Inside F.E.A.R. 2's Engine and AI
Gamasutra sat down with software engineers from Monolith Productions to discuss the technology behind F.E.A.R. 2: Project Origin, due out in February. They provide insight into the development of the game's engine, and they discuss the goals and procedures behind creating entertaining AI. Quoting:
"For instance, let's say that the AI wanted to kill the enemy. That would mean that there are a whole bunch of actions that satisfy the requirement for there being a dead enemy; let's say, 'Attack with ranged weapon,' right? ... Where the power comes from is the fact that those actions themselves can have conditions that they need to have met. So, 'attack with ranged weapon' may have conditions that say, 'I have to have a weapon, and I have to have it loaded. Go find me more actions that satisfy those requirements.' ... at that point, he may find another action, which is 'go to this weapon,' and then he may find another action which is 'reload your weapon.' So, that whole chain that I just described to you, of him doing three things in a row — which is going to pick up a weapon, loading a weapon, and then going to attack the player — that was not a directed thing that the level designer, nor that the AI engineer had to program; it was just the fact that we have these aggregate actions that the planner can pick from at will.
Really, it's a graph that you create a topological ordering from in order to execute the correct sequence of actions. The cool part is seeing the end results of that sort of thing (and what algorithms and AI can do), not the exact implementation details. Although, I guess they're doing all this faster than real-time, so that's cool, too. *shrug*
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Wow, this is how far we've come with game AI? I've been doing more elaborate things in CLIPS forward and backwards chaining in my AI class.
Dude ... that means you're supposed to be the one providing the insightful comments. That's how it works.
The expansions weren't done by Monolith, but Time Gate Studios. FEAR 2 will be the real sequel.
I am reminded of the hype surrounding Oblivions Radiant AI before the game was released, and how the final product needed most of its AI ripped out completely.
"His name was James Damore."
We would, but unfortunately the bitch whore tricks module won't be implemented until kernel 3.1.00.00.
True AI is a hard problem. The restrictions that are in place in a game make it so that you're no longer producing intelligence, just producing a "trained pigeon" effect. Bots don't have the full range of actions and freedom available to them. Hell, the PLAYER doesn't have the full range of freedom, not even close.
-- http://ninthagenda.com/
Maybe out of topic question, but I think it's worth noting (if for nothing, just to give the credit for being best to the programmers), which game is considered to have the greatest AI compared to any other game?
Hands On: F.E.A.R. 2: Project Origin (Part 1)
Hands On: F.E.A.R. 2: Project Origin (Part 2)
Exclusive Hands On: Project Origin
F.E.A.R. 2: Project Origin Behind the Scenes - Engine
F.E.A.R. 2: Project Origin Dev Diary: Design & story.
Enjoy the videos and don't forget to upgrade your PC. :)
Shai Schticks:"You don't make peace with friends, you make peace with enemies"
I, for one, welcome our new bitch whore overlords!
He might actually be an AI, and that's why you didn't get that much insight and meaning from that post.