games. How many of you can beat a computer at chess at high difficulty? How many people actually _lose_ in tic-tac-toe - I've seen more than a few :).

    It's often not hard to make a computer extremely good at a game, at least good enough to beat most people. But does that make it fun?

    In most FPS games, stupid humans want to be able to mow down _thousands_ of stupider computer controlled enemies - "against the odds". That's what makes it fun for them.

    That's just not possible if the enemies start having a lot more brains. Then most players might have difficulty getting past the first 3 enemies :).

    It's not that difficult to make an enemy FPS "bot" have superb tactics, coordination, timing etc. Especially if the map is pre-known (which is usually the case). You can code the tactics and heuristics in. If you hear the player in position X, group A enemies head to position Y and group B head to position Z, and bye bye player.

    Imagine if enemies that are low in health kept running away and hiding, and then snipe at you from far away when they see that you are busy doing something else. While that might be more realistic, it might not be so fun eh? Who really wants realism in games?

    At that rate the player can never pretend to be the hero he wants to be. He'll just be dead. And your game won't sell.

    Same goes for RTS games, believe me, you don't have to make a computer cheat to beat humans - a computer can micromanage better than most humans.

    Just ensure that basic stuff like navigation is better. Stuff doesn't have to be that smart, but at least they shouldn't be totally stupid - they should be able to walk around stuff without getting stuck - even a "dumb" animal can navigate open spaces better than many computer controlled stuff in games.

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    1. Re:Most humans aren't that smart by VShael · · Score: 5, Funny

      Imagine if enemies that are low in health kept running away and hiding, and then snipe at you from far away when they see that you are busy doing something else. While that might be more realistic, it might not be so fun eh? Who really wants realism in games?

      Huh, you must be right. I guess that's why online gaming and LAN parties are so incredibly unpopular.

      Personally, I want to see the day where two AI's argue on the battlefield...
      "You camping b*stard!!"
      "It's a legitimate strategy!"