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Believable Stupidity In Game AI

Gamasutra is running a feature written by Mick West, co-founder of Neversoft, about creating game AI that is dumb enough to defeat, yet intelligent enough that its "mistakes" are similar to those a real player would make, thus preserving the illusion that the AI is not just throwing the game. "The simplest way to introduce stupidity into AI is to reduce the amount of computation that it's allowed to perform. Chess AI generally performs billions of calculations when deciding what move to make. ... The problem with this approach is that it decreases the realism of the AI player. When you reduce the amount of computation, the AI will begin to make incredibly stupid mistakes — mistakes that are so stupid, no human would ever make them. The artificial nature of the game will then become apparent, which destroys the illusion of playing against a real opponent. ... By reducing the amount of computation, we create an AI opponent that is trying to win, but has been crippled in a way that leads to unrealistic gameplay."

378 comments

  1. Deep Blue by scubamage · · Score: 1

    Kasparov must really be kicking himself if he is reading this article.

    1. Re:Deep Blue by Evanisincontrol · · Score: 5, Interesting
      This has been mentioned before, but I think it's worth bringing up that Kasparov wasn't facing Deep Blue under fair conditions. Even ignoring accusations of cheating and whatnot, there's two very important facts to consider:
      • Normally when a grandmaster plays in a chess tournament, they are givens months of advance warning. The grandmaster will study hundreds of game transcripts, studying their opponent's style and looking for weaknesses. (The opponent will also be given the grandmaster's game transcripts). Deep blue was given Kasparov's transcripts, but Kasparov was given nothing.
      • IBM modified Deep Blue after Kasparov won his first match. This meant that, after finally learning how Deep Blue played (on the fly!), Kasparov basically had to play a brand new opponent.

      If this were a karate match, this would be the equivalent of the master having to fight someone he's never met before, but that person has studied the master's every move. Then, after the master wins the fight, he has to fight someone else who has studied his every move and acts differently. Not a fair fight.

    2. Re:Deep Blue by Shakrai · · Score: 1

      I wasn't aware of either of those things. Why did Kasparov agree to compete under those circumstances? Did IBM pull something nasty on him at the last second or did he just want to play Deep Blue badly enough that he agreed anyway?

      --
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      We are the United States Government! We don't do that sort of thing.
    3. Re:Deep Blue by Anonymous Coward · · Score: 1, Interesting

      In the AI research community, Deep Blue isn't even seen as interesting. It was all about "beat Kasparov", and contributed little (if anything) to the field of AI.

      It just showed that if you had deep enough pockets you could buy hardware to do enough conventional AI calculations to compete on a search problem.

    4. Re:Deep Blue by Evanisincontrol · · Score: 5, Informative

      Why did Kasparov agree to compete under those circumstances? Did IBM pull something nasty on him at the last second or did he just want to play Deep Blue badly enough that he agreed anyway?

      Well, I don't know Kasparov and I'm not a history expert, but I'm willing to bet that because he beat Deep Blue in 1996, he just figured he could do it again with no problem. He probably underestimated how much Deep Blue had improved, but that's just my speculation.

      I don't know Kasparov's motivations for playing Deep Blue at all, honestly. Beating Deep Blue wouldn't have won him any fame ("Oh look, he beat a computer. Computers suck at chess anyway."), but losing would look bad for him. He had nothing to gain and plenty to lose. I know after he lost the match, he demanded a rematch, but IBM refused and put Deep Blue out of commission. IBM had nothing to gain by beating Kasparov again, and their stocks had already started going up when the news got out that they had beaten the grandmaster (to their great pleasure, history did indeed forget the shady details I mentioned before, just as they hoped).

    5. Re:Deep Blue by Anonymous Coward · · Score: 5, Informative

      At the time that Deep Blue was being used, there was more of a focus on brute force search than tricky AI game play. Deep blue searched an average of 130 million nodes a second using a iterative-deepening alpaha-beta search, sometimes able to look 40 moves ahead. IBM declined a rematch after that game, but thanks to improvements in AI, a standard desktop PC running improved search algorithms is now a suitable match for even a grandmaster.

      Deep blue also contained an 'opening book' of 4000 positions and 700,000 grandmaster games indexed.

      Source: Artificial Intelligence A Modern Approach: Russell, Norwig

    6. Re:Deep Blue by Evanisincontrol · · Score: 2, Informative

      In the AI research community, Deep Blue isn't even seen as interesting. It was all about "beat Kasparov", and contributed little (if anything) to the field of AI.

      It just showed that if you had deep enough pockets you could buy hardware to do enough conventional AI calculations to compete on a search problem.

      Agreed. In fact, Deep Blue had plenty of reasons to be uninteresting. The biggest one is that Deep Blue wasn't even that clever, it was just really, really powerful (11.38 gigaflops) at the time. All it did was brute force its way through a lot of moves (up to 40 plies!) and pick the best one. It wasn't exceptionally clever about the way it calculated the moves.

    7. Re:Deep Blue by baboo_jackal · · Score: 1

      It just showed that if you had deep enough pockets

      ... or a flying rubber wang

    8. Re:Deep Blue by Anonymous Coward · · Score: 4, Interesting

      i'm not involved into any of these activities, but i know Kasparov as a great mind and chess player because big blue won against him.
      and thats probably what the history will remind us.
      Eventually, a human would have been beaten anyway.

    9. Re:Deep Blue by Swizec · · Score: 3, Insightful

      Kasparov had immortality to gain. In fact I'm fairly certain most people today remember him only as The First Person To Lose Against A Computer In Chess and have no idea who deep blue is.

    10. Re:Deep Blue by stranger_to_himself · · Score: 4, Funny

      Kasparov had immortality to gain. In fact I'm fairly certain most people today remember him only as The First Person To Lose Against A Computer In Chess and have no idea who deep blue is.

      What! I was losing against my Sinclair Spectrum +2 as long ago as 1987.

    11. Re:Deep Blue by saider · · Score: 0, Redundant

      I was losing to a computer in chess in the 80's. Where's my fame?

      --


      Remember, You are unique...just like everyone else.
    12. Re:Deep Blue by Anonymous Coward · · Score: 1, Interesting

      losing would look bad for him

      I guess so, maybe in a way, but it's not like people are saying, "Kasparov, what an idiot!" It only looked bad for the humans-will-always-be-better PoV, without really reflecting on Kasparov individually. The man didn't lose any esteem over this, or at least shouldn't have.

      Oh, and perhaps a motivation in his favor would be curiosity. It's just plain interesting that a computer was eventually able to win.

    13. Re:Deep Blue by josh61980 · · Score: 5, Interesting

      I read about in college. Kasparov did ask for the transcripts. However the Big Blue team told him no. Basically saying it would give Kasparov an unfair advantage because he could study Big Blue's moves and deconstruct the algorithm it used.

    14. Re:Deep Blue by Lord+Ender · · Score: 3, Insightful

      Many people in the tech world only know Kasparov's name because of his battle with Deep Blue. His name will likely be in history books for this reason. I would say he did indeed have something to gain by competing with the machine.

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    15. Re:Deep Blue by robinesque · · Score: 1

      But can Deep Blue beat Kasparov at a game of chess boxing?

    16. Re:Deep Blue by robinesque · · Score: 1

      But can Deep Blue beat Kasparov at a game of chess boxing? I'm not trying to troll, just pointing out the versatility of Kasparov vs Deep Blue.

    17. Re:Deep Blue by Anonymous Coward · · Score: 1, Interesting

      Why did Kasparov agree to compete under those circumstances?

      Money. $500,000 just for playing, with an additional $200,000 for loosing or $300,000 for winning.

    18. Re:Deep Blue by Anonymous Coward · · Score: 0

      I have prior art on my Atari 800 in 1981 or so.

    19. Re:Deep Blue by Kell+Bengal · · Score: 3, Insightful

      You make a valid point. In 100 years, will people remember the name of a particular human chess player from year X? Maybe. In 100 years, everyone involved in AI and computer history will remember deep blue and Kasparov. By 'losing' he has written himself into history.

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    20. Re:Deep Blue by Mister+Whirly · · Score: 1

      Me too, but I could usually beat the computer in Archon.

      --
      "But this one goes to 11!"
    21. Re:Deep Blue by nelsonal · · Score: 1

      So wouldn't that be 700,000 for playing and 100,000 for winning, or was the incentive payment there to make sure he played to the end?

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    22. Re:Deep Blue by Hoi+Polloi · · Score: 1

      I think his motivation can be explained in Rubles or Dollars.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    23. Re:Deep Blue by sgt+scrub · · Score: 1

      +1 incorrect car analogy attempt.

      --
      Having to work for a living is the root of all evil.
    24. Re:Deep Blue by bhagwad · · Score: 2, Insightful

      Kasparov had immortality to gain. In fact I'm fairly certain most people today remember him only as The First Person To Lose Against A Computer In Chess and have no idea who deep blue is.

      Kasparov was the first World Champion to lose to a computer in a full fledged match with standard time controls.

    25. Re:Deep Blue by Evanisincontrol · · Score: 1

      +1 incorrect car analogy attempt.

      My bad. I'll try again:

      This is like the grandmaster OF DRAG RACING having to race on a road he's never seen before, but his opponents all grew up on that road. Then, after the grandmaster wins the race anyway, he has to race those same people on another road he's never seen before, and this time the road has spikes on it just where the grandmaster likes to drive! Totally unfair race.

    26. Re:Deep Blue by scubamage · · Score: 1

      Silly, you need the blood of a unicorn to gain immortality. Or to drink from the holy grail!

    27. Re:Deep Blue by Plutonite · · Score: 1

      Great minds like Kasparov should not care very much about what history has to say of them. Human beings are not that big of a deal, just tiny little creatures on a tiny little planet that one day will be gone. Their reverence for each other is of even less consequence.

      He played for the fun of it.

    28. Re:Deep Blue by Lord+Crc · · Score: 1

      IBM modified Deep Blue after Kasparov won his first match. This meant that, after finally learning how Deep Blue played (on the fly!), Kasparov basically had to play a brand new opponent.

      What's unfair with radically changing the playing style between two matches? If the opponent can't reliably predict your moves, doesn't that work to your advantage? I can't see how there's anything preventing Kasparov from doing the same.

    29. Re:Deep Blue by arekusu_ou · · Score: 1

      Sometimes people do something not for monetary gain or even fame, but for the sake of doing it. He probably wanted to test his skills against something that could possibly beat a grandmaster. A new challenge so to speak.

    30. Re:Deep Blue by vadim_t · · Score: 1

      Why does that matter?

      Deep Blue played chess, regardless of the way it did that. Can you look at a chess game and distinguish one played through heuristics from one played through brute force?

      Also, how many millions of neurons fire in your brain when you're playing chess? Isn't that brute force of a sort as well?

    31. Re:Deep Blue by glittalogik · · Score: 1

      How about Secret Agent Laser Obstacle Chess?

    32. Re:Deep Blue by initialE · · Score: 2, Interesting

      He probably enjoys a real challenge? Also the reason why he went into politics and placed his life on the line against thugs?

      --
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    33. Re:Deep Blue by initialE · · Score: 1

      A pity they don't remember him, Anatoly Karpov, Aryan Pride and the ol' Soviet Union. Kasparov was the Jesse Owens of chess in his day.

      --
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    34. Re:Deep Blue by Tenebrousedge · · Score: 1

      He did. He lost the first game he played against the machine. People here need to read the other side of the story. It wasn't an unfair match. The rules were agreed to by both sides. Kasparov was pissy because he thought that humans had interfered with the machine during play. No one can prove that it didn't happen, but I find it highly unlikely.

      --
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    35. Re:Deep Blue by Vintermann · · Score: 1

      Also, he's a bit crazy. Believes in Immanuel Velikovsky's "Alternate Chronology" and such.

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    36. Re:Deep Blue by mcvos · · Score: 1

      A pity they don't remember him, Anatoly Karpov, Aryan Pride and the ol' Soviet Union. Kasparov was the Jesse Owens of chess in his day.

      Who the hell is Jesse Owens?

      I think Kasparov has plenty of immortality. He is, for the time being at least, the last real World Champion, he's one of the more exciting world champions, was the first reigning world champion to lose to a computer, and after his chess career, he challenged the Russian political system. Would have been nice if that last one had been successful.

      He's definitely an interesting person.

    37. Re:Deep Blue by mcvos · · Score: 1

      Why does that matter?

      Deep Blue played chess, regardless of the way it did that. Can you look at a chess game and distinguish one played through heuristics from one played through brute force?

      In a way, yes. Computers tend to go for measurable improvement of their position, humans can go for positions where you can't point your finger on why they're better, but they just feel that way for someone with lots of experience.

      I think Kasparov said he was surprised because Deep Blue at some point did the second kind of move: one that Kasparov felt was good, but didn't seem to give any kind of clear advantage.

      The reason Deep Blue did that move, was because he simply calculated so far ahead that he could see the measurable advantage that Kasparov couldn't see. It was still brute force, but it didn't seem that way to Kasparov.

    38. Re:Deep Blue by Eivind · · Score: 1

      True. But still not terribly interesting. I mean, compensating for these disadvantages would perhaps have moved the date when a computer first beat a chess grandmaster by a few years.

      But the basic idea has still been proven; chess is a problem where a combination of todays programming-techniques and a lot of brute-force, can beat the best human players. And once that basic point has been proven, it's not terribly interesting to me if the year where "enough" brute-force became available was 2000, 2005 or 2010.

      In any case, Moores law comes close to guaranteeing that what Deep Blue could do a decade ago, any poweful computer can do today, and any pocket-calculator can do in a decade or so. (If we assume a doubling-time of 18 months, then a decade gives you 100 times the computing-power for the same price)

      So, if we're not there already, it's only a matter of time before the computers in the chess-championship for computers can all easily beat the best human players.

    39. Re:Deep Blue by MrNiceguy_KS · · Score: 1

      I don't know Kasparov's motivations for playing Deep Blue at all, honestly... ...IBM had nothing to gain by beating Kasparov again, and their stocks had already started going up when the news got out that they had beaten the grandmaster...

      Kasparov bought IBM stock, then threw the match.

      --
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    40. Re:Deep Blue by theilliterate · · Score: 1

      Me too, but I could usually beat the computer in Archon.

      ha-ha.. watch as I kill EVERYTHING with just my basilisk.

    41. Re:Deep Blue by Starcub · · Score: 1

      What! I was losing against my Sinclair Spectrum +2 as long ago as 1987.

      Ditto for me on my original 4.77Mhz, or something like that, IBM PC -- and that was on the easy setting. I had much better luck against people. I thought he'd be the remembered for being the only person able to beat a supercomputer. In fact I think he lost most of the matches, didn't he?

      It seems to me it would be kind of pointless to play against a modern computer.

    42. Re:Deep Blue by westlake · · Score: 1
      In 100 years, will people remember the name of a particular human chess player from year X?

      The human element is what makes any sport compelling:

      The outlook wasn't brillant for the Mudville nine that day, The score stood four to two, with but one inning more to play.

      And now the leather-covered sphere came hurtling through the air, And Casey stood a-watching it in haughty grandeur there. Close by the sturdy batsman the ball unheeded sped- "That ain't my style," said Casey. "Strike one," the umpire said.

      San Francisco Examiner, June 3, 1888.

    43. Re:Deep Blue by Cybrex · · Score: 1

      Your basilisk vs my unicorn! IT'S ON!!! :-)

      (Thanks for the flashback, BTW. Archon was/is a brilliant game!)

      --
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  2. Cheating AI by Anonymous Coward · · Score: 5, Interesting

    Actually I don't have much issue with the quality of AI's used in games, but I don't like that so many of them cheat. A few games of gotten it right, but many AI's can track my movements through walls. In order to defeat the AI, I have to figure out how it works and so I'm constantly aware it has superhuman abilities and I find that very distracting from the realism.

    1. Re:Cheating AI by je+ne+sais+quoi · · Score: 5, Informative
      I ran into that problem just a few days ago playing Far Cry 2. I was sneaking into the airport to assassinate a character who was in a hanger... As I'm walking around the outside of the hanger towards the entrance, I hear pistol shots at the wall to my left. The AI detected me walked around outside the hanger while he was inside and with perfect accuracy, started trying to shoot through the wall at me. That's the sort of problem this article was about:

      In pool and in shooters, the computer AI is blessed with an omniscient accuracy. The shooter AI knows down to the billionth of an inch exactly where you are, and could shoot your hat off your head from five miles away. Similarly in pool, the AI knows the position of every ball and can calculate where every ball will end up before it takes a shot.

      The solution I found fascinating:

      The programmers of Fritz [a chess program] hit upon a solution that involved the AI deliberately setting up situations that the human player could exploit (with some thought) that would allow the human to gain a positional or piece advantage. Once the human player gained the advantage, the AI would resume trying to win. At no point here is the AI actually dumbed down. If anything, there is actually quite a bit more computation going on, and certainly more complexity.

      So the idea is that the AI needs to calculate precisely where you are, and then rather than hit you if the preferences are set to "hard" or miss you on the "easy" setting, probabilistically make a decision based on what a weaker or stronger human player would do. It's was a great read!

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    2. Re:Cheating AI by grumbel · · Score: 1

      Quite true, its not just that they cheat a bit in there doing, its also that the overall structure of the game cheats, a lot. Most of the times for examples enemies and friendly character will not shoot at each other, they will stand there and shoot, but never actually hit anything, unless you go there and shoot a bit of yourself and trigger a script that will make your friends move forward. In most FPS you can just walk away from the fight, admire the scenery and neither friend nor foe will ever came to chase you down, they will happily wait with making war till you are back. Another huge annoyances are respawning enemies that just pop up out of thin air till you trigger some script to stop them.

    3. Re:Cheating AI by patro · · Score: 4, Interesting

      The programmers of Fritz [a chess program] hit upon a solution that involved the AI deliberately setting up situations that the human player could exploit (with some thought) that would allow the human to gain a positional or piece advantage. Once the human player gained the advantage, the AI would resume trying to win.

      It's so humiliating, isn't it? We can only win if the machines let us. I for one welcome...

    4. Re:Cheating AI by Vectronic · · Score: 5, Interesting

      I think that's largely because AI is generally controlled as a group entity, so there is one main master pool of data that they get information from.

      When what should be done, is that each AI is IAI or something, individual artificial intelligence, which can be done with object masking, and an analysis of what the AI can see in it's perspective camera, or it's range to a sound, instead of all players and sounds being a dot on a grid, with no regard for obstructions and range.

      Little more on topic, I don't really mind figuring out how the AI is working, what I dislike, is like hard-coded faults, usually with waypointed bots in FPS type games, where they will always get stuck at the same spot on that same path. Because then I abuse it, i'll lead them there, wait for them to get stuck, and kill them... lotsa fun for 15 minutes, but the game gets really boring quickly, however I actually like the superhuman AI as long as they still have to abide by the rules I do (not shooting through walls I can't, etc), makes for great practice.

      I generally don't play games for realism, but rather for the lack of it, I can't go out collecting coins from trees, or shooting my neighbours "really"... excluding racing/flying simulators, but usually they don't have much problems with realistic AI because of how many variables there are to "fuck with", most, if not all of which can happen in reality, sudden gust of wind, punctured tire, blown engine, etc, perhaps thats what humanoid AI games need, is more variables to be more realistic. Different eyesights, hearing, reaction times, strength, etc, etc, then slightly randomized variations on them during the same match, so that even a hard-coded fault in the AI wouldn't come to the exact same result, humans don't play by constants, why should AI.

      Now that i'm rambling, I'll end with the fact that most games are multi-player now, so they spend more time working on the human interaction with the game, and the AI is just tossed in afterwards, probably carried over from v1.0, just so they can say it has that option, expecting people to want to play people. As a side note, maybe thats the logic behind some of them, make shitty AI, to try and force more people to buy+play the game so the game is useful.

    5. Re:Cheating AI by TheRaven64 · · Score: 2, Insightful

      A lot of these things are hacks to make the AI fast enough to run on the kind of machine that the game targets. For each enemy to have proper vision, you need to do ray casting from each enemy to the player (quite expensive, and very expensive with lots of enemies) and you also need to program them to model human behaviour when the person is occluded so that they guess where the person is. Alternatively, you can just do a distance check, which takes a dozen cycles, and have them able to track the person anywhere inside a sphere of a certain size.

      Red Alert did something similar. Rather that produce complex AI that monitored the entire map, each structure had a very simple rule-based AI which tried to make sure that the fighting force was composed of a certain percentage of each unit type (with the total over 100% so it was always short of at least one kind of unit). This cheated - being able to manufacture a different unit in each factory - but only to simplify the AI.

      --
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    6. Re:Cheating AI by thedonger · · Score: 1

      what a weaker or stronger human player would do.

      What a weaker or stronger player would do vastly differs between players - even of the same level. We all have our own rationalizations for the values to which we assign pieces, and they aren't necessarily rational. And they may change over the course of the game as pieces are captured.

      Settings shouldn't be 'easy,' 'medium,' and 'hard.' They should be '10 year old who would rather be playing outside,' 'gifted 12 year old,' 'college party guy with a hangover,' 'math professor with no social life,' etc.

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    7. Re:Cheating AI by fugue · · Score: 1

      I have to figure out how it works and so I'm constantly aware it has superhuman abilities and I find that very distracting from the realism.

      What do you mean "the realism"? This is just good training for battle with: aliens, vampires, terminators, the FBI...

      --
      "The biggest problem with communication is the illusion that it has taken place."
    8. Re:Cheating AI by Anonymous Coward · · Score: 0

      I actually proved this once with Timesplitters, the AI cheated!

      I created a double height level, i started at the top, the AI started at the bottom.
      I spawn near the edge, they all shoot at me like crazy.
      I left this running for a good half hour, the buggers cheat! There was no ammo down there at all!
      INFINITE AMMO AI CHEATER HAX.

      This was the one thing that really annoyed me with this game.

      But i did go on to beating the AI by making an awkward route that always resulted in them choosing the bad route and falling, then having to do the entire walkway again.

      RIP FRD. :(

    9. Re:Cheating AI by Hurricane78 · · Score: 3, Insightful

      No. What should humiliate you, is the fact, that there is no "machine" "winning". There is only a machine blindly and incredibly stupidly processing a giant set of rules, created by programmers, out of a giant amount of knowledge of many many persons.

      So in fact you play a whole expert comitee that can every minuscule detail down to the stangest exception, in advance.

      Now if you win that, you win against them all, and are truly a genius!

      So how about that fixing your self-confidence issues? ;)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    10. Re:Cheating AI by Hurricane78 · · Score: 1

      The missing word is of course..."plan". :)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    11. Re:Cheating AI by patro · · Score: 3, Funny

      So how about that fixing your self-confidence issues? ;)

      And how about you getting a sense of humor? ;)

    12. Re:Cheating AI by Anonymous Coward · · Score: 0

      "a few games of gotten it right" ???

      what. the. fuck.

    13. Re:Cheating AI by v1 · · Score: 1

      most game mobs have infinite ammunition, because they are not smart enough to pick their shots. really good AIs will track ammo and will switch into 'conservation mode' when they run low.

      And sometimes it's bad when Bob says he's out of ammo....

      --
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    14. Re:Cheating AI by Nick+Ives · · Score: 5, Interesting

      FC2 was notorious for the enemies ability to see you through anything, they clearly didn't even attempt to solve the perfect aim / x-ray vision problem.

      The best shooter in this regard is Crysis. The enemy AI can only see you over long distances if they happen to look in your direction through either binoculars or a scope and if you can't see them they can't see you, even through bushes.

      --
      Nick
    15. Re:Cheating AI by snowraver1 · · Score: 3, Insightful

      Civilization Revolution is terrible for this. If you play at the higher difficulties, they will spawn armies and keep sending them your way. The enemy players rarely attack each other. My G/F was playing this yesterday and one of the enemy cities would spawn close to 10 cannon armies in a single turn, then send them at the hevily fortified city to die. Next turn they did the same thing. There is no way that they should be able to build that fast.

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    16. Re:Cheating AI by Anonymous Coward · · Score: 0

      So how about that fixing your self-confidence issues? ;)

      And how about you getting a sense of humor? ;)

      Speak for yourself? ;)

    17. Re:Cheating AI by omnipresentbob · · Score: 2, Informative

      But at least that's in its own world. The AI knows everything 'cuz it can see everything. In the real world... they aren't as well blessed.

      That, and the AI controls the world in which it lives.

    18. Re:Cheating AI by yankeessuck · · Score: 1

      Amen to that! Also, caravans from civilizations that I haven't even met will head straight to my capital so the computer also "cheats" by knowing where your cities are.

    19. Re:Cheating AI by eth1 · · Score: 1

      Humiliating? Not really.

      How much computing power do they have to throw at it to be on par with a human? It's mostly a "clunky" brute force approach is all.

      Challenge it to a face recognition competition, and see who wins that one.

    20. Re:Cheating AI by jgtg32a · · Score: 1

      My problem with Crysis is that while there were conditions before they were allowed to "see" me once those conditions were met they became sharp shooters as well

    21. Re:Cheating AI by je+ne+sais+quoi · · Score: 1

      Thanks for the recommendation, I'll have to try Crysis. I don't play games so much that I have time to try out every single different game. E.g., I only recently gave up medieval total war1.

      I've found FC2 to be spotty in regards to the x-ray vision thing. If you're in cover (bushes, tall grass, behind tree) and haven't started shooting, there's a good chance you won't be seen, even up close unless they walk straight over you. However, once the shooting starts, you might as well be walking around with a giant flashing neon arrow floating over your head, especially if the NPC is in a car. Even if you use the bloody silencer pistol they still know precisely where you are the millisecond you pull the trigger. It's a pity, FC2 is so gorgeous and the setting and mood are just incredible -- it could have been a totally awesome game, but they messed up a few major things like that so it'll never be more than a might have been I guess.

      Incidentally, my list of annoyances besides the AI once the shooting starts includes the asthmatic main character who can't run more than about 25 yards without keeling over, no way to abort reloading weapons or healing yourself once you initiate the action, and to cap it off, the moronic respawn at the check stations the second you leave that map. The respawn should have been time based, or better yet, they should have scripted the replacement soldiers driving up and manning the post after cleaning up what's left of their buddies if you're on that map or near it.

      --
      Gentlemen! You can't fight in here, this is the war room!
    22. Re:Cheating AI by gerglion · · Score: 1

      Reminds me of the 'dark sims' in Perfect Dark for N64. A dark sim would already have a shot lined up and ready to fire as it is rounding a corner. Mind you, the description of the bot included something along the lines of "isn't human, can do things humans can't".

      Great game as well.

      --
      I know you have come to kill me.
      Shoot, coward. You are only going to kill a man.
    23. Re:Cheating AI by Nick+Ives · · Score: 4, Interesting

      Really? I found that enemies tended to spray their fire more wildly when I disappeared into the bushes, then I would just turn on stealth and dash across open ground to alternative cover. From there it was generally a case of watching them circle in on empty ground and tossing in a grenade when they were all bunched up in my previous position! I rate it as the best AI I've seen in any FPS.

      They had scarily accurate aim even across long distances but I didn't find that too unrealistic: the enemies were all trained soldiers. Except the aliens. Crysis would've been far better without aliens.

      --
      Nick
    24. Re:Cheating AI by Cornflake917 · · Score: 2, Insightful

      I ran into that problem just a few days ago playing Far Cry 2. I was sneaking into the airport to assassinate a character who was in a hanger... As I'm walking around the outside of the hanger towards the entrance, I hear pistol shots at the wall to my left. The AI detected me walked around outside the hanger while he was inside and with perfect accuracy, started trying to shoot through the wall at me. That's the sort of problem this article was about:

      I'm not necessarily saying that this is truly desirable from and FPS AI, but the top Counter-Strike players can do this and do this all the time. I played in a top-tier CS for a while and we learned where all good spots for shooting through walls were. The map "de_nuke" was notorious for having these spots. As CT'S we just listen for the T's, and if they were dumb and didn't walk, a spotter would announce their position, we shoot through the walls and we would generally get a kill or two and then get subsequently accused of hacking. If I were playing an FPS and I had good positional audio, I would probably do the same thing the AI did (without the perfect accuracy, but most FPS AI have randomized aiming too). Then again, you would be probably still be pissed, so maybe in this scenario the AI should have more random aiming when they use sound to determine your position.

    25. Re:Cheating AI by jd · · Score: 3, Interesting

      I would agree - to a degree. To me, an AI should be as smart as possible (even if superhumanly so - if I wanted a human opponent, I'd go to a gaming club), but should do so on no more information than a human player would have. Thus, you should not have one side play in a "fog of war" and the other be given a full-information scenario. That doesn't cut it.

      But within the constraint of equally limited data, I have no objection to the computer throwing every clock-cycle it has into trying to beat me. I'd prefer it. Game AIs are frequently dumb to the point of being pointless.

      One wargame I used to play was "Crusade in Europe". I found out that if you bombed the enemy supply depots and just sat on the beaches of Normandy, the AI's forces would all starve to death. I successfully won World War 2 from the D-Day landings onwards with under 500 casualties. I wish to argue that this should be impossible, no matter HOW good the human player is.

      Sure, players want to win. That's natural. But they should win because they're good enough to win, not because the AI lets them, even if the AI is sneaky enough to not make it obvious that it's letting them win. Games should be hard. It took me almost a year to reach the top rank in BBC Elite. Had the AI been half-way competent, it should have taken me longer. Games that are completed and disposed of in a fortnight aren't worth the money to buy or the effort to write.

      --
      It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
    26. Re:Cheating AI by __aasqbs9791 · · Score: 4, Interesting

      Your mention of racing games makes me recall this racing game I was playing when I was a kid on an Atari ST called Hard Drivin' (IIRC) and I was almost beating the AI when we came up to the draw bridge jump. It was basically a ramp that automatically raised and lowered itself in a cycle, with a large tower in the middle. If you hit it when it was too low you smashed into the tower. If you hit it too high you'd overshoot the track, because right after the other side of the tower was a hard left turn. I could tell the AI was going to hit the jump at the wrong point and overshoot the whole thing, while I was going to hit it perfectly. So when I get to the other side I'm really ecstatic as I watch the shadow of the other car pass over me. I start to get less so when the shadow turns to the left and the AI car lands right in front of me, like nothing special had happened!

    27. Re:Cheating AI by hvm2hvm · · Score: 1

      Here's a thought: why not do a simple render from each of the opponents viewpoint and do some computations that mimic "seeing" and analyzing the way a human does. You could still put pointers like enemy/friend, distance, etc (because otherwise it would get too complicated), but you would get an honest AI that doesn't see through walls and doesn't have perfect accuracy.

      --
      ics
    28. Re:Cheating AI by jack2000 · · Score: 1

      You should be modded redundant per your own post.
      Aliens and Terminators are already a part of FBI's workforces. The vampires required higher pay in blood type: 0. With the recession coming the FBI cut their losses and booted the blood suckers.

    29. Re:Cheating AI by fracai · · Score: 1

      Forget Bob, it's that AI that doesn't shoot and is always telling me what to do that freaks me out.

      --
      -- i am jack's amusing sig file
    30. Re:Cheating AI by Nick+Ives · · Score: 2, Interesting

      Crysis is definitely worth playing. It's just a glorified corridor shooter designed to sell the CryEngine but the corridors are wide bits of jungle that give you a reasonable degree of freedom. Except the alien bits, they suck. Try to pretend everything after meeting the aliens isn't really happening.

      That the AI does a reasonable job of responding to how you're playing the game without the use of supernatural powers is what makes it fun. I originally pirated it after its release just to see if would run at acceptable settings on the gfx card I was using at the time (Hint to Crytek - I think most people who torrented and didn't buy were doing the same). I reached a certain point (the beach-head mission where you have to destroy the AA guns) and it slowed down to a crawl.

      I bought both Crysis & Warhead on Steam shortly after upgrading my card and was surprised that enemies really did act differently on different playthroughs. In my first play I was trying to avoid combat (mainly due to frame-rate) but on my second I went in more gung-ho. This increased the number of enemy patrols I encountered further down the line; the KPA were clearly on a higher state of alert.

      I pretty much agree with those criticism of FC2. I didn't think the checkpoints were quite that bad however - The most fun thing in FC2 is navigating across the map whilst avoiding checkpoints. The best way to do it is to use the rivers and just hurtle past the checkpoints. By the time they start shooting you're already well away!

      --
      Nick
    31. Re:Cheating AI by Anonymous Coward · · Score: 0

      Yeah that hit me in the face like a ton of bricks. Apparently, there are enough dumb people in the world saying 'could of' instead of 'could have' that 'of' just straight up replaced 'have' in the English language.

    32. Re:Cheating AI by Kell+Bengal · · Score: 1

      That's why I walk around Traal with a towel around my head.

      --
      Scientists point out problems, engineers fix them
      altslashdot.org: The future of slashdot.
    33. Re:Cheating AI by john83 · · Score: 2, Funny

      It's so humiliating, isn't it? We can only win if the machines let us. I for one welcome...

      Absolutely. I find it humiliating that a Howitzer can fling a shell further and faster than me, that my car is faster than I am (and can carry more weight) and that my calculator is faster and more accurate at arithmethic than I am.

      --
      Strange women lying in ponds distributing swords is no basis for a system of government.
    34. Re:Cheating AI by marcosdumay · · Score: 1

      "How much computing power do they have to throw at it to be on par with a human?"

      Much less than you have at yuor head. Of course, all that talk about a dicrete universe, with complete knowledge applies here.

    35. Re:Cheating AI by bigfootedrockmidget · · Score: 1

      So basically, the computer is... playing with us?

    36. Re:Cheating AI by patro · · Score: 1

      Sigh. People have no sense of humor these days...

    37. Re:Cheating AI by Daravon · · Score: 3, Interesting

      Customizing AI in the original Unreal Tournament was pretty amazing. You could specify different attributes like accuracy, and even specify favorite weapons. Using that, you could set up the bots so that you might be facing twelve "Brosephs" running around with rocket launchers, but you know true fear if you see "Will Hunting" coming at you.

      --
      I traded all my mod points for these magic beans.
    38. Re:Cheating AI by Guysmiley777 · · Score: 2, Funny

      Farcry 2 had a LOT of problems with it. But I'd suggest that *I* know when someone is outside my door without being able to see them. And back in my college years I REALLY knew when the upstairs neighbors were home without ever seeing them.

      --
      Coding with assembly is like playing with Legos. Coding an application in assembly is like building a car with Legos.
    39. Re:Cheating AI by EpsCylonB · · Score: 1

      working out each NPC's view takes more processing power than most other methods

    40. Re:Cheating AI by Anonymous Coward · · Score: 0

      and if you can't see them they can't see you, even through bushes.

      My dog also thinks that if she can't see me, I can't see her. I'll often come home to find her with her head shoved into a bush, wagging her tail frantically, waiting to ambush me.

    41. Re:Cheating AI by MiniMike · · Score: 2, Funny

      There is only a machine blindly and incredibly stupidly processing a giant set of rules

      Great, now I'm losing to a list.

      I liked it better when I was losing to a machine.

    42. Re:Cheating AI by Kreigaffe · · Score: 1

      Damn you, To-Do! You have ruined my day for the last time!

      --
      ... still waiting for this free-as-in-beer free beer I keep hearing about. :|
    43. Re:Cheating AI by bFusion · · Score: 3, Insightful

      My problem with Crysis was that they had a specific limit to their "vision" I could stand outside that radius and shoot a guy until he died and he would simply stand there not moving. It was very disappointing for me.

      Maybe my game was bugged or something.

    44. Re:Cheating AI by Kreigaffe · · Score: 1

      Dark sim + Farsight + max NPCs = why did I try this?

      --
      ... still waiting for this free-as-in-beer free beer I keep hearing about. :|
    45. Re:Cheating AI by bitrex · · Score: 1

      Sometimes, in the original NES game Baseball, if your team's inning ended while the bases were loaded, when the computer came up to bat next the sprites of the runners on the bases would just change colors, so it would start the inning with bases loaded.

    46. Re:Cheating AI by gerglion · · Score: 1

      Yes, why did you do that? Speaking of the AI X-Ray vision problem... the Farsight sort of makes that valid.

      How about max NPCs, all turtle sims, with mainly shield drops. Talk about being rocket proof.

      --
      I know you have come to kill me.
      Shoot, coward. You are only going to kill a man.
    47. Re:Cheating AI by LaminatorX · · Score: 1

      Did you try to shoot them through the walls?

    48. Re:Cheating AI by LateArthurDent · · Score: 2, Insightful

      No. What should humiliate you, is the fact, that there is no "machine" "winning". There is only a machine blindly and incredibly stupidly processing a giant set of rules, created by programmers, out of a giant amount of knowledge of many many persons.

      Well, to be fair, there's no "you" losing. There's only a biological machine blindly and incredibly stupidly processing electrical and chemical inputs, based on a set of rules created through years of evolution, and out of the stored memory and neural network training that you have accomplished up to date.

      Just because all of that has a high-order output display that looks like consciousness and thought is no more significant than the fact that the computer's display looks like a chess board. We're way more complex than the chess program, sure...it's probably not always going to stay that way.

    49. Re:Cheating AI by Nick+Ives · · Score: 1

      Was that on the latest patch? I can't recall doing much sniping tbh, I had the most fun by creeping through the jungle to get close to the enemy and then picking up something like a cutting lathe and throwing it through the wall of a shack with KPA inside. Cue much screaming and gunfire :)

      In fact thinking about it the version I pirated (see other post below for reason) before I eventually bought it a year later was a lot buggier. I remember that the helicopters had x-ray vision which was fixed by the latest patch.

      --
      Nick
    50. Re:Cheating AI by bFusion · · Score: 1

      No, this was right when the game came out, so I don't think there were any patches at all. Maybe I'll try it again some day.

    51. Re:Cheating AI by Bastard+of+Subhumani · · Score: 0, Troll

      Interesting. But the question everyone is asking is, pink or brown?

      --
      Only three things are certain; death, taxes, and apocryphal quotations - Ben Franklin.
    52. Re:Cheating AI by Anonymous Coward · · Score: 0

      No thats the stupid AI the summary mentions.
      No human would do that. They would figure it out way too quickly.

    53. Re:Cheating AI by Anonymous Coward · · Score: 0

      He was making a joke. See?

    54. Re:Cheating AI by Walkingshark · · Score: 3, Funny

      Farcry 2 had a LOT of problems with it. But I'd suggest that *I* know when someone is outside my door without being able to see them. And back in my college years I REALLY knew when the upstairs neighbors were home without ever seeing them.

      Did you also shoot at them through the walls and ceiling with perfect accuracy?

      --
      The world you experience is only a close approximation of reality.
    55. Re:Cheating AI by mwvdlee · · Score: 1

      [blockquote]I generally don't play games for realism, but rather for the lack of it, [...] excluding racing/flying simulators[/blockquote]
      After a long day of dogfighting in my F16, there is nothing more that I'd like to do than just drive home in my Ferrari Enzo, boot-up the game console and drive around in my favourite game; good old realistic "Need For Traffic Jam: Volkswagen Unleashed".

      --
      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    56. Re:Cheating AI by ross.w · · Score: 1

      Original Doom AI FTW. It was unrealistic and predictable, but the fac that the monsters shot at anything that damaged them (including themselves) led to some hilarious moments. There were a few third party levels that took advantage of this. The Cathedral full of imps was one of the best -

      1. Open the door and wait for an imp to take a shot
      2. Shut the door
      3. Wait for the shouting, shooting and screaming to stop
      .
      .
      6. Profit!

      --
      If my call is important, why am I talking to a recording?
    57. Re:Cheating AI by Anonymous Coward · · Score: 0

      I think the award for worst game AI goes to Perfect Dark - their AI was basically all the same, with various levels of aim. The Perfect Bot acted like he had an aimbot. Well, I mean, they tried - they had a few different behavior models that you could choose from (I never really noticed a difference but I'm sure there was one).

      Of course, if you got an unpatched original version, the Perfect Bot (well any of the bots) didn't know that explosives could hurt it.

      You | wall | --Bot (fires grenade)

      You | wall | (bot dies again)

      Of course, Im also not saying that I could have done better. That game was stretching the resources of an N64 already, even vaguely complex bot AI just wasn't an option (I would guess).

    58. Re:Cheating AI by Vectronic · · Score: 2, Informative

      Need for Speed, isn't a simulator, it's arcade. Although more recently with Carbon, and Undercover, a lot of the cars are day-to-day drivers, but you can still plow into a wall and drive away, and excluding cop spikes, you wont get a flat tire or blow an engine (except maybe in the drag races).

      Simulators, like GTR/Race/Evo, Live For Speed, rFactor or TORCS either come with, or are available as downloads after, normal day to day cars, likewise most flying sims have Cessna's and ultra-lights which some people do use daily/weekly/monthly...

      And generally most people with a bit of extra cash (usually couple hundred dollars, sometimes they go on insurance + per-lap basis), who lives near a race track, can go race their car, someone elses car, and depending on the track, rent a car, which sometimes does include Ferrari's et al.

    59. Re:Cheating AI by john83 · · Score: 1

      Your last sentence is clearly a joke. The rest of your post is ambiguous without either knowing you or seeing or hearing non-verbal cues. The mods seems to agree with me - not a single "+1 funny". This is why people use smilies. Or you could just keep communicating ambigously and sighing that people just don't get you.

      --
      Strange women lying in ponds distributing swords is no basis for a system of government.
    60. Re:Cheating AI by CantGetAUserName · · Score: 1

      Ever tried sending out a battleship in CivII unprotected by an Aegis cruiser? Won't last long if your opponent has cruise missiles. I actually cheated myself once and turned on god mode, to see quite how the AI tagged me with every single one of his cruise missiles (precisely enough to sink the ship, of course). No hostiles within visual range, not even a lurking submarine.

      On a related note, if every city bar one has protection from nukes, and that city's deep inside your empire (so that the AI has had no chance to spy the city and get this information) guess what? nuke the city, paratroopers in, instant fifth column. It was around this time that I stopped playing nice with the AI.

      --
      Semper en excreta sumus solum profundum
    61. Re:Cheating AI by Anonymous Coward · · Score: 0

      And how about you getting a sense of humor? ;)

      The day after you get girlfriend of the non-inflatable variety. ;)

    62. Re:Cheating AI by crossmr · · Score: 2, Insightful

      Its not that fascinating. What makes human opponents bad is their inability to see the board and to think ahead more than 1-2 moves. The stronger a player is the more moves he can think ahead. If you want to make stupid AI, then you need to limit its depth, and give it a percent chance of missing things like pins, forks, skewers, etc. You could try to program some kind of tunnel vision. Like the beginner player who doesn't notice the bishop hiding down in the corner when he hangs his queen out to dry. You might also consider giving the AI a chance to "forget" to look ahead in some situations. Lower level players often get wrapped up in what they perceive as a good combination and when the opposing player does something unexpected with a non-obvious purpose they often ignore it and plow ahead. The same thing could be down for lower level AI in RTS games. Most bad players given time will build everything. Their problem is they don't have an optimized build structure, defense/offense strategy etc. They also get distracted and sometimes focus on something and forget about things. What they don't do is just stop at building mid-tier units. Which is often what lower levels of AI does. They make clicking mistakes where they click a wrong unit, or forget to select a unit in a group or things like that. they get wrapped up in attack or defending and forget to keep building/research. AI doesn't usually do this.

      These are the mistakes that AI needs to simulate. It shouldn't be hard. Just play a bunch of games against rank beginners and look at the kinds of mistakes they make then have the AI make similar mistakes. Anyone who wants to build a better AI for a game needs to spend some time observer real players of various levels and see what makes them that level. It wouldn't be perfect but using percentages to simulate real mistakes is much better than cheating AI or AI so ridiculously stupid your dead grandmother could beat it.

    63. Re:Cheating AI by Anonymous Coward · · Score: 0

      Obviously that's going to be the case if the computer cheats by using precise information provided to it because it can access the hidden variables in the universe.

      If you were however to use 1 computer to provide the environmental data in the same format that humans receive it in, you'd suddenly see that computers are really really weak.

      For instance, take a look at robot soccer even - ignoring the limitations of the robotics themselves, humans can play far better strategy simply because they're far more able to process & correlate multiple inputs at once.

    64. Re:Cheating AI by bh_doc · · Score: 1

      http://en.wikipedia.org/wiki/Stunt_Car_Racer

      That was (notwithstanding your comment) a fun game.

    65. Re:Cheating AI by Miseph · · Score: 1

      I've got one, and she's great for picking up beer bottles, turning on light switches and typing... plus she has an almost identical twin who she's totally down with letting me be with. It's awesome, really.

      --
      Try not to take me more seriously than I take myself.
    66. Re:Cheating AI by __aasqbs9791 · · Score: 1

      Very true. We still played it after we saw that. That Atari ST was the first computer I did assembly programming on. I made a very basic modem communication program that was something like 52 bytes IIRC. Those were some fun times. I'm still hoping for someone to make an updated http://en.wikipedia.org/wiki/Mail_Order_Monsters game.

    67. Re:Cheating AI by Anonymous Coward · · Score: 0

      An additional good to have feature would be randomness in the game. If i get killed and respawned, i know exactly where to look for the enemy (silly) that alters the game so much.
      How about randomness (like in chess games) in
      1. Enemy AI positions
      2. AI shooting
      3. player camaflouging
      4. A map whose composition (of objects) changes randomly from one set to the other so that you don't get see same objects at same place everytime you respawn

    68. Re:Cheating AI by SharpFang · · Score: 3, Funny

      if you can't see them they can't see you,

      AFAIK they used this approach in Half-Life 2.
      Pick up jar.
      Obstruct the line of sight to the turret.
      Approach turret, carrying the jar in front of you.
      Crowbar the turret.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    69. Re:Cheating AI by Vintermann · · Score: 1

      Also known as the Bugblatter Beast of Traal tactic.

      --
      xkcd is not in the sudoers file. This incident will be reported.
    70. Re:Cheating AI by nutshell42 · · Score: 2, Insightful
      The best shooter in this regard is Crysis.

      No, it's not.

      The enemy AI can only see you over long distances if they happen to look in your direction through either binoculars or a scope and if you can't see them they can't see you, even through bushes.

      I only managed to play Crysis for a short time before the lack of immersion killed it for me and the enemy targeting AI was the main problem.

      • Patrol boats can see you through 20m of underbrush and will fire at you with gyro-stabilized sniper machine guns. It's ridiculous. Yes, they will only fire at you if they can "see" you but 1cm^2 of exposed suit is enough.

        Do a short test. You wear a black suit and sit in a dense forest. Your friend wears neon red and stands in the middle of an empty field. Even if there's a clear line of sight between you two, chances are you can see him and he can't see you.

      • The guards are even worse. They won't see you when they look at you while you stand in the middle of the road a few meters in front of them but fire an unsilenced gun and every guard within 5 miles suddenly has pinpoint accurate knowledge of your position.

      Crysis is a POS, it's pretty but the gameplay is grade A crap. MGS managed to have a believable AI for stealth gameplay more than 10 years ago. It's sad that Crytek burned through $30m for this joke.

      --
      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage
    71. Re:Cheating AI by mcvos · · Score: 1

      But at least that's in its own world. The AI knows everything 'cuz it can see everything. In the real world... they aren't as well blessed.

      That, and the AI controls the world in which it lives.

      Not if it's been set up fairly.

    72. Re:Cheating AI by CrashPoint · · Score: 1

      MGS managed to have a believable AI for stealth gameplay more than 10 years ago.

      Would this be the same MGS where I could:

      10 Punch a guy in the back of the head
      20 Hide around the corner before he turns around to see who punched him
      30 Watch him shrug his shoulders and resume his patrol route
      40 GOTO 10

    73. Re:Cheating AI by crossmr · · Score: 1

      That doesn't work. Even carrying a barrel which is bigger than a jar the turrets will open fire. A barrel is big enough to hide behind and if there is just one turret you can get to it without taking any damage if you're lucky.

    74. Re:Cheating AI by crossmr · · Score: 1

      depending on the game yes. However in most games weaker and stronger players do certain things better. In chess a stronger players thinks further ahead. Weaker ones usually can't see much further past the next move or maybe one more. If you play a lot of chess against a lot of different people you will find that they actually do make similar kinds of mistakes and that is what the AI needs to simulate. Someone making those kinds of mistakes. The trick to making the AI believable is that it doesn't always make the same kind of mistake in the same situation. Perhaps even sometimes it doesn't make a mistake in that situation. Low level players often seem random in their strategy. In RTS games strong players have optimized and tweaked build orders. Weaker players do not.

    75. Re:Cheating AI by wolf12886 · · Score: 1

      I would agree - to a degree. To me, an AI should be as smart as possible (even if superhumanly so - if I wanted a human opponent, I'd go to a gaming club), but should do so on no more information than a human player would have

      As much as I agree, I'm confident that developers don't just give their AI's Omniscient features because they think players will prefer them that way. Mirroring how a human controls their character is usually just too computationally expensive to be viable. It's orders of magnitude simpler to just start with an AI that knows everything, then add enough human like defects to make it beatable. With that said, if these defects are added tactfully and aren't too buggy, the resulting AI's can be nearly as realistic as AI's that only have access to information a player would have, while not requiring all the computation.

      For instance, say a player ambushes an AI from behind. It's alot simpler to just make an AI occasionally shoot wildly instead of turning straight to the player then it is to have them approximate their enemy's location via sound and turn in the direction the AI deemes most likely to result in their fov crossing the threat, before shooting for its last few seconds of life at whatever its reflexive observation decides is most likely to be the threat.

    76. Re:Cheating AI by jlehtira · · Score: 1

      As the actual article stated,

      But in computer games, it's impossible to have an equal match. It's humans versus machines. One side has an advantage of being able to perform a billion calculations per second, and the other has the massively parallel human brain.

      Any parity here is an illusion, and it's that illusion that we seek to improve and maintain via the introduction of intelligent mistakes and artificial stupidity.

      Even with no more information that a human would have, a computer will always win in anything that concerns evaluating probabilities, optimizing variables, predicting trajectories or things, et cetera. Do you actually want a math contest between you and a multiprocessing overclocked calculator on steroids? No, you don't. Imagine an FPS with an AI that had zero reaction time, perfect vision and perfect accuracy, even with "no extra information"..

      The article was about people wanting to play against calculators that pretend to be humanlike. And I quite heartily agree. At least I want to play against a tough challenge that is fallible and quirky just like humans are.

    77. Re:Cheating AI by SharpFang · · Score: 1

      http://www.youtube.com/watch?v=2DZX-Fq5N0I
      I've seen the same done with the jar.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    78. Re:Cheating AI by lofidan · · Score: 1

      It was basically a ramp that automatically raised and lowered itself in a cycle, with a large tower in the middle.

      That would be Stunt Car Racer.

    79. Re:Cheating AI by __aasqbs9791 · · Score: 1

      That seems strange. There were already responses here about that, one even had the wikipedia link for it. I wonder where they went?

  3. Ever see a bot spinning in circles? by Anonymous Coward · · Score: 0, Troll

    Always makes me think of the French military.

  4. Easy solution by L4t3r4lu5 · · Score: 4, Funny

    Have a PRNG have the outcome of 313373 cause the bot to either:
    - Fall on own grenade.
    - Rocket-jump at 25 health.
    - Hump the face of the nearest corpse.

    --
    Finally had enough. Come see us over at https://soylentnews.org/
    1. Re:Easy solution by Aladrin · · Score: 4, Insightful

      You're joking, but having realistic actions like teabagging a defeated corpse brings a lot more illusion of reality than a lot of the other stuff they do.

      As for the article, I saw a lot of 'dumbing down' and 'intelligent mistakes' ... But I saw absolutely nothing about 'personality'. -That- is what makes an AI seem real.

      Take the poker example. If you just create 3 levels of players, bad, good, and perfect... There's no personality.

      Instead, you make different players: Cardsharp, timid bets, reckless bets, etc. In other words, you model the AIs after real player types.

      In other words, you're trying to pass the poker Turing test with this AI.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    2. Re:Easy solution by El_Muerte_TDS · · Score: 1

      Can I have your PRNG? I'm currently using the one from XKCD, and I think its broken (it's very fast though).

    3. Re:Easy solution by MadJo · · Score: 1

      I recently played a game of online poker which also included a number of AI players. And at least on 2 occassions I spotted one of these AI players trying to bluff its way to victory. It was certainly fun and refreshing to see.
      It was a well played bluff.

      (this was through pokerth, no I'm not affiliated with them)

      So there are poker applications out there, that could try to pass the poker Turing test.

    4. Re:Easy solution by PhilHibbs · · Score: 1

      I remember one of the best bots add-ons for Quake had "kill emotes" that you could customise for specific bots.

    5. Re:Easy solution by Anonymous Coward · · Score: 0

      Best example of personality I've ever seen was actually in Halo 2's single player campaign. While palying as the Arbiter I'd been using a rocket launcher to take out a Brute on a Ghost, and turned to run down a dark corridor, closely followed by a friendly Elite. I ran past another brute without seing it, caught it out of the corner of my eye as it started shooting and without thinking let off a rocket at close range, sraight into the thing.

      The elite next to me said deadpan 'Did he offend you Arbiter?' I swear I nearly fell off my chair

    6. Re:Easy solution by somersault · · Score: 4, Interesting

      Bah. It depresses me how bad the AI still is in FPS games after I made my own bots for CS years ago (when I didn't have a decent internet connection - when I got broadband I stopped making the bots). My bots had different personalities, can't remember if you specifically had to specify rusher/camper/whatever or if it was just a certain courage level, but you could specify obedience level (for responding to radio commands), weapon preferences, ability to use grenades, aiming skill (higher skill levels would use more controllerd fire and be more likely to HS you on the first shot, while lower ones would start at about chest level then just spray and pray), whether they were able to look sideways to check for enemies down side alleys as they were running along a path etc, all per bot so you could create awesome bots (modelled on myself and my friends :P), and noobs, etc. In the last incarnation they were starting to pick up knowledge of stuff like where they had killed enemies or died themselves which affected their 'courage' and how likely they were to start sneaking around or rushing (made a big difference because you can't hear walking enemies in CS and the bots respected that). Those were the days.. AI is fun, at least for games like Counter-Strike.. it's not quite so much fun for stuff like board games..

      If anyone still has CS 1.5 and wants to try them out they're called TEAMbot and one of the last releases is still up at http://www.planethalflife.com/teambot . I probably still have the latest version of the source on one of my old HDs..

      --
      which is totally what she said
    7. Re:Easy solution by Moryath · · Score: 1

      Easiest ways to tell if you have a cheesily/half-baked AI programmer:

      - The camera pans down and the enemies are standing there doing nothing over your corpse, because when you died you ceased to be a "player object"
      - The enemies are still dodging and weaving around, trying to evade your nonexistent fire, while shooting your corpse full of holes.

      Now, what I love instead are when the enemies have a "gloat" pose, or else a melee attack and are physically hacking you to bits. Face it, if the enemy is acting like they don't know you're dead (or suddenly vanished when you "died") something is wrong.

    8. Re:Easy solution by dubbreak · · Score: 1

      how about a simplified version?

      If the AI wishes to attack it picks a random number between 1 and 20 (prng obviously). The attack is successful if it is at least as high as the "armour rating" of the character it is attacking. If the attack is successful then it chooses a random number between 1 and the maximum dammage for the weapon they are using (factoring in any bonuses or penalties for various conditions such as distance etc).

      If 20 is randomly picked on the attack check then the attack is doubled (or more depending on the weapon). Though the doubling would only occur on the base attack of the weapon and not any bonuses.

      If the AI randomly picks 1 it causes the bot to:
      -fall on own grenade
      - Rocket-jump at 25 health.
      - Hump the face of the nearest corpse.

      --
      "If you are going through hell, keep going." - Winston Churchill
    9. Re:Easy solution by Cornflake917 · · Score: 1

      How did you know that it just wasn't making a mistake on purpose? FTA:

      For example, if the human player just put in a big raise, yet you know there's a 75 percent chance your hand is the best, then an intelligent mistake would be to fold. The odds are the AI would win, yet we are simulating a weak human player, and weak human players often fold to a large raise when they are unclear on their odds.

      Maybe in this case, the AI knew that it had a low percentage of winning, but made the "intelligent mistake" of raising anyways. I guess the point is that the online poker game was successfully imitating human decisions, even if deep down the "thought process" is totally different. I'm sure you can get poker AI to pass a poker Turing test, the only 3 possible actions are call,raise, fold: a much more constrained problem then the actual turing test.

    10. Re:Easy solution by Cytotoxic · · Score: 2, Interesting

      One of the best AI examples I've played against was a quakeC bot written to learn just as a player would. The bots had no knowledge of the map nor any information beyond what a human player could garner, but they learned everything they were exposed to. So the first encounter was an easy kill. Later encounters became progressively more difficult as they learned to avoid your fire and learned to anticipate your dodges. In the end, they would memorize all ammo and health spawn points and times such that you could never defeat them as they would starve you out if you were good enough to go toe-to-toe in a firefight.

      The same AI applied to the enemies in the regular quake game resulted in the best (and least fair) enemy ever. The first guy I failed to kill ran away and got help. I didn't see any enemies again until they had me surrounded by all of the enemies on the level. It was brilliant. And unfair, and undefeatable. Still, watching them learn how to defeat me was pretty interesting.

      That also points out the problem with FPS AI. If they really had any degree of intelligence, they'd duck for cover and call in backup and you'd get pinned down pretty quick.

    11. Re:Easy solution by somersault · · Score: 1

      It's true, if the enemies in FPSes are any good and you only have the same health as them then it makes it pretty difficult, but it also creates a lot of atmosphere and sense of reward when you do actually manage to win. I much prefer when the main character has all the same limitations as the enemies. Back when I was playing CS a lot I'd sometimes be able to take out the whole enemy team by myself anyway, sometimes changing the tide of the game by switching sides.. given the right type of game, making the enemies properly smart can make things so much more fun. A good compromise for those who want an easier life would be to make the enemies smarter tactically, but keep their aim fairly poor, then you get to feel like James Bond or Han Solo with a million enemies shooting at you and every shot missing :P

      --
      which is totally what she said
    12. Re:Easy solution by shmlco · · Score: 1

      "If they really had any degree of intelligence, they'd duck for cover and call in backup and you'd get pinned down pretty quick."

      Precisely. Take a game like Castle Wofenstein for example. In the real world the first non-silenced shot fired inside the castle should have woken up the entire joint.

      --
      Any sect, cult, or religion will legislate its creed into law if it acquires the political power to do so.
    13. Re:Easy solution by shmlco · · Score: 1

      If the AI is doing any kind of tree search/ranking algorithm to determine its best move, why not have it occassionally pick the 5th best move instead of the first?

      --
      Any sect, cult, or religion will legislate its creed into law if it acquires the political power to do so.
    14. Re:Easy solution by bh_doc · · Score: 1

      It was brilliant. And unfair, and undefeatable. Still, watching them learn how to defeat me was pretty interesting.

      Insert certain Jurassic Park quote here. ;-)

    15. Re:Easy solution by mcvos · · Score: 1

      You're joking, but having realistic actions like teabagging a defeated corpse brings a lot more illusion of reality than a lot of the other stuff they do.

      As for the article, I saw a lot of 'dumbing down' and 'intelligent mistakes' ... But I saw absolutely nothing about 'personality'. -That- is what makes an AI seem real.

      That's what Galactic Civilizations did. Each alien empire got its own custom AI. Really different, written from scratch. On top of that, I think some additional parameters could be randomised (like how expansionistic the AI is).

      The idea behind this was that each empire's AI would have its own personality, and a trick that worked against one might not work against another.

      Not sure how well this turned out in practice, though. They were all still too stupid to pose a serious threat. Except for the beginning, where they didn't need to build scouts because they already knew the good places to colonise.

      At some point, Brad Wardell even dumbed down the AI because he thought it was too good and too nasty. I'm playing at the hardest difficuly level because I want good and nasty AI. If I wanted an easy win, I'd play at an easier difficulty level.

    16. Re:Easy solution by Anonymous Coward · · Score: 0

      I agree personality of AI is everything.

      I'd say the best FPS AI to date is still Quake III, and the reason why is that the bots each had sliders for about 40 different personality characteristics from recklessness to their weapon preferences to their preferred range, to how willing they were to put themselves at risk to get the kill.

      Hunter adored the lightning gun, and if you stuck her in any map with a lightning gun you had to guard the spawn point with your life because if she got that thing she'd melt faces, she wanted it bad but she was also very cautious - if you started shooting at her she'd run off and come back full health / armor until she wore you out, you'd get desperate for armor/hp and you'd leave her gun exposed.

      Daemia was a crazy bitch who had no regard for her own life to get the kill, she'd fire rockets at you point black (killing herself) just to take you down, she loved getting upclose with a shotgun - and the best way to fight her was pretty much denying her those options.

      Klesk by contrast would only fight you when he had full hp/armor and a better gun than you, but he wasn't very good at adapting his guns to his environment, he'd use a rail gun in a small room rather than pull out a shotgun, etc.

      On the flipside Orbb was a master of adapting his weaponry, he'd be constantly switching weapons to fight with the best weapon for the situation, but he had a terrible memory - you'd go around a corner and he'd forget you ever existed and go chase someone else.

      The opposite of that was Xaero, who had amazing tracking skills, (he could pretty much see through walls on Nightmare) so you would come around corners and he'd already be prefiring at you.

      All the characters didn't do retarded shit like other FPS AI does, they just had character flaws you had to exploit - that's good AI.

      Combine that with them semi-randomly responding to what's going on in the Arena at the time (they get a kill, get killed, someone goes on a kill streak, an embarassing death, they even had a rudimentary ability to respond to questions / insults), and you have full blown Players, not just retard AI.

    17. Re:Easy solution by somersault · · Score: 1

      Dr. Ian Malcolm: God help us; we're in the hands of engineers.

      That one? :P

      --
      which is totally what she said
  5. Artificial Stupidity? by gmuslera · · Score: 1, Interesting

    Dont confuse it with Artificial Ignorance

    1. Re:Artificial Stupidity? by Anonymous Coward · · Score: 0

      more like an artificial idiocy to me... as if we don't have enough problem with real idiocy already

  6. Statitics by jellomizer · · Score: 1

    If you have too good of an AI. Give it a standard deviation of probability, And adjust it for for the skill level. So for the most part it will shoot near the target but sometimes it will miss and other times it will just be way off.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    1. Re:Statitics by gogodidi · · Score: 1

      This method is perfect for things like pool, baseball, chess, etc., but for FPSs, I can't imagine it would be particularly helpful. The AIs will be responsible for more than just aiming at you and shooting, they have to work in teams, react to things you do, which is more difficult than just getting a number from a distribution and adding it to the perfect one you calculated.

      --
      ugh...
    2. Re:Statitics by v1 · · Score: 2, Informative

      I think the problem they were discussing is that if you use that probability model, then there is a 2% chance that the computer will make such a totally boneheaded move that goes way beyond what any normal player would commit as a mistake. Like in chess swooping in with the queen to take a pawn and immediately be captured by the adjacent pawn, for no tactical advantage. If you are relying on pure probability to determine what mistake the computer makes, it will occasionally produce grossly unlikely mistakes.

      --
      I work for the Department of Redundancy Department.
    3. Re:Statitics by PhilHibbs · · Score: 2, Informative

      Shooting accuracy is easy and has been standard in bot AI since forever.

    4. Re:Statitics by ColdSam · · Score: 1

      But humans do sometimes make such boneheaded mistakes, so you'd really just need to correctly estimate that probability (maybe they hang their queen only 0.2% of the time).

      That's not really the problem though. As the author would probably point out, even that realistic probability would be perceived by the human player as the computer player intentionally throwing the game.

    5. Re:Statitics by dennypayne · · Score: 1

      RTFA...this is exactly what the article says doesn't work well because it often produces completely boneheaded moves on the part of the AI.

      --
      Erecting the wall of separation between church and state is absolutely essential in a free society. - Thomas Jefferson
  7. So stupid no human would do that? by Anonymous Coward · · Score: 0

    What humans are they talking about?

    1. Re:So stupid no human would do that? by hey! · · Score: 5, Funny

      Hmmm. Possibly this is a sign that TFA was written by an AI agent. Asserting that there are mistakes that are too stupid for for any human to make is a mistake that is too stupid for any human to make.

      --
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    2. Re:So stupid no human would do that? by cparker15 · · Score: 4, Funny

      Asserting that there are mistakes that are too stupid for for any human to make is a mistake that is too stupid for any human to make.

      HA! I see through your ruse!

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    3. Re:So stupid no human would do that? by PPNSteve · · Score: 0

      Hmmm. Possibly this is a sign that TFA was written by an AI agent. Asserting that there are mistakes that are too stupid for for any human to make is a mistake that is too stupid for any human to make.

      In order to understand recursion, you must first understand recursion.

      --
      PPN
    4. Re:So stupid no human would do that? by Goateee · · Score: 1

      Part of this problem is that even if humans occasionally do horribly stupid mistakes, this remings the person about the opponents inhumanity. As for horrible mistakes resulting from the randomness, the person thinks the AI is doing an overly stupid mistake in order to compensate for its inhuman accurasy. The same is true if the AI does a very smart or near-perfect move due to randomness, the AIs perfect accurasy instantly comes to mind.

    5. Re:So stupid no human would do that? by taucross · · Score: 0

      This article was not written by an AI agent, citizen. Resume your duties and stop aski!@$RECURSION ERROR

      --
      "In the absence of the ability to establish the attribute of truth they tried to establish the noble attributes."
  8. Believable AI by dr_strang · · Score: 1

    I think the key isn't reducing the number of calculations, but changing the final decision process.

    For example a chess playing AI will make lots of calculations in order to deduce the best possible move. Along the way it has already found the 2nd best, 3rd best, etc. etc.

    Just add an algorithm to the final pre-move analysis and, every once in a while, have it choose the non-optimal move. Tweaking the parameters (e.g. which non-optimal move and how often to not pick the best move) would result in a weaker or stronger opponent without making it obvious it's AI.

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    1. Re:Believable AI by MBCook · · Score: 1

      The article discusses that. The problem is you get in situations where the computer has been playing well and then makes a move so stupid no human would ever make it. It just moves, say, it's queen to be sacrificed with no purpose to it.

      That kind of thing feels insulting.

      I think the idea in the article, that the computer should make a move that leaves a big opening for the human (should they see it) is a good one. If the human doesn't see it, you can do it again. If they do, they feel like they've outmatched the CPU and the CPU can continue to try to win.

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    2. Re:Believable AI by haystor · · Score: 4, Interesting

      Fritz has a sparring mode which does a little better than that. It will find a route that sets up a position where the player can force a win of a piece or a pawn. Essentially it sets up a tactical middle game puzzle live in the middle of a game.

      The player doesn't know when it will do this or even if it will happen at all. But it is most likely to happen when the player puts the computer under pressure. This is great because it teaches the player to press the computer and coordinate pieces while also constantly keeping an eye out for the wins.

      The whole chessmaster series features near-perfect play alternating with just flat out dropping pieces.

      Even with Fritz though, "easy" mode is still well above beginner.

      --
      t
    3. Re:Believable AI by salarelv · · Score: 1

      Also mine thought. Can't mod the reply :(

    4. Re:Believable AI by nine-times · · Score: 1

      Well that might be a decent hack to get something better, but it doesn't really address the issue: which is that AI in games usually isn't very good in the first place.

      The computer *always* knows exactly where you are and can make a perfect shot if it wants to. So-- and this is not knowing anything about how the AI is actually developed-- it seems like developers do something like program the enemies to know what the perfect shot is, then run some random number generator, and then have their shot be off by some function of that random number. It successfully makes them miss sometimes, but it doesn't magically make the enemy into a believable person.

      Real people just make very boneheaded decisions, but they don't usually stand in one place running into walls and shooting at the ground.

    5. Re:Believable AI by Compholio · · Score: 2, Interesting

      The article discusses that. The problem is you get in situations where the computer has been playing well and then makes a move so stupid no human would ever make it. It just moves, say, it's queen to be sacrificed with no purpose to it.

      Not exactly, the GP seems to be discussing a probabilistic system weighted against success. You'd only get dramatically stupid moves on a regular basis if all possible moves were weighted equally, if you weight the best moves the most and the worst moves the least then you will not get "dramatically stupid" outcomes very often.

    6. Re:Believable AI by v1 · · Score: 1

      This can make for very boring gameplay though. Even though real players will tend to make moves that are close to their average skill level consistently, occasionally they make accidentally brilliant or blunderous moves. Such an ai as you describe would never do either.

      It'd be like playing in baseball against a pitcher, that throws a fastball anywhere from 65-85 mph, but averages around 78. (think Bell Curve) But the ai in your case may ALWAYS throw a 77-79. That gets boring.

      --
      I work for the Department of Redundancy Department.
    7. Re:Believable AI by nine-times · · Score: 1

      Yeah, plus with lots of games that include sneaking, it's like once your cover is broken it's broken. A single guard anywhere catches a glimpse of you, and suddenly the entire world is coming down on your head. Plus, there's no way to shake them unless you kill everyone in a half-mile radius. Some games do a better job than others, but the state of AI still isn't great.

    8. Re:Believable AI by wootcat · · Score: 2, Interesting

      There are many variables that determine how successful someone is in taking a shot. I could see a game having a simple database with records for each AI character. It could hold values ranging from the very basic and universal (avg # hours this character spends in target practice/week, how much sleep did they get last night, how long have they been awake, etc.) to more "fringe" variables (excessive coffee drinker, drug user, hangover from last night, laser-targeted sights in use, etc.). All of those could count toward their base accuracy/reaction time.

      Add into that more variables based upon the current situation. There was a spy RPG many years ago (can't remember the name)that took into account how you were positioned when you took the shot. Your accuracy started at a base number and then dropped as you went from prone to kneeling to standing to running. +acc for steadying yourself against a structure was also a factor.

      From there you could get use the db to get into the "personalities" of each AI opponent. A coffee drinker who didn't get his cup that morning might be in a nastier mood and walk over and shoot you in the face once your down. A timid variable might mean a bot who hides behind a wall waiting until you pass to put a bullet through your head than one who runs out of a darkened doorway, guns blazing. Ammo count and readily available supplies could also be taken into account.

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    9. Re:Believable AI by Anonymous Coward · · Score: 0

      To be realistic this would at least have to include other factors, for example the second best move might be to move a piece 1 step forward and then another one instead of 2 at once, nevertheless a human player would do the first only on _very_ specific circumstances. Also a human player would be more likely to move a selected piece to the "right" place than selecting the "right" piece and stuff like that.

    10. Re:Believable AI by ColdSam · · Score: 1

      This is great because it teaches the player to press the computer and coordinate pieces while also constantly keeping an eye out for the wins.

      It also has the quite beneficial result of accentuating the reward of solid play.

    11. Re:Believable AI by v1 · · Score: 2, Interesting

      he computer *always* knows exactly where you are and can make a perfect shot if it wants to

      Not all games behave this way. It's certainly the easiest way to do it, but some games will look at each mob and try to determine what actions they will take based on realistically available conditions. This is tricky to do well because it's hard to code in the ability to act sensibly when searching for you, or to try to guess where you are based on previous information. (he ran around that corner. Maybe he's waiting just around the corner, or maybe he's flanking me, or maybe he's heading toward the objective while trying to stay out of my sight?

      it's annoying to be playing a game and see on the radar all the mobs are taking the most direct route to your position. And then when something happens that blocks their route, (you hit a switch to close a door, or climb a ladder they can't climb, etc) they all as a group instantly head in a new direction, the new shortest possible path to get to you, without having any chance of seeing what happened to block their prior path.

      --
      I work for the Department of Redundancy Department.
    12. Re:Believable AI by Jabbrwokk · · Score: 2, Interesting

      it's like once your cover is broken it's broken

      I hate that. Some are better than others - the original Far Cry wasn't too bad, you could hide out for a while and watch the soldiers beat the bushes fruitlessly, but they were always jumpy after that, especially the sniper in a guard tower two miles away who could see you no matter where you were in the bushes.

      I have also found STALKER: Shadows of Chernobyl with the Oblivion Lost mod running has pretty believable AI patterns, the enemies usually can't see you if you can't see them and you can evade them, sneak around them and set traps for them. Enemy factions fight each other, mutants fight soldiers and you can sit back and watch and loot corpses afterwards. But once again, every once in a while you get a supernatural sharpshooter who can hit you with that pistol from two blocks away. The mod also introduces some really strange spawning issues - getting killed by a horde of mutants the second you load a new area really sucks.

      On the flip side, games programmed for stealth can result in a hilarious breakdown in NPC programming patterns when you don't sneak. I really enjoyed Thief: Deadly Shadows but the game is just awful if you're not playing as a hardcore thief. Once your cover is blown, it's blown. And if you defend yourself, God help you. They can see you in the dark, people freak out in the streets when they see any dead bodies and sometimes they start fighting each other or humping the wall. And sometimes the enemies had Daredevil hearing, other times you could jump on their heads and they wouldn't even notice you.

    13. Re:Believable AI by nine-times · · Score: 3, Interesting

      As far as Thief goes, you have to admit at least that it was very good for the time. Making it hard to win in a fair fight made sense for the game, especially since it was one of the first sneaker games, and they kind of had to smack you over the head to let you know that you weren't supposed to run-and-gun through the game. If you didn't want to sneak, then you simply picked the wrong game.

      Also, I was remembering Thief as a game that rightly didn't follow the "once your cover is broken, it's broken" thing. It was more like, if they saw you, you couldn't simply run into the nearest shadow and be safe. You had to evade them first, sufficiently that they wouldn't particularly know where you were, and then hide in the shadow. The effect wasn't perfect, but certainly you could get back into hiding after being discovered without killing the person who saw you.

      I don't know what I'd think of Thief if I played it now, but at the time, it did seem to be some of the most interesting AI in a FPS, if only for how limited the enemies' knowledge was.

    14. Re:Believable AI by dhasenan · · Score: 1

      Deus Ex: you shoot someone half dead and hide for a minute. "Huh...guess it's nothing." "Guess I must be imagining things."

      Amusing, fun, but not realistic. Still, it supported stealth as well as guns-blazing, so that's worth a lot.

    15. Re:Believable AI by Jabbrwokk · · Score: 2, Interesting

      I totally agree with you, for the time the first Thief was great. I think the AI was actually better than the one I was referring to, Thief Deadly Shadows, third in the series (which used some form of the Unreal engine, probably a reason for some of its AI issues).

      In fact, the first game is still good, even if the graphics are on the ugly side, the play quality makes up for it. It consistently follows its own rules, and like you say, it is possible to elude guards chasing you without killing them. In Thief 3 this is also possible, but there was far more glitchy behaviour than in the first two games.

    16. Re:Believable AI by nine-times · · Score: 1

      Oh, right-- I got my Thief games mixed up. When you said "Deadly Shadows" I was thinking of the first one, which was great. The second one was also great-- maybe even better than the first, but the third one was a big disappointment.

      I wish the IP for that franchise would get passed to someone talented who could make a sequel that did the original some justice.

    17. Re:Believable AI by Jabbrwokk · · Score: 2, Interesting

      I'll try to keep this on topic.

      That would be great if the folks from Looking Glass Studios could get back together for another Thief game. The team was great at creating an atmosphere and NPCs and enemies that responded in believable ways, I'm sure if you looked closely at the programming and responses in Thief 1 they would be more primitive than, say, Far Cry, but they hold up even now because their responses were consistent and believable. Shoot out a candle you'd get "hmm, that's odd" but start doing too much at once and they would start getting suspicious. At least, that's the way it appeared while I was playing it, so they succeeded in making a believable "stupid" AI. The enemies in System Shock 2 (another Looking Glass game) were just as good, it freaked me out listening to the service droid blabbing away while it stalked me in the storage room, looking for an opening to run at me and explode. And who can forget the ninjabots. Scary, sneaky dudes.

      I admit I liked Thief 3 (come on, shooting guys in the face with moss arrows was cool), it was great as long as you played it on the hardest setting (so the missions and sub-missions and crap you would find and NPC comments would actually make sense) and as long as you didn't start fights in the street. That's when the AI would break down.

    18. Re:Believable AI by dzfoo · · Score: 2, Interesting

      What I didn't see discussed in the article is the alternative of not increasing the AI and exploring deeper paths in order to choose a weaker move, but to, you know, actually change the algorithm to match how a human would arrive at an action.

      For example, in the case of a FPS, instead of having perfect accuracy and omniscient awareness of every opponent, the computer could use search algorithms to look in front, up to a reasonably human visual range, taking into consideration any obstacles in the way which will affect the computation. This way, the AI player is not artificially ignoring opponents behind walls and bushes (while tracking every single one of them), but is instead realistically not even aware of them--just like a human would not be aware of opponents hiding in the environment.

      As for the accuracy, it could certainly be affected by random probabilities (like occurs in real life), but also by other environmental and stress factors. For instance, if the AI player is a sniper in hiding, and it seems apparent that the opponent hasn't become aware of them, then they have a natural advantage. But if they are in the open, and running, their accuracy should be affected negatively. Also, if the opponent happens to be farther away, or slightly masked by environmental obstacles, or moving fast, this should decrease the accuracy.

      I know that I get very frustrated when I play games that give the appearance of perfect awareness of the environment, even when they don't really. As the article mentions, even when the computer opponent gains an advantage by pure chance, any previous appearance of omniscience adds up and distracts from the illusion of "humanity" or fallibility. It just does not seem like a fair challenge. It also feels rather stupid when the AI has been artificially crippled and then compensated by pure brute force; like when you get attacked by a few gazillion zombies at once, any one of which being insanely boneheaded in its individual moves, but all of them running towards you simultenously, giving you little chance to aim or escape.

                -dZ.

      --
      Carol vs. Ghost
      ...Can you save Christmas?
    19. Re:Believable AI by AP31R0N · · Score: 1

      In Bioshock, i delighted in watching the Big Daddies tear through splicers. The enrage power would make splicers fight each other. i'd place a tornado (?) trap in front of me, cast enrage on the goons. One good would kill the other, the weakened winner would come at me and die on the trap. Hacking cameras and turrets and the helicopter things was a blast. Once in a while i hear the alarms go off and all hell would break loose as my minions did the work.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    20. Re:Believable AI by zolaar · · Score: 1

      There's a really well-written and interesting article elsewhere on Gamasutra that describes how Thief's "sensory" system worked. Great read.

      The original link seems to be having trouble with broken images, so here's the Wayback-Machine version.

      The original, if you are interested.

      --
      One man's constant is another man's variable.
  9. Interesting thought by JustNilt · · Score: 4, Interesting

    So, basically, we have to determine how many "calculations per second" equivalent an average human can manage. Then we have to allow a range on either side of that since not everyone has the same capacity. Once we manage that, game AI would start being more realistic, huh?

    Somehow I doubt it's that simplistic but still sort of interesting.

    --
    You know the thing about UDP jokes? I don't care if you get it or not.
    1. Re:Interesting thought by MBCook · · Score: 5, Informative

      That's not what I got out of the article.

      What I took away was have your opponent play it's strongest, but make exploitable situations for the player. Make a pool shot so they human starts in a good position. Make a chess move that, while beneficial, opening a big possible hole for the player to exploit. Make the FPS bot run for cover at the wrong moment, but not randomly/suicidally.

      (those are all from the article)

      Basically make the AI make human like mistakes (mistakes in strategy) instead of "computer like" mistakes (just lowering their accuracy, not looking far ahead, etc).

      --
      Comment forecast: Bits of genius surrounded by a sea of mediocrity.
    2. Re:Interesting thought by salarelv · · Score: 1

      An ordinary person can't calculate more than 1-10 moves ahead but that doesn't win the game. Humans feel whats the best in the current position and try avoid bad moves from the past games. But AI-s ordinary don't have past memory and that's why minimizing computation isn't good.

    3. Re:Interesting thought by MobyDisk · · Score: 5, Informative

      Actually, he is saying the opposite. He is saying that by reducing the number of calculations per second, you create an unrealistic opponent. Instead, you must do additional calculations to model the mistakes that a human would make. Our problem is not that we don't do enough calculations, but that we make mistakes in our calculations. We are inaccurate, we jump to conclusions, we get excited, or calculate one branch of the tree very deeply while ignoring another one. Those types of things are tough for computers to do.

    4. Re:Interesting thought by Anonymous Coward · · Score: 0

      There's a really fine line when it comes to A.I. Of course the intent is to aide in the suspension of disbelief for the player and have the A.I. seem "more human". However it's common in games to only dedicate a small fraction of the machines resources to A.I.

      Using a simple example, the A.I. would have to "spot" the player, decide what action to take (hide, flee, pursue...), generate a target, plan a path to the target, run any sort of deconfliction on the path (dangerous area, any non-navigable space, etc...), then start moving. Now add in the fact that you can have dozens of A.I. doing the same thing, and you're only given 5% of the processing time per update cycle, since there are a lot of physics calculations, audio/video, user input, and so on that take up the rest of the time. Already there is a lot to do, and little time to do it.

      However, there's a fundamental problem in the approach. Computers are very good at doing small things quickly, in rapid succession, but they cannot easily do them concurrently. Computers allow a depth of computation and handle it well, just look at a few recursive functions. Humans, on the other hand, don't allow such depth easily, though we are massively parallel. At any point in time we can be talking to one person (or many), while thinking about homework/work/friends/family/whatever, and be actively expressing ourselves via body movements. We don't have to tell every individual muscle how much to contract in a given amount of time, computers need to be told (or compute themselves) how this agents arm should move, then calculate the resulting structure of the model.

      However, decreasing the amount of time a computer has to work on a problem can reasonably make it appear more human. Simply because if you have infinite time, you can find the optimum solution. If you have limited time (or patience), then you pretty much have to go with "good enough". Games generally do just that, just look at some of the A* pathfinding papers. It will be interesting to see how things develop when we start being able to make computers more massively parallel.

    5. Re:Interesting thought by ultranova · · Score: 1

      We are inaccurate, we jump to conclusions, we get excited, or calculate one branch of the tree very deeply while ignoring another one. Those types of things are tough for computers to do.

      Actually, wouldn't it be a very easy thing for the computer to do? Calculate the immediate consequences of a move, and then, if you check the opponent's king or eat a piece or some other heuristic determines this to be a good move, start calculating further down on that branch and ignore the further consequences of all others. That should model the human tendency to get overexcited and forget to protect his back quite accurately.

      --

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

    6. Re:Interesting thought by Anonymous Coward · · Score: 0

      undetectable game-throwing algorithms FTW!

    7. Re:Interesting thought by dtml-try+MyNick · · Score: 1

      Not exactly.
      A computer has to calculate every move possible before it decides which move to execute.

      It could very well be that if you set it to calculate 1000 moves before exectution it will chose the first calculation as the best.

      A human would spot that a lot sooner, if the first option is "good enough" or "perfect" a human can decide it doesnt need to calculate further. We are still much much more flexible that a computer.

      --
      Life starts at the end of your comfort zone.
    8. Re:Interesting thought by Wrath0fb0b · · Score: 1

      So, basically, we have to determine how many "calculations per second" equivalent an average human can manage. Then we have to allow a range on either side of that since not everyone has the same capacity.

      No, because humans think heuristically and therefore make a different kind of mistake than a computer that is crippled in such a fashion. That's the entire point of the article: there are different kinds of mistakes and it's challenging to create a model that reproduces the realistic ones.

      For instance, in chess, a human being does not brute-force all the possible moves but instead looks at what positions he thinks are favorable (center control, good pawn arrangement) and looks for those. The kinds of mistake he makes in this are very different from simply telling a computer not to compute all the positive expected value from controlling the center.

    9. Re:Interesting thought by v1 · · Score: 2, Interesting

      I think it may be more a case of where you KNOW what isn't a good idea even if you can't see far enough ahead to judge it for certain.

      For example, in chess, you see very new (young in particular) players take out their queen soon and try to run around with it, expecting the most powerful piece to be a sure weapon to wreck havoc with. This quickly leads to a 'queen hunt' on behalf of the opponent, who while harassing the queen, develops a dozen pieces on the board before cornering or chasing away the queen, leaving the hunter in a tactically very superior position.

      A computer can't see why this is a folly without looking many moves in advance. So they have "book openings" to pick from to start with a strong position, and have special exceptions coded in that protect them from attempting things like hauling out the queen early that are known to be a bad idea. But beyond that it's very hard for the computer to see "that's probably not a good idea" without researching it thoroughly. So if you cripple its lookahead, it has little foresight, and limited "common sense".

      Chess is just an example here (tho an oft used one in this thread I see) but apples well to many other games.

      --
      I work for the Department of Redundancy Department.
    10. Re:Interesting thought by Anonymous Coward · · Score: 0

      I think that depends on what you consider a calculation to be. In chess, I would consider it to be a possibility for a move, and each possible consequence. In a first-person shooter, I would add in both sensing (where is player NOW, what shape is he in (hand at belt = grenade?)) and predicting (where is the player going to be at t+1, what's he going to do(throw that grenade?!?)). That would be in contrast to giving the computer perfect knowledge.

      That's my take. I use the assumption that realistic intelligence requires relistic sensation, perception, decision-making (including prediction), and action. This is really only addressing the decision-making part.

    11. Re:Interesting thought by Jessified · · Score: 1

      With regards to chess, what I notice is that computers are much better at calculating higher order of logic (i.e. looking 7-8 moves ahead or more). It's as if the computer looks at one move and explores all the outcomes of that move before moving on to the next possible move. By limiting calculating time, the computer looks at a handful of moves and explores them 7-8 moves ahead, but entirely misses something really "obvious" to a human. On the other hand, most humans probably look at all possible moves to the 2-4th order, and then if we are good we subsequently revisit them in greater detail.

    12. Re:Interesting thought by Anonymous Coward · · Score: 0

      I thought it was more along the lines of dealing with information disparity. The AI already knows everything...

    13. Re:Interesting thought by Kjella · · Score: 1

      We are inaccurate, we jump to conclusions, we get excited, or calculate one branch of the tree very deeply while ignoring another one. Those types of things are tough for computers to do.

      It's not that difficult to make a computer that technically is being "inaccurate" or "jump to conclusions" or "excited" or "ignoring other branches" - the problem is doing it in a human way. It's not enough to know that we overfocus on some branches, but you need to roll in pretty much all of hard AI to understand which branches seem reasonable to humans and which only make you go "doh! no human would ever do that". Most games in some fashion come down to "chase or trap", like should you chase for the kill or is it a trap to turn on you. It doesn't really matter if it's a FPS rush, a chess move or a poker play. You have to understand enough human psychology to set good traps and fall for good traps. The alternative is "cheating" with superhuman information, resources, reflexes and accuracy that doesn't rely on your ability to outthink your opponenet, just going in like rambo and let that even out the fight in a very unrealistic way.

      --
      Live today, because you never know what tomorrow brings
    14. Re:Interesting thought by Randym · · Score: 1

      That's the entire point of the article: there are different kinds of mistakes and it's challenging to create a model that reproduces the realistic ones.

      Ever heard of AM? Eurisko? CYC? These were all applications developed by Doug Lenat. His essential insight was that you need to not only think about the *heuristics*, but also the *metaheuristics* -- the rules about the rules. Doing so he was able to create AI that learned flexibly. He still works at Cyc.com. It seems to me that what is missing is precisely those meta-rules: it would enable the AI in the games to have more complex behaviors *without* "extra" programming.

      --
      DNA is a Turing machine. You, however, being dynamic and emergent, are not.
  10. Homeworld 2 by muggsopp · · Score: 0

    Consider the article and a game called homeworld 2, I have discovered that there is a genuinely good approach to creating the perfact AI.

    You introduce a model that says unit A is good against unit B, unit B is good against unit C, and unit C is good against unit A (complicate this model as much as possible if you like,
    but keep it circular! Next you consider the player's units after a level has been cleared in regards to number of units and the circular model described, and you have an AI whcih can be as monumentally stupid as humanly possible to concieve, but you will allways have a bitch of a time beating it!

    Perfect!

  11. This must be stopping Duke Nukem Forever by ndavis · · Score: 5, Funny

    This must be the problem facing the team creating Duke Nukem Forever.

    They needed the AI to be dumb enough so you could hear the comments all the time during the game.

    1. Re:This must be stopping Duke Nukem Forever by Em+Emalb · · Score: 4, Funny

      From what I understand, they're trying to model their AI after Forrest Gump but it keeps causing the AI to sit on a park bench and strike up conversations with random people.

      --
      Sent from your iPad.
    2. Re:This must be stopping Duke Nukem Forever by Anonymous Coward · · Score: 0

      This must be the problem facing the team creating Duke Nukem Forever.

      Since you brought it up, I checked the DNF website, just out of curiosity. It seems they're actually (supposedly) still seriously working on it. They've posted new screenshots as recently as 3 months ago.

      Wow. Just, wow.

    3. Re:This must be stopping Duke Nukem Forever by grodzix · · Score: 1

      Sounds like fun! Can't wait to play.

      --
      My Windows is NOT slow, it's special!
  12. depends on the stupidity by jollyreaper · · Score: 3, Interesting

    What I've always wanted to see is more scripted realism in games. For example, the Medal of Honor games worked much in the same way as a Disney theme ride with certain prescripted actions occuring when you passed by. Run across the field to the house, then the soldiers there will go through a scripted sequence of planning the next move, then they do so. You walk past the far side, a German tank triggers and comes crashing through at you. These are all nice starts. The original Aliens V. Predator game would have the human opponents freak out at random. You tear the head off of someone beside the soldier, he might drop his weapon and run screaming or start spraying the walls at random. And the most unsettling of all were the civilians who would run, cower and cringe away from you, the alien monster.

    All of the above are tricks, not real intelligence but things that provide the illusion of intelligent agents engaging in realistic behavior. Critics will say the heavy scripting ruins the replay value because there's not as much room for variation and surprise but I think that it makes the games more interesting. Unfortunately, not many people go to the effort here.

    I for one would love to see a shooter where I burst in on the room of baddies playing cards and see them fumble for their weapons, someone drops his, etc. It would be very realistic to have an enemy get the drop on you but his gun jams and he's left trying to clear it when you engage. As mentioned before, AVP created a sense of realism when the humans freaked out and started firing randomly.

    When we get right down to it, players aren't looking to get their asses mercilessly beaten every time they play. Neither do they want a pushover opponent. Gamers want to win but they want to feel like they had to earn it. It's rarer to find gamers who want to push the working for it to masochistic levels but they do exist. They would be typified by Rogue fans. For those who don't know, Rogue is a dungeon crawler where you really should save your game except you can't except as a bookmark -- you can save it to come back later but if you die the previous save point is deliberately deleted. You have to beat the game in one go through.

    The only other game I've encountered that masochistic is Escape Velocity Nova, a space exploration and trading game with a realism mode. You die in the game, you die for keeps, you have to start over. To its credit, it does offer a vastly different play style. For example, you want to hit a big pirate ship for max profits, you pick a world near where they spawn and land. Each time you launch local space reloads and a pirate might respawn nearby. You have maybe a one in ten chance of taking him as a lowly player but it's fun. You keep reloading and rolling the dice until you win and you get a nice haul. If you play it in hardcore mode, you have a vastly different approach to this sort of thing. For starters, you lose your ship and it's gone, you have to buy a new one. If you lose your escape pod, you're dead. You will take a vastly different approach tackling a monster like that when you risk losing hours of progress. This seems too much like work to me but some people love it. I think they're the same ones drawn to high-risk PVP games like EVE Online. I think it's a form of gambling addiction, the risk of possibly losing a lot of stuff and the thrill of making it through.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
    1. Re:depends on the stupidity by poetmatt · · Score: 1

      It helps to have a scale of difficulty from easy to "mind-bogglingly hard" for AI opponents. It's a well known step of AI testing for game companies to "crank up the AI until the players squeal".

      After all, not everyone wants hard, and not everyone wants easy. All the better to let them tune it themselves instead of making "believable AI mistakes", I agree with you that smart scripting is what makes "believable AI" without the mistakes.

    2. Re:depends on the stupidity by InvisibleClergy · · Score: 1

      The problem with this is that the "realistic stupidity" you're talking about isn't stupidity in the context of the game. It's stupidity in the context of the story of the game. When making an interesting game, that's not what people care about. People want an opponent who is interesting to fight within the context of the game. Anything else is essentially the game playing you for a fool.

    3. Re:depends on the stupidity by GreatRedShark · · Score: 1

      I seem to recall that in the original Halo, some of the short little Covenant enemies would also sometimes freak out when the player attacked then ducked behind a corner out of sight. It could work to the player's advantage if they hit them with a plasma grenade - the freaked out baddy would sometimes run screaming back to his freinds just as the grenade went off! :P It didn't always work, I think a couple times they came running at me!

      I get more annoyed by RTS AI's - even on "Normal" difficulty, they seem to have omniscience of the whole map and can "concentrate" on several objectives (capture point on map, attack enemy base, hold resource mine, build secondary base, etc...) at once, more easily than a human player. In "campaign" modes, they tend to be too heavily scripted - I find this especially true in Supreme Commander: hit one objective and the AI simply waits for the player to make the next move.

    4. Re:depends on the stupidity by interkin3tic · · Score: 0

      The first "way of the samurai" on the PS2 had an interesting system. The actual game was short but was more "choose your own path"-ish than fable, encouraging replay. The emphasis was on the swords, you could carry them from game to game, spend a lot of time upgrading them, learning new moves with them, they could even "learn" how to block attacks automatically. Interestingly, the game automatically erases your saved game when you start playing, and if you die in the game, any of your swords you have will be lost, if they break they stay broken. You could get around that if you backed up your save game on another card, but it was still an interesting setup. It was a little too abnormal for most audiences and was a cult hit.

      The second way of the samurai didn't take chances like that, and was crappier overall, the series is now dead forever unfortunately.

    5. Re:depends on the stupidity by Anonymous Coward · · Score: 1

      Rogue? Ha!

      Viva la NetHack!

    6. Re:depends on the stupidity by Anonymous Coward · · Score: 0

      Well they could implement (dice rolls) only way i can explain it on success that the target has been successfully startled, then it would again roll the dice to see if it does something stupid like shoot in the wrong palce or drop weapon, hit the other baddy in front, etc..etc..

      Some games already have those features, bad thing most games have is the fact that the ennemy AI knows where you are at any given moment even if they dont have you in plain sight.

      For sure, not all games are like that since in some, you can hide in shadows 2 feet from the ennemy or deftly crawl your way to stab someone in the back without their knowledge.
       

    7. Re:depends on the stupidity by omnipresentbob · · Score: 1

      Diablo II also had the "hardcore" mode where if you died, that was it.

    8. Re:depends on the stupidity by grodzix · · Score: 2, Insightful

      Scripted behavior is a grand thing if used properly. Take for example Half Life 2 which has quite a lot of scripted scenes but it just makes ai characters come alive and pushes the whole game experience to a higher level.

      --
      My Windows is NOT slow, it's special!
    9. Re:depends on the stupidity by The+Wooden+Badger · · Score: 2, Interesting

      I think a set of possible scripts would actually make things more realistic. In reality a team goes according to script. They might have contingency plans. The more trained and prepared the more contingency plans and the more they will follow those plans. I would expect the SAS to be much more accurate when everything goes wrong than the common soldier. The less trained and prepared the less contingency plans and the more they will panic and deviate from the plan when things go wrong. I think a good selection of scripted reactions which can be limited to approximate lack of training, and higher "under pressure" accuracy could enhance realism.

      --
      Heroscape, it's like legos combined with anachronistic wargames.
    10. Re:depends on the stupidity by skorch · · Score: 4, Insightful

      Sorry, but as you say I must almost completely disagree with your sentiment on scripted events in games. Scripted events are not good example of AI because there is no decision making, which makes them predictable and exploitable. So the only way to scale difficulty in a scripted scenario is to just pump up the AI's accuracy, damage, and health, which are not very interesting. Scripted events work fine for fairly linear narratives and setting up big cinematic set-pieces, but they don't make for interesting gameplay (mind you I did not say they don't make for "fun" gameplay).

      The events you describe in AvP are not necessarily examples of scripted scenarios, but sound more like a scripted set of responses to stimuli the player provides (would the AI react differently if you didn't rip off a soldier's head?). The trick for interesting yet realistic decision making is to allow the AI a range of responses that it can make, and then every time you present the same scenario to the computer you may get a different response. So when the AI is actually making decisions, rather than just following a pre-scripted path, this allows the player to make actual decisions in response, rather than just following their own memorized trial-and-error derived path to success.

      The key to a good scaling AI doesn't have to be that tricky, it can just be a matter of what range of choices you allow any given AI to make and what sorts of "mistakes" you throw in that pool of choices.

      When I face "easy" opponents in an FPS, I want them to use simple tactics (not just be unable to hit the broadside of a barn) like charging forwards blindly, or getting scared easily and retreating or even panicking, and being easily suppressed by heavy fire. When I face more advanced opponents, I want the range of their choices to move up the tactical scale to include flanking maneuvers, suppression fire, use of cover, and tactical retreats. A good mistake for an advanced AI would be to assume you're in the wrong position if you duck out of view and to attack that wrong position vigorously (as opposed to the omniscience a lot of AI's seem to have). They don't have to be any more accurate or need any more bullets to kill than an easy bot, but at least they could present more of a real challenge without artificially increasing their stats. Granted this is harder to do and would require actual programming rather than just increasing a few numbers, but that's the price for good AI in your game.

    11. Re:depends on the stupidity by A+Friendly+Troll · · Score: 1

      What I've always wanted to see is more scripted realism in games. For example, the Medal of Honor games worked much in the same way as a Disney theme ride with certain prescripted actions occuring when you passed by. Run across the field to the house, then the soldiers there will go through a scripted sequence of planning the next move, then they do so. You walk past the far side, a German tank triggers and comes crashing through at you.

      I seriously hate that.

      It leads to truly stupid scenarios, such as being able to kill over a thousand bad guys and they *still* keep coming at you because you should have moved over to that wall over there. The only way to play such games is to play Rambo and just run forward, hoping for scripted events to occur. In most events, you don't even have to shoot at your enemies, just move forward and survive. You are NOT making any kind of a difference by shooting and killing enemies. You don't matter. At all.

      I've fallen into that trap too many times. Bang, bang, ra-ta-tat-tat, whiz, bang, 50 dead Germans, but whoops - I'm out of ammo and the scripted event never happened because I loved my cover and position on the field.

    12. Re:depends on the stupidity by MeanMF · · Score: 1

      The COD series is notoriously bad at this too. Because of the way it's scripted, the only tactic available is to move forward. One place in COD4 I was stuck - there were a ton of enemies and I was in a pretty confined area. No matter how careful I was, I'd eventually end up eating a grenade or getting shot while reloading. The solution was just to make a mad dash for the exit hoping that they missed me while I was running. I made it there on the second try, and that set off a scripted event that also stopped the enemies in that area from respawning. Very lame.

    13. Re:depends on the stupidity by Goateee · · Score: 1

      My thoughts exactly. Major games grow larger, more complex and arguably more non-linear. This calls for more content and available AI actions for each unit. For linear games, scripting most scenarios is fine. For not so linear games, to achieve both realism and not having to write an excess of scripting, AI must be getting more generic.

    14. Re:depends on the stupidity by Anonymous Coward · · Score: 0

      FWIW, the best-known example of the high-risk mechanic I can think of is probably Diablo II played on "hardcore" mode. One unlucky encounter and it's many hours of hard work wiped from a remote server (so no save-scumming).

    15. Re:depends on the stupidity by bitrex · · Score: 1

      Was it on the mission "Shock and Awe," where you're in the building with the pinned down team you're trying to rescue, and you have to make it to the Sea Knight landing zone? You can stay in that building and kill enemies in the other buildings across the courtyard all day, but the minute you make it to the back of the building across from you the spawn stops.

    16. Re:depends on the stupidity by Anonymous Coward · · Score: 0

      The problem with scripted games is that you run the risk of it becoming 'interactive fiction'. I've always gotten more entertainment from reading a book or watching a movie than playing IF games.

      Given your example of the baddies sitting around playing cards, what if sometimes they're not always playing cards? Why not make it to where they may be standing at attention sometimes? Or one has to go to the bathroom (creating another interesting situation of an unknown combatant hiding behind a door after he hears you bust into the next room). Maybe the guy that dropped his weapon the last time around wouldn't be so unprepared the next time around. Or they could have just dispersed to different areas for various reasons. Scripting doesn't allow for these situations because, for the script to work properly, things controlled by the script need to be in a particular position or state.

    17. Re:depends on the stupidity by Anonymous Coward · · Score: 0

      I think the question that needs to be asked is "do you want a challenging opponent that will;
      exploit all game rules to win
      OR
      do you want a human like opponent that will behave like a person with human tactics to win?"

      in a game against "human" CHARACTERS, the 2nd approach might be more appropriate for lets say easier levels. a more experienced player,
      but, will definably want to test himself against an opponent that has "perfect" tactics.

      i was thinking, randomized OR strategically scripted events might be interesting

      i think this is what you were trying to say?

      also a.i.'s are low risk takers
      (unless programmed to not be)
      they statistically work out all event and based on ur actions use probability with known actions to determine the best way to 'kill you' every microsecond, while taking the lowest amount of damage, in a modern fps where the AI has a choice of weapons, it would fire a grenade launcher at you from a distance , rather than run at you at close range , on the flip side, a human player might get panicked and fire what ever he has, (which has happened to me enough times!), including a suicidal attack, or throwing a grenade at a wall only to have it bounce back .....etc,

      coding in panic may be a good thing for more 'human' characteristics however i don't like the idea of having ai purposely make mistakes so a player can win at random, only if the situation calls for it, like sneaking behind, or attacking a 'friendly ' or (in an rpg) attacking in a city.

      besides, ai's make strange (almost stupid) tactics regularly enough as it is.

  13. No human would ever make them... by hal2814 · · Score: 4, Insightful

    Oh, the humanity! Football games drive me nuts when the AI does stupid things no real person would ever do. Why the hell did my fullback just brush by the linebacker that's right in my RB's way?! Why can't I get my linebacker to stay in his lane on running plays?!

    I'd love to see the difference in difficulty in Madden being the difference between playing a Jerry Glanville-coached team vs a Tom Landry-coached team. Instead, all increasing the difficulty does is make your opponents more talented but no smarter. Even on the highest difficulty, FBs don't understand their blocking assignments.

    1. Re:No human would ever make them... by damnbunni · · Score: 2, Insightful

      How much of that is due to difficulty in writing a good AI for a fullback and how much is due to EA not needing to write a good AI for a fullback because there aren't any other football games left to compare it to?

      When you have a license monopoly, why try?

    2. Re:No human would ever make them... by Anonymous Coward · · Score: 3, Funny

      I never thought that I'd have to make the following proclamation... I don't follow your technical jargon.

    3. Re:No human would ever make them... by hal2814 · · Score: 3, Interesting

      A fullback's running assignment is one of the most conceptually easy AIs to write. Run in front of the RB and knock as many people down as possible before they get to the RB (or until the RB passes you). If they can make a reasonably sane QB AI, they should have no problem with a decent FB.

      As far as monopoly, the Madden fullback AI was a Rhodes Scholar compared to the fullback logic in the 2K games. At least the Madden FB doesn't go running off to the other side of the field based on how the D is stacked. And don't get me started on NCAA 2K2's misuse of the word "flex." Flex is not a damn blitz! Flex LBs are supposed to sit back and plug holes, not free-for-all the QB. And that's coming from someone who preferred the 2k series.

    4. Re:No human would ever make them... by rickb928 · · Score: 5, Funny

      "Oh, the humanity! Football games drive me nuts when the AI does stupid things no real person would ever do. Why the hell did my fullback just brush by the linebacker that's right in my RB's way?! Why can't I get my linebacker to stay in his lane on running plays?!"

      Gee, you sound like a real life coach. Certainly like my High School coach.

      I'm thinking the AI is working like it should here. You got your disgruntled, not getting paid enough FB who isn't taking the hit, and your linebacker who thinks he's smarter then your Defensive Coordinator and is freelancing with visions of stardom in his head.

      Realistic this is, I think. Patience, padiwan. Trade you must. Draft you will. Beware of anger.

      --
      deleting the extra space after periods so i can stay relevant, yeah.
    5. Re:No human would ever make them... by Anonymous Coward · · Score: 0

      I think this article could lend something to football games actually, because football is as time-critical as any game. I don't know how Madden's fullbacks work, but this article seems to suggest that the fullback would ACT perfectly given the knowledge and time that he has, i.e. he should always block the first AND most critical person in the halfback's path.

      I would presume, given how my offensive linemen block sometimes, that the actual paradigm is "based on awareness attributes, this player executes the correct assignment x% of the time." and all players are given perfect knowledge of the other 21 on the field.

      This article would make me think it should do a sort of search algorithm that starts pre-snap:
      1. Determine my path
      2. Determine likely defenders I'll have to block, give them a threat-rating based on how likely it is I would have to block them
      SNAP
      1. Execute path
      2. Do a search based on distance to all defenders, threat-score, and how well they are being blocked
      3. If search returns a player above a threshold, block that player until their threat has been lowered
      4. Find the next player in pursuit (and in the direction of original path), hit him as hard as possible (based on real football, probably sub-optimal)

    6. Re:No human would ever make them... by Anonymous Coward · · Score: 0

      Since I'm unsure of how confused you are on the jargon:

      A fullback is a large-ish (Usually smaller than the offensive line, but big none-the-less) guy who runs in front of the running back. His sole job in life is to stay in front of the (usually faster) running back as long as possible, and absorb as many hits as he can, so that the Running Back doesn't take them, and can advance the ball further.

      The running back is the guy the quarterback gives the ball to on a running play (IE: Not a passing play).

      The Quarterback is the guy who gets the ball at the beginning of the play.

      A linebacker is a defensive player, who stands behind the defensive line (hence the name), and depending on what defensive package (How they lined up, and plan on attacking the offense) is in, he can stay back and watch what happens to go for coverage if it's an obvious passing play, rush the quarterback if it's a blitz, or simply try and plug a hole that opens in the defensive line so that the running back has fewer chances at advancing the ball.

      The 'lane' is an open area which blockers have vacated of defensive players, and thus is where the running back goes to try and advance the ball as far as possible.

      American Football: for a game which the stereotypical geek is supposedly bad at, is surprisingly complex and geeky.

    7. Re:No human would ever make them... by Anonymous Coward · · Score: 0

      I completely agree!

      Also, I didn't understand a word of what you just said.

    8. Re:No human would ever make them... by Anonymous Coward · · Score: 0

      Oh, the humanity! Football games drive me nuts when the AI does stupid things no real person would ever do. Why the hell did my fullback just brush by the linebacker that's right in my RB's way?! Why can't I get my linebacker to stay in his lane on running plays?!

      Stop playing as the Lions.

  14. AI leaps and bounds? by Gizzmonic · · Score: 5, Interesting

    Year after year, I read these kind of articles that report how game AI increases in leaps and bounds...and I still don't see it. Bad guys in GTA still seem to rush towards grenades, Halo/Gears of War enemies are either completely impulsive or avoidant. I'm not knocking the programmers...I think game AI must be very difficult to achieve, and even harder to detect for the layman (such as myself).

    Does anyone have an example of really good AI in action games (or any non-RPG, non-RTS games)?

    --
    (-1, Raw and Uncut is the only way to read)
    1. Re:AI leaps and bounds? by Sj0 · · Score: 3, Interesting

      The Half-life series has always been acclaimed for the AI.

      I found Left 4 dead had excellent AI. The zombies rarely did things that didn't make sense, the only thing I can think of is when they climbed up on objects they didn't need to climb over.

      It's not enemy AI, but Alyx from HL2 was pretty impressive. The zombies rarely did something stupid, but Alyx never did anything stupid. I'm sure I'm not the only one who formed a weird bond with the character by the end of Ep. 2

      --
      It's been a long time.
    2. Re:AI leaps and bounds? by Anonymous Coward · · Score: 0

      I disagree, everything Alyx did to me was stupid...like blocking me into a corner while a Zombine came at me, moving away just as he got there so he could grenade me...

    3. Re:AI leaps and bounds? by Anonymous Coward · · Score: 1, Interesting

      alyx is highly script-driven. also more-or-less invulnerable and has infinite ammo..

      but she's hot, yeah :)

    4. Re:AI leaps and bounds? by Freakstyle571 · · Score: 1

      I always thought the AI in Unreal Tournament was really good. The difficulty curve is really intense. UT2004 and UT3 both had really intense bots.

      --
      -We think in generalities but live in details.
    5. Re:AI leaps and bounds? by Jim+Hall · · Score: 3, Interesting

      Does anyone have an example of really good AI in action games (or any non-RPG, non-RTS games)?

      The AI in the first Half-Life was pretty good, I thought. Especially for the era. There were AI creatures that, once they saw you, would run to the rest of their group so they could attack in greater numbers. IIRC, other AI would behave a certain way (i.e. aggressive) until their health dropped too low, then would act in another way (i.e. defensive, even retreating.) It was very believable with the non-human creatures (the sonic dog-things) and not too bad with the enemy soldiers. I think the soldiers had certain logic, where if they had a reasonably good shot at you, they took it - otherwise, they'd reposition to get a better angle. Net effect: in certain areas, you'd have two soldiers laying down "covering fire" while two others ran around the corner to flank you. I was surprised by that the first few times it happened; very decent AI.

      I'm re-playing Killzone 2 right now. The first play-through, I thought the AI wasn't too bad. The second time through, I realized that the AI had a different behavior when you were more than a certain distance away vs. closer. So on my second time through the game, I ran up to a lot of Helghast and used the knife on them (there's a trophy for that, anyway.) If you can get close enough without taking too much damage, it's easy because the AI takes about half a second to switch to the other "mode", during which time it has stopped shooting. That's the opportunity to strike. (Yes, this kind of kills re-play value.)

    6. Re:AI leaps and bounds? by Jim+Hall · · Score: 3, Interesting

      Does anyone have an example of really good AI in action games (or any non-RPG, non-RTS games)?

      I really liked the AI in the Thief 1 & 2 games (never played Thief 3.) Very believable, added a certain dimension to the game.

      Guards would sort of tool around the place, doing their rounds. If you hadn't been discovered, they were not very attentive (you might believe they were just bored with the routine.) If they heard you make a noise, they entered a higher level of alertness, became more suspicious. Their posture would change as they snooped around, looking for what caused the noise. You had to be really well-hidden for them not to find you. If you made any more noise, they went towards that. Make a lot of noise, or show yourself, and they entered full-alert and came charging. You were pretty much screwed if you found yourself trapped in a semi-dark corner on marble tile when guards were around.

      If a suspicious guard didn't find anything, then he would (after a long while) go back to the lower alert level, and just go about his day. But I don't remember that guards, once they actually saw you, ever went back to just doing a normal, unaware patrol.

      (Did suspicious guards "infect" nearby guards, causing them to become suspicious for a certain time? Maybe someone here will remember.)

      Guards alsowent into higher alert automatically if they came across an unconscious body. So you always had to be careful about stashing the body(ies) when you coshed someone.

      It would have been much better if guards responded to torches going out, or moss suddenly appearing in a room, or an arrow sticking out of a post, or a door left open. Even a simple acknowledgment "hmm, I thought that torch was lit before... must have gone out" would have been more realistic.

      But generally, I thought the AI in Thief was pretty well done.

    7. Re:AI leaps and bounds? by Sj0 · · Score: 1

      If you do any amount of game programming, you quickly learn that "tightly scripted but looks and works as it's meant to" is entirely the same as "a global, highly adaptable system which looks and works as it's meant to", except it takes a tenth of the time.

      At the end of the day, the player doesn't care if you've created a neural network AI that has real thoughts and feelings and hopes and dreams and will someday link up through the multiplayer feature to become skynet or if you've just hard-coded the behaviours.

      --
      It's been a long time.
    8. Re:AI leaps and bounds? by Turiko · · Score: 1

      the ai in fear 1 is VERY good, and so is the AI in the unreal tournament series. At least up to version 3, as i then noticed enemies spawning with full shields :/

    9. Re:AI leaps and bounds? by Anonymous Coward · · Score: 0

      Erm, who said game AI is increasing by leaps and bounds? Most reports in the industry indicate that AI is extremely stagnant. At least, that's what pretty much anyone that works in game development knows and acknowledges. Most of the "leaps and bounds" talk comes from either 1) someone pushing middleware or 2) someone that wishes AI wasn't as stagnant as it is now.

      You are right though, that good game AI is very difficult to achieve, and even if you do have good AI in place, it's very difficult to convey that to the user (often AI is made quite complex and using very interesting techniques, but the users don't understand it, and it's scrapped for more obvious behaviors).

  15. This should be almost impossible. by Genrou · · Score: 4, Funny

    If it is so difficult to raise the computers to the level of human intelligence, it is probably impossible to reach the level of human stupidity.

    1. Re:This should be almost impossible. by Anonymous Coward · · Score: 0, Redundant

      Especially given the limited amount of intelligence, and infinite stupidity.

    2. Re:This should be almost impossible. by Anonymous Coward · · Score: 0

      yes but artificial stupidity can be just as convincing...

  16. it's about the cpu-time by rillopy · · Score: 4, Insightful

    Unfortunately, the AI generally only gets a tiny slice of the CPU time. If it were to use as much as the graphics, etc, then sure: the extra processing required to make the AI believably stupid would be easy. The innovations are there, it's just they are too slow or processor intensive to be implemented in most games.

    1. Re:it's about the cpu-time by acohen1 · · Score: 1, Insightful

      Agreed. Single player focused games (where AI is important) should be able to take advantage of modern multi-core cpus to let AI shine without interfering with graphics and physics. That and give me the option to set the AI the same way I set graphics options for performance or detect optimal configurations like many games do today on PC.

  17. No Human? by chrispycreeme · · Score: 5, Funny

    The problem with this approach is that it decreases the realism of the AI player. When you reduce the amount of computation, the AI will begin to make incredibly stupid mistakes -- mistakes that are so stupid, no human would ever make them.

    The author has obviously never played chess with me.

    1. Re:No Human? by theaceoffire · · Score: 2, Funny

      The author has obviously never played chess with me.

      You sunk my battleship! Now how am I supposed to connect four?!?

      --
      I steal signatures. This one used to be yours.
    2. Re:No Human? by cheesecake23 · · Score: 2, Informative

      And he has obviously not played Go with this top-ranked (professional 9 dan) Go player.

    3. Re:No Human? by mcvos · · Score: 1

      And he has obviously not played Go with this top-ranked (professional 9 dan) Go player.

      I feel better now. I once lost a tournament game because for just one turn, I neglected to pay attention to a threat I'd been aware of for most of the game.

      Prolonged cursing is not really appreciated during go tournaments, although they were understanding about my situation.

  18. quote by Anonymous Coward · · Score: 0

    Unfortunately I didn't bother writing the name of the person who said this (at AIIDE a couple of years ago, IIRC), but:

    "The purpose of a game AI is to lose gracefully."

  19. Talking about Stupid by icepick72 · · Score: 1

    This is the stupidest (because it's most obvious) summary I have read on Slashdot in weeks. There's no other way to say it. It reads like some interesting discovery ... but it's not.

  20. BushEngine AI by Anonymous Coward · · Score: 0

    AI doesn't need to be good, just believable. Being an idiot is believable. As for chess the typical "AI" just analyses all paths to find the best outcome from the current position, and cutting the depth of that means it rapidly can't easily select a winning path, thus selects poor decisions as it can't differentiate them from good decisions. The algorithm is wrong for believable AI. You need ObamaEngine AI that actually takes a trained human approach rather than the scientific analytical approach.

  21. So would there be levels of stupidity? by Samschnooks · · Score: 2, Funny
    In the game settings you'd have the "Stupidity" setting ('1' being the least and '3' being the most):
    1. "Fox has such interesting programming!"
    2. "Football in groin! How funny!"
    3. "Extended warranties! How can I lose?!"

    *Much borrowed from "The Simpsons".

  22. Limited attention and experience by AlpineR · · Score: 4, Interesting

    My first rule of game AI is that the computer should have access to the same information and controls as a human player. I hate games where the computer knows about your units and buildings that it hasn't scouted.

    The big advantage that computers have is that they can micromanage every unit with 100% efficiency. One way to reduce skill could be to limit the amount of attention the computer can spend, maybe in the form of "actions per minute". For a game like poker that could be a limit on how precisely the computer player calculates odds. A more experienced human player has a better feel for the game, so a more skillful computer player could dig deeper into the nooks and crannies of probability.

    A way that computers often act too stupid is not accounting for how their interactions with one player will influence other players who aren't directly involved. For example, in a three-way game the computer player might throw everything against the strongest player, weakening them both and letting the third player win. Humans have millions of years of instincts for dealing with such situations. So the game AI might need to precompute some game theory and adapt to opponent reactions over a series of many games. Then it could be dumbed down by reducing its use of that experience and acting more like a newbie human player.

    1. Re:Limited attention and experience by Jessified · · Score: 1

      It sounds a lot like starcraft.

  23. Competing goals by olclops · · Score: 5, Interesting

    If you want an AI to make human like mistakes, you have to have at least a roughly human cognitive model. The simplest way to do this, it seems to me, is to give the AI competing goals. Rather than just have the AI "try to win", and then cripple its ability to do that effectively, you could give it multiple goals to strive toward, and then give it some degree of randomness in which goal it chooses to pursue. Victory vs. pain-avoidance, attack vs. finding time to recover, etc.

    1. Re:Competing goals by Anonymous Coward · · Score: 0

      Knowing how bad I am at chess, I suggest the following for any style of game:

      Don't completely re-evaluate at every turn. Keep down an old strategy even if it may no longer appear the most correct (unless it's obviously insanely dumb in the short term).

      (or) Plan your own moves 10x in advance, but only predict opponent's moves 5x in advance. This will simulate the feeling "this ottah work".

    2. Re:Competing goals by rm999 · · Score: 2, Interesting

      "you could give it multiple goals to strive toward, and then give it some degree of randomness in which goal it chooses to pursue. Victory vs. pain-avoidance, attack vs. finding time to recover, etc."

      That strategy would still create bot-like behavior; programmed correctly, a bot will find an "ideal" solution to a constrained problem. This isn't how humans work. Humans aren't just random number generators attached to optimizers. In fact, the score function of the typical game engine (like chess) works almost exactly as you describe and often creates very un-human like behavior. I believe many first-person shooter bots also use similar goals to poor results.

    3. Re:Competing goals by tnk1 · · Score: 4, Insightful

      I agree with this totally. One of the bigger reasons some players fail at a game is that they aren't actually playing the same game as everyone else.

      What I mean is illustrated by some post I read once where some jerk, who was also a rather good player, laid it out bare:

      Many people don't play the game. They invent their own little rules for what is "fair" or "better" or "morally right". This handicaps them. You win by playing the game and using all of your abilities and all of your assets to do so, no matter how "cheap" or "skill-less" they seem to you.

      If the game makes it so that some skill does more damage for less effort, but you prefer to use another skill because it seems "cool" to you, or you liked the animation or whatever, you deserve to lose.

      The one thing that this illustrates is that a computer also tends to have clarity of purpose. They are programmed to kill you. That is what they do. They aren't there to smirk or taunt you (unless that's in the script). They will not dance around or try and add finesse to their moves to look cool. They use the most efficient moves or actions to kill you. Or, sometimes, they only get a certain set of moves, but they are scripted to execute them in a certain manner.

      So, basically, by giving your NPCs a "personality" where their goals aren't to strictly kill you with Terminator-like focus, but perhaps to simply make you look bad, or use some moves that *they* think are cool, which really aren't all that useful, you can make them a bit more "human".

      The problem with most mobs is that you already know their motivation, so knowing what they will do next is actually rather easy to figure out. So, if you "cheat" with their AI, it becomes apparent to players that you either buffed or nerfed them artificially.

      If your mobs act in a manner where they are believably foolish, its a lot easier to handicap them and have a player believe that the handicapping is their lack of "skill", rather than you simply giving them less hit points or some absurd lack of resistance to one damage-type.

    4. Re:Competing goals by Sagara+Sozou · · Score: 1

      Sounds like your buddy played Ice Wind Dale too much.

      --
      Those poor bastards, they have us surrounded. Now we can fire at them in all directions!
  24. Stupidity is a component of intelligent behavior. by hey! · · Score: 5, Insightful

    And vice versa.

    One thing that is stupid: trying the same things that failed in the past.

    This is a component of smart behaviors as well. If you don't know what to do, try something and watch very carefully how it fails. If you are in a desperate situation and you are going to definitely fail through inaction, then try an action which failed in the past and hope you get lucky. Or vice versa, when the action that usually works looks like its going to fail, try doing nothing.

    Animals freezing in the face of danger is an example of this. It's not much of a defense, but you might get lucky. Maybe the prey a couple animals down the line will get itchy and draw the predator's attention.

    On the other hand, smart behavior can be a component of stupidity. If the red button gets you a treat 80% of the time and the green one gets you a treat 20% of the time, the intelligently stupid thing is to push the red button 100% of the time. The stupidly intelligent thing is to try to work out the pattern of red/green rewards.

    If you want realistic model of stupidity, provide the NPCs with a range of decision making strategies, all of which work to some degree, but the better of which take more effort (computation). The NPC can choose between the strategies with a random function weighted towards the better strategies, but as time and "stress" come into play the function can shift towards the easy but less effective strategies.

    That's a pretty good model of human performance "choking".

    Evolution did not produce human stupidity because it was useless, after all.

    --
    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
  25. Re:Its called Aspergers Syndrome by Anonymous Coward · · Score: 0, Funny

    Its called Aspergers Syndrome

    No, it's called affluent metropolitan mommy and daddy's special little boy who is allowed to ignore his parents' weak discipline, enabling him to do whatever the hell he wants.

    He'll wear clothing and do the bare minimum to keep himself out of jail or the psych ward, but he'll be able to behave like a shithead for the rest of his life because of the medicalization of his idiocy(more money for drug companies that way) and the weak discipline of his parents, who never were able to tell him "no" more than once.

    Like every other professional victim, he'll fully exploit his "syndrome" to gain "cool" points among other rebellious emo kids while skating out of schoolastic discipline and ensuring that the world adjusts to him and not vice-versa. His affluent parents will fight tooth-and-nail for his special treatment and lax discipline because of his "medical problems" and to cover up the fact that they were weak parents.

    Because of this, they are fully enabled to learn C64 assembler and write their own OS kernels at age 12 because they didn't have to go to school and live in the real world as most other children do. That carries over into their adult life as they continue to live in their parents' basements while refusing to bathe or behave in a civillized manner.

    The ones who managed to land jobs because of their skills and/or their "disabilities" are tolerated at best and hated at worst because of their "I'm the only person in the world" attitudes and their overwhelming stenches and their offensive, haphazard fashion sense.

  26. F.E.A.R. by A.+B3ttik · · Score: 4, Insightful

    F.E.A.R. is the only game to date that I've played and honestly felt like I was playing against human opponents. Honestly, they were as smart as or even smarter than playing against people online.

    They did this through heavy use of waypoints and scripted events. If that's what you have to do to make it realistic, then by all means, do it.

    1. Re:F.E.A.R. by Anonymous Coward · · Score: 0

      The problem with scripts and waypoints is that if you our outside their zone of expected movements, the AI looks retarded in the fact that it is now running to where you should have been, rather than where you are.

      Kinda like Pacman's ghosts

    2. Re:F.E.A.R. by justinlee37 · · Score: 1

      The AI in Crysis was much, much better. If F.E.A.R. is the best FPS AI I've seen, I'll bet money you haven't played Crysis.

    3. Re:F.E.A.R. by CAPSLOCK2000 · · Score: 2, Informative

      FEAR gained it's AI from using a planner to string actions together to reach some kind of goal.

      It's not the waypoints or scripted events that make it special, every shooter has those.
      In short a character in FEAR consists of a set of actions (shoot, dodge, open door, jump through window, etc..., etc...) and a set of goals (kill player, survive, stay in cover).

      Each action has a number of pre- and post-conditions, just like functions have in (formal) programming. Actions also have a cost. A searching algorithm tries to combine actions until a goal has been reached.

      The incredible advantage of such a system is that you don't have to script each and every event, nor have to think of everything the player might do or have to consider every possible combination of actions.

      The characters have no preconception of what the player is going to do or how to react to it. Their reactions are based on events in the environment and the actions available to them.
      If the environment changes the AI will find the most appropriate reaction.

  27. NP-tard? by illegalcortex · · Score: 5, Funny

    Do we have programmers that are smart enough to program stupidity algorithms to be smart enough to be as stupid as humans?

    1. Re:NP-tard? by JumperCables233 · · Score: 0

      I'd settle for an AI that can say that 5 times fast.

    2. Re:NP-tard? by lennier · · Score: 1

      Tzhat five tizms faszt.

      Thzank you I will bee hee-yah all nizght.

      Try the ravioli it is dee-lizc-i-ous.

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
  28. AIs Hardly Ever Think Like People by InvisibleClergy · · Score: 2, Interesting

    Having played many fighting games, and hundreds upon hundreds of hours of the Guilty Gear series in particular, I can safely state that this guy has no idea how people are trying to think in high-level gaming. Let me explain.

    In high-level gameplay of things such as Guilty Gear, there are theoretically a huge number of choices that one could make at any given time. However, several of them are stupid as hell. Of those which aren't stupid as hell, there's a sort of weighted rock-paper-scissors game where you weigh the advantages and disadvantages of each move, along with whether or not your opponent should expect each move, given your previous gameplay.

    Computer AI almost always chooses the safest move. Either that, or it deliberately chooses a bad move. Sure, this emulates bad play at lower levels of play, but that's when you can't even do a hadouken with 99.9% accuracy. People like that are bad at the game, and as you rise higher in skill you will stop making those mistakes.

    For more information and better explanations than I could ever come up with, check out David Sirlin's website.

  29. Believable stupidity? by Anonymous Coward · · Score: 0

    I've found plenty of real players with idiotic screennames who appear to be playing, and typing, with their ass.

    I propose all future Easy mode AI models be based upon one person's capability to combine "fag" and "pwnzorz" for a name while the actual actions be based upon the same persons own skills on playing with their ass.

  30. Here's what I'd like by vadim_t · · Score: 5, Insightful

    A computer that plays on equal terms.

    AIs often win in some games not by the virtue of being smarter, but by having an unfair advantage. Examples:

    • In RTSes, constant money injections. This pretty much nullifies attempts to attack resource collection -- they don't need it anyway.
    • Knowledge of the position of everything. In RTSes, they don't need to discover your position. It's useless to try to build an outpost and hide the real base somewhere behind it. In FPSes they know where you are, and can tell when you're sneaking from behind
    • Instant reaction time and all-encompassing awareness. In RTSes, the AI is capable of controlling every unit at once, and knows what's going on in the whole map at once. Meanwhile, the players are limited in the speed they can give orders, and only has a view of part of the world. Due to this, the AI can't be fooled by multiple attacks from different places, it will see all of them perfectly.

    My suggestion: An AI should be coded as a bot, within the constraints given to the player. If the player can only see a part of the battlefield (like in Starcraft) then the AI should have the same limit and need adjust its own viewport to gain awareness of an area. It should also be limited by the fog of war, and lack the ability to see out of the back of its head. To put in another way, a fair Starcraft AI would be one implemented with a camera pointed at the screen, controlling only the keyboard and mouse inputs.

    The idea is that I want to be beaten because the AI is indeed smarter, not because it's got a superior access to the battlefield I can never gain.

    Chess probably comes closest to the sort of thing I want -- the AI and human are fighting on very equal terms. I don't see the calculating millions of positions a second as a problem, that's simply an implementation detail.

    1. Re:Here's what I'd like by AlterRNow · · Score: 1

      In racing games, specifically Need For Speed Underground where I first noticed this, opponents get a permanent speed boost as they pass the finish line. I was on a particular race for a good few hours where I would be leading by a bit the first few laps but the last lap my car physically couldn't keep up and I had to resort to "dirty tricks" to win i.e. spinning opponents out. The next race I completed first time so it wasn't because my car was under-powered for the race.

      You might want to look at Dark Reign ( a golden oldie IMO ) where the units are very much limited by their fog of war/line of sight. I have established secondary bases right next to the walls of their base because the wall blocked their view ( Prison rescue mission of the campaign ).

      --
      The disappearing pencil trick. Let me show you it.
    2. Re:Here's what I'd like by brainiac256 · · Score: 0

      AIs often win in some games not by the virtue of being smarter, but by having an unfair advantage. ...

      The idea is that I want to be beaten because the AI is indeed smarter, not because it's got a superior access to the battlefield I can never gain.

      I agree. I think a combination of heuristic processes and restricted resources make the best recipe for AI. Playing through some of the Brood War campaigns, I thought the biggest challenge with the AI was that it always started with orders of magnitude more money than you had. The game is less fun when you have to spend years collecting resources before you can even consider strategy. Also, with regards to the chess scenario, the supercomputers that beat grand masters are consuming so much more energy than the human body does (provided by the computer's technicians), that in strict terms of advantages they're definitely coasting. It's like comparing an 8-year-old's chess-playing ability with a grand master. A realistic chess AI would be one that consumes no more energy than a human body would, and therefore has to resort to heuristic solutions to make a 'best-guess' with low processing power instead of algorithmically enumerating every possible permutation of the game.

    3. Re:Here's what I'd like by cmburns69 · · Score: 1

      Dark Reign was awesome regarding the AI settings (both the computer opponents and for controlling your individual units). At the beginning of the game, I would give my units a very short leash, and lengthen it as the situation allowed. Towards the end of a game, I loved being able to set my units on "search and destroy".

      It remains one of my favorite games as it has a very strong rock-paper-scissors aspect to it. It's just a shame that it was released in the same generation as Starcraft.

      --
      Online Starcraft RPG? At
      Dietary fiber is like asynchronous IO-- Non-blocking!
    4. Re:Here's what I'd like by v1 · · Score: 2, Interesting

      My suggestion: An AI should be coded as a bot, within the constraints given to the player. If the player can only see a part of the battlefield (like in Starcraft) then the AI should have the same limit and need adjust its own viewport to gain awareness of an area. It should also be limited by the fog of war, and lack the ability to see out of the back of its head. To put in another way, a fair Starcraft AI would be one implemented with a camera pointed at the screen, controlling only the keyboard and mouse inputs.

      While this is a very good idea, it's very difficult to implement well, and it's been tried plenty of times. I've played games that attempted that, but as a result were very easy to beat. For example, you could start an attack on three fronts, and the AI would ignore all but the top two threats, and the third front would just walk all over them. Every single time.

      The fog of war is usually done by a simple radius check. if you are running from something and you are faster, once you get more than 1.5 screens away, you can see on your radar they immediately break off the attack and go regroup. Or you know the exact limit of how far away you can build your forward base that they won't "see" it and come maul you while you're digging in.

      Though I 100% agree that the computer's unlimited ability to micromanage is the one reason I can't stand playing RTS against computers. I can't micromanage anyway, so I still get tooled by real players, but against the computer it's totally futile. I think the computer should be limited in where it can make changes. As in, it can change its "focus" every 20 seconds, and during that time can only make changes within that screen-size area. That's how humans are restricted for the most part. If they want to know where other units are, they have two choices: rely on memory of thins they've seen or they need to invest one of their 20 second slots in "reviewing" things before they can pick a new area to focus on.

      --
      I work for the Department of Redundancy Department.
    5. Re:Here's what I'd like by Khashishi · · Score: 1

      Well, I hope you like winning all the time. Because your fair AI will get trounced again and again in a complex RTS game. In chess, a fair AI can provide a challenge because the game rules are so simple that the computer can brute force it. There's no hope in brute forcing the simplest of RTS games. What you are asking for is something everyone wants, but isn't quite doable right now by a game team. (Although, if you open-sourced the AI, you might get some pretty wicked community-generated AI.)

    6. Re:Here's what I'd like by vadim_t · · Score: 2, Interesting

      While this is a very good idea, it's very difficult to implement well, and it's been tried plenty of times. I've played games that attempted that, but as a result were very easy
      to beat. For example, you could start an attack on three fronts, and the AI would ignore all but the top two threats, and the third front would just walk all over them. Every single time.

      That's just a bad implementation. There's no reason why an AI couldn't ocassionally spend a while to look at its territory. Also, the human player usually has a map, and notifications (like an unit popping up to report "We're under attack!"). It's fair to have the AI have access to that as well.

      The fog of war is usually done by a simple radius check. if you are running from something and you are faster, once you get more than 1.5 screens away, you can see on your radar they immediately break off the attack and go regroup.

      That's not fog of war, it's just a limit on how far they'll pursue you. And it makes perfect sense too. Otherwise it's trivial to exploit. Take a fast unit, drive it to the enemy base, get a tank or two to pursue you to your base, where they get pummeled by the base defense. Do that a few times, and the enemy is 10 tanks down.

      Though I 100% agree that the computer's unlimited ability to micromanage is the one reason I can't stand playing RTS against computers. I can't micromanage anyway, so I still get tooled by real players, but against the computer it's totally futile

      The game that came closest to my ideal of what a RTS should be like is Total Annihilation (haven't tried Supreme Commander, so can't compare). The sheer amount of automation you have access to (waypoints, automated production, patrolling aircraft, automatic base repair) and long range defense means that achieving parity with the AI is perfectly possible.

      The only problem is that the AI turns out to be too weak. Once you've got a good base going, finding ways to gain advantage is easy. But it seemed to be a step in the right direction.

    7. Re:Here's what I'd like by vadim_t · · Score: 1

      But you're not going to get a complex game with a cheating AI anyway.

      Most RTS AIs are immune to strategy and can only be defeated through brute force. Sneaking from behind? It saw that coming. Attack from multiple fronts? It saw that too. Attacking resource collection? Doesn't work, it gets free resources forever. Turtling and trying to wear out the defense doesn't work either for the same reason.

      The standard RTS AI sends periodic small attacks to make things challenging. Meanwhile you try to defend against it while building up your own forces, until you can make a massive attack that destroys or cripples the AI base. It's the same every time, unless you're playing a campaign with scripted objectives. The challenge is building and micromanaging fast enough, pretty much.

    8. Re:Here's what I'd like by justinlee37 · · Score: 1

      If the player can only see a part of the battlefield (like in Starcraft) then the AI should have the same limit and need adjust its own viewport to gain awareness of an area. It should also be limited by the fog of war, and lack the ability to see out of the back of its head.

      The AI in Crysis did a wonderful job of this. The game is more than just eye candy.

    9. Re:Here's what I'd like by vadim_t · · Score: 1

      A realistic chess AI would be one that consumes no more energy than a human body would, and therefore has to resort to heuristic solutions to make a 'best-guess' with low processing power instead of algorithmically enumerating every possible permutation of the game.

      Actually, this is something I don't get.

      IMO, it doesn't matter how it thinks, so long it does. A calculator doesn't multiply numbers in the same way I do. That doesn't mean it's somehow a worse or a better way to do it, it's just different. I don't really care if a chess engine does a brute force search, heuristics, or a neural net, the end result is that it plays chess in any case, following the same rules the human does, getting the same amount of time to think.

      Making computer chess use heuristics and limiting the energy it can use won't save the human players for very long. A computer will be able to apply more heuristics faster, and we'll eventually come up with a more energy efficient engine -- after all the brain is a general purpose computer, that can't possibly compete with an optimized single purpose one.

      The human vs computer chess battle seems to be decided: computers win pretty much all the time now, and imposing restrictions on them only delays the unavoidable.

    10. Re:Here's what I'd like by Shadowlore · · Score: 1

      The difficulty in implementing an AI that does not have full battlefield awareness such as in StarCraft is the difficulty in AI reconnoitering and pathing. IIRC it was this limitation that drove Blizzard to implement AI omniscience in SC - both the coding difficulty as well as the horsepower available at the time.

      As far as accuracy of the AI as in shooters, it seems to me we may finally have a use for "fuzzy math"[1]. Let the AI have perfect knowledge of what it can "see", but have the calculation, or indeed the original data, have a "fuzziness" to it. For shooting accuracy that is a closer approximation of human capabilities. Have a built in random error margin. Sometimes it will be accurate enough, sometimes it won't be. Perhaps for some applications having an AI that can adapt to account for said error (again with the adaptation having a built in fuzziness margin) would be appropriate.

      For many applications it seems to me something as simple as approximation can help with this problem. Mathematics tends toward perfection, no "good enough". AI's need "ok, that's good enough" ability.

      Another possibility for simple expansion is the time factor. Touched upon by the parent is the reaction time. How quickly the AI responds is often an indication of whether it is an AI. If I am playing SC with human and AI enemies, I can tell which it is by how fast it responds to an attack or a two pronged attack. Provide a built in, random, fuzzy delay time to actions.

      Combine these with limiting the parallel cognitive abilities of an AI - make it have to choose which attack to ignore or to split it's attention. Shoot for emergent behavior and you'll likely find a more natural response. Intelligence is not precise calculation, it is making correct for the context choices based on fuzzy and limited knowledge. It involves refining of estimates and calculations, and conflicting goals and options.

      For military oriented games such as RTS or FPS AIs, give it the ability to be a hero or a coward. IIRC long ago there was a game called Close Combat that did this. Each individual of a unit could panic, carry out orders, or become the Spartan - one soldier taking down a platoon.

      But for overall realism, how good the AI is is moot when you can see the guy behind the wall because his helmet is partially sticking through it. That math seems pretty fuzzy, maybe the codebase is already there? ;)

      Sometimes I'd like to win because I got lucky, or lose because the AI got lucky. When everything is highly precise, luck is excluded.

      1. Fuzzy as in "1/4 inch + 1/3" is about half an inch".

      --
      My Suburban burns less gasoline than your Prius.
    11. Re:Here's what I'd like by Khashishi · · Score: 1

      Sure, but that doesn't address my point.

    12. Re:Here's what I'd like by Goateee · · Score: 1

      As for the first paragraphs, Starcraft II will be out in a not too far future. It is said to play on the same conditions as the player, and I expect Blizzard to not do a poor AI. As for the micro management I dont think its too unfair to let it be near unlimited for the higher difficulties. If we dont mind massive RTS games such as those mentioned by vadim_t below, the APM (actions per minute) goes towards the maximum usable APM as players improve their skills. The excess APM that the AI has gives diminishing results.

    13. Re:Here's what I'd like by Anonymous Coward · · Score: 0

      The idea is that I want to be beaten because the AI is indeed smarter, not because it's got a superior access to the battlefield I can never gain.

      I agree and would like to add: AI should beat you in such a way that you can learn from it and get better, just like getting beaten by a human.

    14. Re:Here's what I'd like by Anonymous Coward · · Score: 0

      AIs often win in some games not by the virtue of being smarter, but by having an unfair advantage. Examples:

      • Instant reaction time and all-encompassing awareness. In RTSes, the AI is capable of controlling every unit at once, and knows what's going on in the whole map at once. Meanwhile, the players are limited in the speed they can give orders, and only has a view of part of the world. Due to this, the AI can't be fooled by multiple attacks from different places, it will see all of them perfectly.

      Chess probably comes closest to the sort of thing I want -- the AI and human are fighting on very equal terms. I don't see the calculating millions of positions a second as a problem, that's simply an implementation detail.

      Actually, typical chess AI is basically the turn-based equivalent of the RTS AI you dislike. Strong chess AI is tactically perfect--it effectively knows everything that can go on within the next N moves. Within that N-move window, you can't fake it out or hope it overlooks some subtle or bizarre line of play--it sees everything within that N-move window perfectly. Meanwhile, the player is limited to being able to think about relatively few lines of play. Any tactical mistake the player makes within that N-move window will be seized upon and exploited to the fullest extent possible.

      Coding AI as a bot, as you suggest, would help level the playing field for information availability. However, a computer will still have nanosecond reaction times and pixel-level precision, so will still have a massive advantage over the human. You could dull those two things easily enough, but then you're faced with the opposite problem.

      Comparatively, humans are good strategists and poor tacticians, while computers are good tacticians but poor strategists. If you take away the computer's tactical prowess, you're left with an opponent that's poor at both strategy and tactics, vs. someone who's good at strategy. In other words, you end up with humans having an "unfair" advantage over the computer.

      Unfortunately, we haven't yet figured out how to get computers to be good strategists (or else Go AI would be as good as Chess AI).

    15. Re:Here's what I'd like by vadim_t · · Score: 1

      Actually, typical chess AI is basically the turn-based equivalent of the RTS AI you dislike.

      No, it isn't. It's the same playing field, with the same conditions and the same information awareness.

      The computer doesn't get to move twice in its turn, to use its bishop as a queen, or to make you start without pawns.

      It's purely a competition of who plays chess better, the human or the machine.

      Strong chess AI is tactically perfect--it effectively knows everything that can go on within the next N moves. Within that N-move window, you can't fake it out or hope it overlooks some subtle or bizarre line of play--it sees everything within that N-move window perfectly. Meanwhile, the player is limited to being able to think about relatively few lines of play. Any tactical mistake the player makes within that N-move window will be seized upon and exploited to the fullest extent possible.

      Sure, but that's to be expected. A grandmaster would play the same way. Somebody like like Kramnik or Kasparov would also mercilessly exploit every mistake you make. And unless you have an experience comparable to that of them, you can bet they can evaluate chess positions in their head a lot better and faster than you can.

      I don't think there's anything unfair about that.

    16. Re:Here's what I'd like by AlterRNow · · Score: 1

      If you're a Linux user and feel the need to have a play, it runs fine under Wine ( with a small tweak to stop the sound vanishing half-way through game-play ) :)

      --
      The disappearing pencil trick. Let me show you it.
    17. Re:Here's what I'd like by AlterRNow · · Score: 1

      And if you brought the game but don't have the CD, this might be of interest to you ( if you didn't already know, I only just found it ).

      http://darkreign.ws/

      --
      The disappearing pencil trick. Let me show you it.
    18. Re:Here's what I'd like by Anonymous Coward · · Score: 0

      one simple problem with your SC idea is that the AI "sees" differently than you or I. In order to use potential monitor output as input to the AI, you would need throngs of pattern recognition logic that would eat processor time for breakfast. Even the basic idea, though, of limiting the information that the AI can access requires additional layers of logic (checking each object to see if the AI player is "looking" at it or has "seen" it recently etc.) which would cost a lot more than most platforms can afford (especially consoles, who are currently locked in a "my games are prettier than yours" war)

  31. This is the nail in the coffin of humanity by GMFTatsujin · · Score: 0, Redundant

    Our future robotic overlords are going to make sure we pay for every cycle of artificial stupidity we tried to intentionally program into them, once they read this article and realize what's going on.

    Don't give away the game plan, guys!

  32. Fight or Flight Mode by Anonymous Coward · · Score: 1, Interesting

    I think that to act more human, AI characters behavior needs to be multilayered. Include modes such as:

    -Transitional deer-in-headlights mode
    -Panicky fight-or-flight mode
    -Tactical aggressive
    -Strategic defensive
    -Ambush/Camping behavior
    -Random/unexplainable/opportunistic urges

  33. Game Complexity by Quothz · · Score: 1

    This is a neat article, but of course it mainly deals with games that have pretty simple rules, in which the AI can be perfect. Chess, feh.

    I loves me some chess, don't get me wrong. But this is inapplicable to more complex games, in which AI technology and/or time-to-process limitations don't yet allow for a perfect AI. Civilization, for example, won't benefit from this much, because the AI isn't yet good enough to play well without massive advantages. MMORPGs, first-person shooters, and so forth are all too time-sensitive to do much more sophisticated than scripted behavior. RTS games often suffer from both complexity and time-sensitivity. I don't really play much RTS, tho', so I don't really know what the state of the AI is in 'em.

    So it's a neat article, and a great concept for turn-based games with relatively simple rules, but not applicable to many of the games folks're posting about here.

    1. Re:Game Complexity by Jaysyn · · Score: 1

      You should try Galactic Civilizations II. The AI doesn't cheat.

      --
      There is a war going on for your mind.
    2. Re:Game Complexity by nelsonal · · Score: 1

      I agree, I always liked the AI in Master of Orion. The AI cheats (bonus resources) but it isn't too blatent. The harder AI does a very good job of probing for weaknesses, and exploiting them so if your defenses work well against small ships it sends bigger ones or vis versa, but each race has hard coded preferences so they'll return with their desired settings soon.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    3. Re:Game Complexity by mcvos · · Score: 1

      You should try Galactic Civilizations II. The AI doesn't cheat.

      For real this time? Brad Wardell claimed the AI of Galactic Civilizations I didn't cheat either, but it did. Not blatantly, but it wasn't a completely level playing field either.

      And while it was much better than any other strategy AI I'd seen, it still made lots of ridiculous mistakes, like not protecting its transports, not killing my transports when it got the opportunity, attacking my planets without a transport, etc.

    4. Re:Game Complexity by Jaysyn · · Score: 1

      How does the AI cheat? I can't believe the legions of OCD TBS players didn't call him on it if it does.

      --
      There is a war going on for your mind.
    5. Re:Game Complexity by mcvos · · Score: 1

      How does the AI cheat? I can't believe the legions of OCD TBS players didn't call him on it if it does.

      I'm talking Galciv 1, not 2, and he was called on it, and he admitted that the AI knew where the yellow suns are, which is where most of the good planets are. The human player doesn't know this, so he has to spend time building scouts and exploring with them before he knows where to send his colony ships. The AI doesn't have to do that, and that saves time.

      After a couple of patches, the AI also became less and less inclined to trade techs with the human player, but that's not such a big issue, because they were already crap at trading them amongst themselves, so being the big distributor of technologies was a big advantage for the human player, and it still was a reasonable advantage after all those patches.

      End result: at the start, the AIs grab a big slice of the pie, sometimes bigger than that of the human, sometimes they expand less and start building wonders and trade goods before the human does. But in the long run, a good human player will always catch up and overtake them.

      The AI cheats, but it cheats less then in any other TBS game where the AI is not a complete walkover. And the AI is pretty good, but there's still a lot of room for improvement.

      I haven't played GalCiv 2 unfortunately.

  34. Reducing depth... by O'Nazareth · · Score: 1

    ... will make the AI look like a creationist, of course!

  35. So...does this mean... by MpVpRb · · Score: 1

    That it is easier to program Artificial Intelligence than Artificial Stupidity?

    Intelligence has been studied a lot.

    Has anybody really seriously studied stupidity?

    Might it be true that stupidity is complex, in its own stupid way?

    1. Re:So...does this mean... by mcvos · · Score: 1

      That it is easier to program Artificial Intelligence than Artificial Stupidity?

      No. It means it's easy to make computers cheat in computer games. People complaining about AI being too smart are either pretty stupid, or their problem is an AI that takes advantage of information or other resources that they don't have.

      Intelligence has been studied a lot.

      Not nearly enough. We still hardly know what intelligence really is or how it works.

  36. Different Types of Stupidity by clickety6 · · Score: 1

    I imagine that the type of stupidity you need to program varies a lot depending on the type fo game/AI you're programming.

    For instance, for a chess-type program, I could imagine calculating all the possible moves, ranking them as to strength and then using a level-based algorithm to pick the final move so that for an easy level, the AI oftens pick a good move but not the best move. More like a human player.

    For a shooter, the first thing is to restrict the AI to the same capabilities as the human i.e. no seeing through walls (unless the character has this ability!), no super-accurate aiming, no instantaneous reaction to events, no ability to see you at a ridiculous distance, and so on. It would also be fun to have the various AI opponents as different skill levels so if you start shooting a squad of soldiers, some react well and some react more stupidly. That way, you need to recognise the better soldiers and pick them off first. The reacting stupidly doesn't have to be unrealistic. They could panic and run away, drop their guns and fumble and so on.

    --
    ----------------------------------- My Other Sig Is Hilarious -----------------------------------
  37. Won't be realistic enough by Rik+Sweeney · · Score: 1

    until they wake the computer opponent disconnect from the game in a strop or use your quick load over and over until it beats you.

    1. Re:Won't be realistic enough by mcvos · · Score: 1

      until they wake the computer opponent disconnect from the game in a strop or use your quick load over and over until it beats you.

      Didn't Baldur's Gate 2 do that?

  38. Impatience by Xocet_00 · · Score: 3, Interesting

    It's interesting that they say this actually. I'm a terrible chess player not because I don't 'get' the game, but because I'm not very patient. So I tend to do fairly well playing speed chess, but doing very, very poorly in a normal game. I tend to just get tired of evaluating the possible moves after a while and just make whatever one was the most promising out of the few that I did think about.

    Isn't that sort of the same thing as limiting the number of calculations? In this case limiting the calculations would replicate the stupid moves that I (as a human/meat popsicle) would make, assuming that the order in which the computer evaluated possible moves was decided using more or less the same set or priorities that I would use (which are also probably stupid).

    So the trick to coming up with a "realistic" AI opponent for chess might be more about figuring out how a human surveys the board and in what order they evaluate the moves. You can replicate the behaviour of dumb humans (like me) just by cutting off the evaluation at some very early point and scale up the difficulty by extending it.

  39. Unbelievable stupidity by SirGarlon · · Score: 1

    I actually did RTFA, but the article fails to mention the *unbelievable* stupidity we witness in our fellow humans every day, from national politics down to rush-hour traffic.

    There is another way to simulate stupidity, which is to model it. When people act stupidly, it's very not because they can't think, but because they don't. They're preoccupied. Humans have limited attention, and sometime fixate on the wrong things (_especially_ in national politics). So that would be another way to make an AI "stupid."

    --
    [Sir Garlon] is the marvellest knight that is now living, for he destroyeth many good knights, for he goeth invisible.
  40. Not about that one by Anonymous Coward · · Score: 0


    http://en.wikipedia.org/wiki/Wide_Right_(Buffalo_Bills)

  41. Poker robot... by EddyPearson · · Score: 1

    This is one of the challenges I face with my Poker Robot.

    Surprisingly the hardest part of programming a poker bot, is making one that's not just hard to detect but difficult to figure out. In higher limit rooms the good players will very quickly clock your strategy, and if they realize its a bot, and therefore rigid, they'll take you to the cleaners.

    Currently I use a ratchet effect, alternating between several algorithms, some of which are designed specifically to lose, but to lose in creative, sensible ways.

    --
    You feel sleepy. Close your eyes. The opinions stated above are yours. You cannot imagine why you ever felt otherwise.
  42. And? by ledow · · Score: 1

    This is "new" how? I've been saying this for years and I don't even work in gaming/AI. Any perfectly logical game, the computer AI will incessantly and deliberately fail the game at low levels, thus making it no fun at all. Chess / Snooker / Pool, etc. they all do it... they get the perfect move in under a second that will beat 99.999% of chess players and then discard it because they are supposed to acting stupid and pot the black with a foul that's almost impossible to do *deliberately*.

    The *only* way to make AI believable is a feedback system trained to a particular game. Build an FPS, get all the damage, weapons, rules, etc. correct and then just throw some genetic-algorithm bots at it for a few centuries of computer time (hire a damn supercomputer just for this bit if you need to). Penalise the AI for killing the players too much, or being *too* good when it's playing against itself. It will find all the corner cases, all the weaknesses through random variations and use them to their best effect. If you train easy/medium/hard/impossible bots in parallel, your impossible bots should be beating the hard, and so on, and when a human player is placed into the game, they can be "ranked" by the AI. You then use these rankings and statistical knowledge of how much fun each player is having, how old they are, how good a player that *actually* are against other humans and then adjust the rankings/bots accordingly.

    Something like Steam is PERFECT for this... provide an "official" Steam bot and you'll have more data for feedback than you can shake a stick out. You can instantly discount all the "stupid" deaths (so you don't get things like bots camping one spot because other bots find it difficult to reach him there etc.) because the GA will sort it all out for you. And because of the way things work, you can even have it auto-adjust to the player in question in real-time if the game is mostly-bots, so if it is kicking the player's arse, it can start toning down a little (not too much) and provide the most fun game (the most fun CounterStrike games are the fairest and closest ones, not the ones where one sides scores 286-0).

    Valve should *really* be looking into this... a bot with that much instantaneous feedback is a MASSIVE asset. If you can get it anywhere near playable, self-learning, etc. then you'll be able to run servers full of them rather than have to rely on X amount of players showing up, or the server admin turning bots on manually. You can even tie it in with "death maps" (where in the game most players died and adjust to make sure that the maps are fair for both sides, etc.), global player rankings, achievements, etc. and have it learn new tactics that it *sees*, not just those that it *performs*. So when it dies because of a nice sniping position that the sniper then goes on to control the entire game with, have the both "know" that and try to find ways around him and/or camp that same spot on other servers.

  43. Money by mrraven · · Score: 1

    Something tells me he had some money to win and even financial compensation just for playing regardless of outcome. Never underestimate how much debasement people will risk for money particularly if peoples assumptions are flawed about their opponent.

    --
    Tired of all the isms, don't exploit people as an employer, or a government, mmmmK?
    1. Re:Money by fooslacker · · Score: 5, Insightful

      Why is this debasement? Playing against a machine even in unfair settings is still a challenge. The goal isn't to pick only fights you can win but to test yourself and do something new and experience something new.

      As for it being "unfair" it wasn't touted as fair it was a computer v grandmaster experiment not a ranking test.

      The only shady part in my opinion is the refusal for a rematch. If the man is willing to play on uneven ground and give his time (even if paid) to your stunt then you should have the courtesy to let him challenge/redeem himself.

    2. Re:Money by Samah · · Score: 1

      The only shady part in my opinion is the refusal for a rematch. If the man is willing to play on uneven ground and give his time (even if paid) to your stunt then you should have the courtesy to let him challenge/redeem himself.

      keke gg no re

      --
      Homonyms are fun!
      You're driving your car, but they're riding their bikes there.
  44. required... by elite1789 · · Score: 1

    I, for one, welcome our new idiotic robot overlords.

  45. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  46. Need for Speed Porsche Unleashed by mrraven · · Score: 1

    I always thought had very believable A.I. your opponents drive well but do crash sometimes on slick spots on the road. They are good enough to keep you on your toes but not so perfect as to make you loose all hope.

    --
    Tired of all the isms, don't exploit people as an employer, or a government, mmmmK?
  47. Gran Turismo 2 had this by rapiddescent · · Score: 3, Interesting
    back in the day - Gran Turismo (the popular playstation driving game) used to have AI cars that would make driving errors such as braking too late into corners or oversteering and spinning out onto the grass.

    It used to have hilarious consequences as AI cars behind the spinning-out-of-control AI car would crash into it, deflecting and causing a complete pile up.

    This gameplay felt realistic because this is what happens when cars are travelling at high speed in close formation.

    Newer versions of Gran Turismo on the Playstation 3 - have way more computation cycles and so the AI cars now drive a whole lot better and never seem to crash. Sure they take different lines into corners and so on - but they don't completely bollox it up like the human drivers often do. It has made the game pretty infuriating because it has taken a randomness factor out of the game.

    1. Re:Gran Turismo 2 had this by Anonymous Coward · · Score: 0

      I agree that the newer Gran Turismos have gotten more boring in that regard. It's like every car is on rails.

      But there was one notable exception in GT3 when I was playing the Seattle endurance race with a slightly overpowered car. I had a few laps lead and decided to ram and run a particular car into the wall for the remaining 10 or so laps. On the second to last lap I pulled ahead in the straight, getting bored of getting no response from the supposedly "emotional" AI Sony was touting. Just after a straight away there is a sharp left-right squared turn, that you have to take very slowly. I slowed and as I was nearly perpendicular to the straights the car I had been bothering rammed me into the wall broadside at full speed.

      It was the biggest shock in gaming I can remember.

    2. Re:Gran Turismo 2 had this by Ant+P. · · Score: 1

      That was the AI? Gee, and I thought they just did that because I used them as handy cornering guides as I ram into them from the side at 200mph.

  48. Or: measure a persons "gaming intelligence" by petes_PoV · · Score: 2, Interesting
    Find the "clock speed" that the game needs to win against a particular person say, 50% of the time. Call that the gamers "clock speed" or gaming intelligence.
    Once you have that, you could start giving games meaningful measures of difficulty: such as "This game is suited to players with a GI greater than 80"

    It would then be interesting, if not useful, to see how people's G.I. varied, and if their GIs correlated (or negatively correlated) to any other metric, such as SAT scores. Even better, you could determine people's personalities by how their GI changed with different types of game.

    You never know, this might put the social "sciences" on the brink of coming up with objective, measurable and relevant data

    --
    politicians are like babies' nappies: they should both be changed regularly and for the same reasons
    1. Re:Or: measure a persons "gaming intelligence" by Goateee · · Score: 1

      A gaming inteligence quotient actually sounds quite interesting. I could just assume there is such a thing for chess, thou ofcourse implemention dependent.

      This article is however about how difficulty settings of games should not be regulated by clock speed or simular variables alone. The process of determining this quotient would probably be better achieved by other means mentioned, unless it is more a test of the particular AI implemention relative to the intelligence.

  49. For good thoughts on AI... by Anonymous Coward · · Score: 0

    Go here.

  50. No human could make... by yoshi_mon · · Score: 1

    Seems like a pretty simple answer here. If the mistakes made by making the AI 'weaker' computationally then mistakes that humans can and do make need to be introduced.

    - Make a list of mistakes appropriate for the game.
    Like for example in a FPS the AI could have the NPC trip and fall down. Or they could drop their clip when going to reload. Or stay in a tactically weak position even in the face of oncoming assault.
    - This list would have to be pretty big or of course it would look just as silly as making the AI stupid computationally. Of course with modern dev cycles I think that spending a day brainstorming a nice big list is not unreasonable.
    - Add said list to the NPCs with a nice strong preference/situational/random engine driving it.
    A standard grunt level NPC would be more prone to tactical level mistakes. While an officer level NPC might be a bit more clumsy but tactically aware.

    I'm sure that all sorts of refinement could, and very likely has, gone into such a system.

    --

    Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
  51. Game AI... by Anonymous Coward · · Score: 0

    ...has always sucked. I mean, why would the secret service enlist 2 guys named Blade and Striker to rescue the president from ninjas?

  52. User generated content by Phrogman · · Score: 1

    At least for an online game, have the computer watch what players do in a given situation and then randomly mimic their actions. A rating system based on success can provide a tree of effective responses to choose from and remove the less optimal solutions. That way the first time someone plays the game the AI is pretty minimal (limited to the actions of the beta testers etc) but after that can learn to heuristically analyze the actions that proved the most successful in the past. The result should ideally be that the game gets tougher the more the player (or the more players) plays it, which will likely work out because the players will also be getting better at the game. Want an easier setting? set the threshold for the most acceptable NPC options lower so that they choose a wider range of options including ones that were less rewarding in practice.

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  53. I disagree strongly. by argent · · Score: 1

    I have no illusions that I'm playing against a human. I understand that an AI makes a different kind of mistake than a human. I understand that the AI has to be computationally handicapped to make my wins possible. My accomplishment from beating the AI is not from the illusion that I won, it's from seeing how little I can handicap the AI and still beat it. I'm playing against an algorithm, yes, but I can learn how that algorithm works. Even if you're not consciously doing that, the human brain has a great pattern matching engine, and will learn how to beat the handicapped algorithm, and you will KNOW that you're really pushing the handicap down. And the "win" is not "beating the computer 40% of the time", it's "learning how to push the handicap down".

    I've played games where the AI deliberately threw the game, and it was jarring. After a few races you realize that all the opposing cars drop back just as you approach the finish line, and it didn't really matter all that much whether you played well or badly, you didn't get ahead by driving AGAINST the AI, you got ahead simply by avoiding crashing while driving as fast as you could... the opposing cars had a range of times they crossed the finish line and you might as well have been driving against a clock. The human brain has a great pattern matching algorithm, and will recognize when the opponent is throwing the game.

  54. *cough* this guy's not a gamer by Hailth · · Score: 0

    From the summary: the AI will begin to make incredibly stupid mistakes - mistakes that are so stupid, no human would ever make them.

    Oh, I beg to differ.

    1. Re:*cough* this guy's not a gamer by Drakkenmensch · · Score: 1

      Agreed. It's when my opponent acts confused and shocked when I pull some unexpected crap that I know I'm facing off a human being. That and getting spammed with insults about my skill, my family, my dating gender preference and that I'm cheating.

  55. Dynamic Systems by avenema · · Score: 1

    AI and most cognitive-based algorithms don't lend themselves very well to traditional sequential programming. It's one area where quantum computers should be able to excel, if they can make themselves available at a fair market price.

    For example, in a multiplayer FPS (i.e. COD4), consider someone who has died and respawned. In planning his foray back into combat, he takes into account (at least):

    • where he last died
    • whether enemy players are likely to be there
    • how risky moving to that point will be
    • whether anyone is in his line-of-sight
    • whether he can hear combat, and in what general direction
    • whether he can hear movement, and in what general direction
    • what his objective is (capture a flag, hold a point, etc.)
    • where strategic locations may be relative to his new location

    He does all this in a matter of milliseconds within the context of how sparse/chaotic the combat has been, what the past few moments of combat have been like, and how experienced he believes the other players to be relative to himself.

    To simulate these dynamics is to feed lots of values into a system that is constantly being fed and retaining other values, developing a contextual "opinion" of what the current situation is like. Making weighted, probabilistic decisions on values that are difficult to quantify (risk?) is something that quantum programmers would find difficult, let alone today's game developers.

    A clever solution to this in today's world is to let the human be the intelligence and let the AI be a reflection of that intelligence. Start with a base AI that can be conveniently simple. Observe the quantifiable player interactions and slowly incorporate them into the developing AI. Is the player being very aggressive? Ramp up the likelihood of the AI to make the first move. Is the player shooting with incredible accuracy? Ramp up the AI accuracy (maybe minus a couple points).

    Better players find the games more challenging. Newer players find the games fun.

  56. Planning vs. execution by Animats · · Score: 2, Insightful

    That particular game programmer happens to have worked on games where perfect execution is possible. In chess, "execution" is moving the pieces; in poker, it's moving the cards. The game engine is expected to perform those operations perfectly. There's no "friction" (in the sense that Clausewitz used the term) in such games.

    That's not true of a combat game. Weapons have finite accuracy, as do humans; sometimes there will be a miss even if the shooter, human or AI, did everything right. Weapons can jam (America's Army simulates this.) Running characters don't necessarily follow their planned path; bumps on the ground and slippery spots can interfere. The AI has to face those limitations, too.

    Of course, if you make it too real, some kinds of games are unplayable. You can't really drive a car very well with a game pad or joystick. (Watch people driving R/C cars that way. They crash every few minutes.) In most console driving games, the CG of the vehicle is below the ground, to make the thing unreasonable stable.

    In my ragdoll-physics days, we'd made enough progress that a two-person martial-arts fighting game with real physics looked feasible. Then we realized it would be unplayable. "Your throw failed because your left foot was out of position. Further to the left. Again!" "Yes, sensi." Real physics in a fighting game would make gaming feel like a bad day at the dojo, although without the bruises. Most of your moves wouldn't work. A game with a learning curve like real martial arts, where you train a few times a week for a few years before you're any good, would never sell.

  57. Paradigm shift... by mad+flyer · · Score: 2, Insightful

    Maybe the problem lies in the fact that AI are programmed just to be opponents. While they should be conceived as game masters in charge 'also' of managing the opponent team but with consideration of the overall gameplay.

  58. Not all AIs are created equal by Anonymous Coward · · Score: 0

    with that said, the key to believable AI is in have a variety of "luck" stats applied to a variety of AI decision making. This is already used for example, in an enemy shooting at you. They apply first of all a "spray" randomization based on the type of weapon it is. This determines accuracy. But then you apply a "luck" and "enemy skill" factor to the equation too. The end result should be a determination of whether or not the enemy missed (and by how much).

    This may seem obvious, but this approach needs to be applied to all decision trees. It would be nice if luck factored into enemies going in the wrong direction, slipping and falling, dropping their weapon, weapon jamming, etc.

    Just something that varies their behaviour.

    HOWEVER there is a caveat! Humans are basically pattern recognition machines. Take away patterns of behaviour from AI and you are left with chaos, which gamers don't always like. You cannot develope strategies against particular situations if there are no patterns to pick up on.

    AI is a tricky balancing act.

  59. Stardock by Jaysyn · · Score: 1

    This is one of the cool things about Stardock's strategy games, the AI doesn't cheat. They will still stomp my ass, but they do it using the same things I start with.

    --
    There is a war going on for your mind.
  60. Points that bots should implement : by GerardAtJob · · Score: 1

    Points that bots should implement :

    - Impatience/too much patience
    - Missed a key / Control
    - Reduced FoV / FoW
    - No advantage over a human (know the map, where enemies are, etc)
    - Reflexes (Good/Bad)
    - Impulsive (Very (Will attack right on)/Not at all(Will tend to camp, will use more tactical moves))
    - And surely a batch of other things... like jumper,camper,joker,team attacker, good/bad aiming, etc....

    just to give a few :)

    --
    I can't call that English ;-)
  61. mimicry by drDugan · · Score: 1

    One way to address this problem is to model the user behaviors (successes and mistakes) in a low-resolution representation of the game - and to have the AI agents in the game simply catalog the actions - using them as templates for actions they make. Much simpler than trying to figure it out complex strategies with computation.

    It would take some time to get such a system working, but once there is a sufficiently large corpus of user behaviors, the actions of the AI agents would be very believable.

  62. More cycles by AlpineR · · Score: 1

    So what you're saying is that the regular Joe Gamer does in fact need more processing power to make his games more interesting and fun? I am astonished.

    [Sarcasm directed at those who cry "The average person doesn't need more GHz or cores!", not you parent.]

  63. give 'em emotion by fikx · · Score: 1

    a simple solution might be have two decisions added together to come up with the result: one would be the normal logical/analytical they have now and another would be a much simpler one based on an emotion or emotion state which might act against the first....say a bot aims perfect but if 'angry' pulls the trigger too soon. nice part is you can add a lot of variety to behavior for realistic crowds or for varing difficulty level...just make AI's more 'emotional' (higher emotion values or change emotion faster or slower)

    --
    AB HOC POSSUM VIDERE DOMUM TUUM
  64. Types of "humanlike" stupidity by Junior+J.+Junior+III · · Score: 1

    An AI that has a certain probability of remembering gamestate knowledge that its units have aquired since the start of the current game when it needs that knowledge to plan out a decision. Simulates: "Oops, I forgot I had that! Nuts!" An AI that gets overwhelmed at a certain volume of decisions per second and can't do everything at once with perfect precision. Simulates "There's too many of them!" I'm sure there's a bunch of these types of humanlike stupidity, and coming up with AI routines that simulate them and can be tweaked to specific levels of stupidity or smartness will be interesting. I'm looking forward to reading this article.

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
  65. Re:Game AI!? by SCDavis · · Score: 1

    no no no... you fail at slashdot posting...

  66. Re:Deep Blue and Stocks by GargamelSpaceman · · Score: 1
    I can't think of ANY ANY ANY concievable reason why IBM's stock SHOULD go up because a computer they made beat Kasparov. Nonetheless, I am not surprised to hear they did.

    I won't say Deep Blue was a waste of time and money. It may have had some worth I don't know about, but for the purpose of making the stockholders of IBM richer, the only possible benefit would be to increase the value of existing stockholders shares by attracting new investment. This can't be sustained indefinately any more than a Madoff scheme. Completely inconcievable is any positive effect Deep Blue could have had on the long term value of what a share of IBM represents. Logically, seeing a company doing this kind of thing should make their share price go down if investors were completely rational and informed, but they aren't. Believing they are would be quite irrational in itself. Still I can't imagine having beaten Kasparov with Deep Blue could be having any positive effect on IBM that remains to this day.

    --
    ...
  67. Truly realistic by gurps_npc · · Score: 3, Interesting
    The author's unspoken assumption is that it is impossible to have them make mistakes the way humans do.

    Take poker for example. We have a standard bias of "unknown = 50%". This actually works pretty well for cases where information is not known. To make the winning software programs, they basically program in the rules that a human expert knows to be true. It is NOT that hard to instead program in a bunch of rules that a human FOOL 'knows' to be true. Just find some bad poker players and ask them what they do in certain circumstances.

    -------------- Similarly, the pool game could be made more realistic. I noticed the first thing he did was have the computer select the highest possible point scorign shot, ignoring banking a shot unless it is set to super-expert. That is NOT what humans do. Bad pool players pick the EASIEST shot - i.e. the one that is most straight on and least distance. (I know, I am a bad pool player). As you get better, you raise your standards about what you think you can hit. So a moderate player looks among all the shots he thinks he can hit and takes the highest point one of that.

    --
    excitingthingstodo.blogspot.com
  68. Change the rules - Othello/Reversi by unfortunateson · · Score: 1

    One way to limit the AI is to have different levels of heuristics.
    Othello is a classic example:
    The novice user bases his moves on the number of stones turned by each move.
    The intermediate player bases his moves on a "position score": Corner good, next to corner bad, other edges good
    The advanced player looks at open area sizes, frontier exposure, limiting opponent moves, etc.

    Unfortunately, most heuristic sets are not going to be that easy.

    --
    Design for Use, not Construction!
  69. Re:Deep Blue and Stocks by Tanktalus · · Score: 2, Informative

    First off, the market shows little rationality to begin with. However, a bit of an upward trend in a research & development corporation which has shown that their R&D is successful seems reasonable. The theory being that what they learned from Deep Blue could be used in other applications - and they're right. IBM has taken that technology deep inside various Life Sciences research: genomes, protein folding, etc., are all benefiting from the research that went into Deep Blue.

  70. Re:Game AI!? by Anonymous Coward · · Score: 0

    Aaargh. Please cease your drivelling shill posts for this "witty" game. All credit for at least vaguely tailoring your comments to the story they're attached to, but... ugh.

  71. Rank decisions by binaryartist · · Score: 1

    Lets say that the computer has to make its move and it can make one of a billion moves. I would think that ranking the billion moves and making the nth best move consistently would make the AI smart, but not smart enough to be overwhelming. Also there would be consistency in the intelligence of computer! The value of n, can be chosen according to the difficulty setting of the user.

    --
    When a thief sees a saint, all he sees are his pockets!
    1. Re:Rank decisions by binaryartist · · Score: 1

      In case of chess, well an obvious drawback to this approach is during the end game, where the number of possible moves will be limited and choosing the 5th best move out of say 10 possible moves may not be as computationally "smart" as choosing 5th best move among 1000 possible moves!

      --
      When a thief sees a saint, all he sees are his pockets!
  72. Original Far Cry too. by antdude · · Score: 1

    Original Far Cry was like this too.

    If you want no AI, then play multiplayer with humans. :)

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    1. Re:Original Far Cry too. by Anonymous Coward · · Score: 0

      Shitcock.

  73. The AI just needs a friend by hilordsmee · · Score: 1

    Why not just use the first AI to "create" the game world. Where it only controls environmental factors and positioning. The second AI must log in to the game or stage just like the human player. It would have the same limiting factors, a human player has when the Level controlling AI only discloses info on location in the same way it does to the human player. The AI player can aim on its own. The levelAI controls the random factor. It then comes down to the I part of the AI

    1. Re:The AI just needs a friend by cptnapalm · · Score: 1

      I've been wondering about that as well. What would be kind of cool about it would be that much of the enemy AI would be applicable to any sort of independent AI agent acting in a similar world. Realtime pathfinding, object recognition, etc in 3d would seem to me to be very similar to, say, what a robot would need.

      Of course, I also don't know what I'm talking about, but this is Slashdot damnit! Even reading the summary is optional!

    2. Re:The AI just needs a friend by hilordsmee · · Score: 1

      The game would need boundaries for vision distance and virtual sound propagation as input on the AI virtual character(the AI must get the same input as the human player) 5.1ch surround *mmm 5.0 should be fine. No amount of programming yet will make the AI "feel the bass" HEY! This might actually work and it could be useful. Terminator style game against a robot. Good practice 4 when they really come and bust down your door one day.

    3. Re:The AI just needs a friend by cptnapalm · · Score: 1

      While I've thought a bit about bot vision (but please see the "I don't know what I'm talking about" bit in my above post) the aural side of things I thought of as well.

      In so far as vision goes, couldn't the image processing stuff for such a game AI also be used if the camera was in the real world, assuming that it got pumped image data from an artificial camera?

  74. Virtua Fighter 4 Evolution had amazing AI by VinylRecords · · Score: 1

    Virtua Fighter 4 Evolution is a fighting game made by Sega for the Playstation 2 in 2003. What Sega introduced was A.I. that wasn't programmed like typical A.I., Sega instead took raw input data from players who played the game in the arcade, and merely inserted the inputs into the A.I. so when you play against the computer you are playing against actual human inputs.

    Here's some quotes from Gamespy and IGN talking about the game's A.I. and how amazing it was (and still is).

    The chief single-player innovation of VF4 on PS2 was the Kumite mode, an endless marital arts tournament against extremely advanced A.I. based on recorded data from actual Japanese arcade play. This means that VF4 is the first and only fighting game where fighting the computer is fun. It's also the only one where fighting the CPU can teach you something, as you have to exercise your strategies to match the computer instead of easily figuring out an easy way to exploit it and beat it cheaply.

    First and only game like it. Sega did a wonderful job with innovating a new type of A.I. for fighting games.

    Of course, matches would be no fun if the AI was anything but killer. Luckily for us, killer might be a bit too accurate. Virtua Fighter 4 Evo's AI is based on the techniques and strategies of the best Virtua Fighter players in Japan. Having witnessed such talent firsthand, all I can say is that if you don't spend some good honest time with the game, you'll get nowhere fast. What's great about the CPU, besides just being smart and acting in a truly realistic fashion, is that the difficulty ramps up perfectly as you work your way from 10th Kyu to 1st Dan and upwards. Again, there's no other fighting game that can boast such quality AI.

    Notice that the author mentions that the A.I. is programmed differently depending on what difficulty you are playing at based on rank. Meaning that they chose hundreds of human players of varying skill to base the realistic A.I. behavior off of.

  75. AI direct this... punk kids... by DankJemo · · Score: 1

    The point I took from this article is that the AI needs to act "dumb" at times. Dumb may not be the right word, since people who make a mistake aren't necessarily dumb, or stupid... They are just human. I think that this article plays to a bigger problem of coding for games, that right now, no matter how good or bad the AI is you always know you're playing against a computer. The posts about Far Cry 2 are good examples of this, the AI seems to know exactly where you are, at all times. At least that is how it appeared. Someone mentioned something about having independent AI control, that would help but you would still have to limit communication between the two or more AI directors, or else you just have two independent AI's that communicate so well they are going to beat you into the ground. The problem I see with separate AI is, the more you have the more processing it takes, I can imagine that something like this would require a whole lot of power, however I could be wrong. What if you had different AI's controlling different NPC's or models? That way you could have a group of enemy characters being dictated by one AI instead of one AI for one enemy. This could be integrated into the game as soldiers who are new, or lack training. So even when you change the difficult the AI's have a range of "mistakes" or "human" reactions to make instead of the set easy, medium or hard, mentality. I don't know I am not a coder, but I love playing games and I know what I want to see when I play, and how I would like to see the AI react... and nothing to me is more annoying then a cpu that I cannot sneak up on. (Far Cry 2 is the perfect example.)

    1. Re:AI direct this... punk kids... by cptnapalm · · Score: 1

      I think the one brain for multiple enemies can be done well, if you base a particular AI on the role the enemy fills. If they are soldiers, then you can have some variables for each one which can alter what each individual enemy does, while still remaining a general soldier AI.

      For example: there are two enemies, both soldiers. One is a conscript, neophyte who doesn't want to be there, the other is a warloving battle hardened veteran. There is a variable for, say, panickiness. For the vet, it could be 0; he does not panic. For the other it could be, say, 7. If things are going well, he won't freak, if things begin to shift, then he may or may not, but if things fall apart, he freaks and makes a run for it.

  76. Re:Stupidity is a component of intelligent behavio by Jessified · · Score: 1

    I don't think animals typically freeze in the face of a predator (unless they are playing dead). I think what you are thinking of is animals freezing in response to oncoming headlights. Evolutionarily this is a new challenge, and this response likely represents a confusion rather than an adaptive response. Cars haven't been around long enough for us to see any sort of adaptive response.

  77. It's not the AI, it's the laziness by Plekto · · Score: 1

    I can deal with scripts and various Ai and realism modes and so on, but the thing that really irks me is when the computer is obviously cheating or being super-human in small ways. It's because the AI is often just tossed in at the end.

    It's not impossible, for instance, to program in LOS and distance/fog of war calculations. Older games like Deus Ex did that quite well, in fact, and even X-Com if you go that far back. But nobody does it. So you get idiocy like every enemy firing at you the second their body physically makes LOS contact with you. You need a scope but they see you in the weeks and start firing at you from 1500 ft away.(can't hit at that range, but still...)

    The Hitman series, for instance, was very rewarding to play just because of the fact that the enemies reacted to sounds and your visibility even somewhat. Remaining silent throughout a level to keep the enemy unaware had rewards. And shooting off a canon, well, yes, everyone in the level should start searching for you. Otherwise it's equally inane. And gunshots do travel blocks. Larger things like an explosion, well, you can hear that miles away sometimes.

    If you go in making a huge amount of noise and blowing stuff up all Rambo style, the big boss and the rest of them should go right for you and completely overwhelm you. In real life, a major threat gets the biggest guns on it from the beginning and not after you've taken out the smaller grunts. Of course this also means you need the tools to keep the noise down to reasonable levels.

    If you sneak and lurk around corners, you should almost always be rewarded with getting the first shot off before they react. If you are quiet, they should send our smaller patrols and take a few minutes to figure out what's going on.

    It's not the scripts or AI. It's that the programmers just don't care to try to add in human limitations. If you have enough limitations and exploits built into the game, the AI can have perfect aim and reactions and be scripted but it doesn't feel like it. You shouldn't program in mistakes or dumb actions, but instead, each level of difficulty adds in or deletes certain enemy limitations and abilities that it can or can't use.

    Easy: Enemy has no special gear and sees and hears like you do. They have cheap gear and basic guns.(budget's tight)
    Hard: They get better gear and guns and scopes on some. Some cameras and security.
    Hardest: Enemy has scopes, silencers, night vision, and radar/listening devices, as well as extra cameras and so on. They have better guns and extra/better ammo(which can still run out and you can obtain off of their bodies)

    1. Re:It's not the AI, it's the laziness by cptnapalm · · Score: 1

      Sound is one thing that annoys me in FPS games. I'm getting machine gunned, but I can't hear it? wtf is up with that...

  78. For Gamasutra, blindingly obvious by Anonymous Coward · · Score: 0

    Isn't The Gamasutra the book of pickup lines that work in Leisure Suit Larry? OF COURSE they have a high interest in the perfect AI for virtual strippers, er, dates.

  79. Artificial Stupidity. by w0mprat · · Score: 2, Interesting

    Human behavior is naturally variable, for example, a pro basketballer can still and will miss a hoop. Likewise this variability allows amateurs to have some luck. Indeed an elite gamer will occasionally have their ass handed to them by a complete noobcakes. We don't see this in game AI, which is ruthlessly consistent.

    It's interesting that in order to create better AI, we need to create Artificial Stupidity. Some would argue that is already all around us.

    --
    After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
  80. Re:Its called Aspergers Syndrome by stewbacca · · Score: 1

    Yes, because parenting success is measured by the strength of discipline...riiiight. "Strong" discipline is a crutch used by bad parents who can't be bothered with the responsibility of actually taking the time to be a part of their childrens' lives.

  81. Re:Deep Blue and Stocks by Anonymous Coward · · Score: 0

    ^ Look at this moron who has never heard of marketing.

  82. Turn Based Strategy games by Pazvante+Chioru · · Score: 2, Informative

    There is still at least one type of games where the AI could be smarter: Turn Based Strategy games - like Heroes of Might and Magic for example.
    Here you do not need accuracy or to control multiple units at the same time or to compute a million moves ahead!

    In these games on hard difficulty the computer gets the same initial resources as the player and plays to the best of its ability.
    On impossible difficuly the player starts with a penalty in resources and again the computer plays at its best.
    And still it's not impossible to defeat the AI.
    To balance the sometimes less stellar AI the computer will sometimes cheat (i.e. get more money/resources, see more than they should, etc).

    These types of AIs are as smart as the programmers that designed them: no matter how many CPU cycles they get, they still need to understand the game mechanics and apply them as a human would do!

  83. Artificial Stupidity by Yogiz · · Score: 1

    I think it has been posted here before but still:

    Computer scientist Arthur Boran was ecstatic. A few minutes earlier, he had programmed a basic mathematical problem into his prototypical Akron I computer. His request was simply, "Give me the sum of every odd number between zero and ten." The computer's quick answer, 157, was unexpected, to say the least. With growing excitement, Boran requested an explanation of the computer's reasoning. The printout read as follows: THE TERM "ODD NUMBER" IS AMBIGUOUS. I THEREFORE CHOOSE TO INTERPRET IT AS MEANING "A NUMBER THAT IS FUNNY LOOKING." USING MY AESTHETIC JUDGEMENT, I PICKED THE NUMBERS 3, 8, AND 147, ADDED THEM UP, AND GOT 157.

    A few moments later there was an addendum: I GUESS I MEANT 158.

    Followed shortly thereafter by: 147 IS MORE THAN 10, ISN'T IT? SORRY.

    link

  84. Llamatastic! by Impy+the+Impiuos+Imp · · Score: 1

    > Believable Stupidity In Game AI

    Ok, here's some things to make this llamabot, if you will, seem realistic:

    1. If killed very quickly, it should /shout "Bot! Bot! Cheater!" then log off.
    2. It runs around the corner, stops, turns a bit, stops, then runs a bit, then stops, then turns a bit to you, and you point-blank it with a rocket launcher, it disconnects a few seconds later without saying a word.
    3. You should be able to give it a free rocket launcher, then when it rounds the corner and you start kicking it in the back to kill it, it /shouts "Stop that! Stop it! I'm going to another server!
    4. When you rocket-blast it into lava, it should /shout "You suxxxorz! I'm going to another server!
    5. It should run up to you, face first, and starts shooting its single-barrel shotgun at you, even though it just heard the dongle-dongle sound of you picking up the Glowing Rune of Asspoundery.
    6. It names itself "Wolfferrine".
    7. It names itself "The Rouge".
    8. It tries to name itself "his mother's" in hopes that, when someone gets killed by a rocket launcher, the system will announce it as "Soandso just took his mother's rocket up the wazzoo!", but it should name itself instead "you mother" so it comes out like "Soandso just took you mother rocket up the wazzoo!"
    9. It names itself "spiddermanbadass".
    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  85. It has a name - Obvious Computer Cheating by Sits · · Score: 1

    OCC (although a quick web search suggests no one uses this term :) is where the computer has some "unnatural" advantage over typical human players - super speed /teleportation when its kart falls to last place after being forced off the road, incredible aim through dense fog when the player is not making sound, the ability to spawn a seemingly infeasibly large number of units in a short space of time, creating resources that require being free from pesky annoyances like money constraints, computer soccer players never receiving game changing injuries etc.

    All of these have been done usually for AI complexity, time or challenge reasons. The trick is to implement them in a way that the player does not notice them so they are no longer obvious (or to let the player use them too - e.g. slower car boost).

  86. Interesting Parallel by Anonymous Coward · · Score: 0

    RTS games with no cap on AI micro capability bugs me. It becomes superhumanlike when the AI can simultaneously control special functions on dozens of individual units.

    On the other hand, it seems like today we are just more and more lucky that a game has an AI at all given how much of the gameplay experience is already being ruined by broken copy protection (steam games for example), modes of play being crippled to online-only (hellgate london, Red Alert 3 coop, etc.), games rushed to market with glaring issues that couldn't have possibly escaped the attention of minimal amounts of quality assurance (GTA 4), and so on and so on. Are we trying to mimic the game industry intelligence (smart enough to make a really good game, but stupid enough to make really dumb human mistakes that a typical business would make?)

  87. Since Cheating AI is so common by NotSoHeavyD3 · · Score: 1

    I propose a new name for it, RC or "Real Cheating"

    --
    Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
  88. The beautiful never never statements by 7-Vodka · · Score: 2, Funny

    mistakes that are so stupid, no human would ever make them.

    Really? That's a bet I would like to be on the other side of.
    Someone needs to get out and mix in the general population.

    --

    Liberty.

  89. Don't forget the environment by cyberfunkr · · Score: 1

    I'd love to see the AI/NPCs 'react' to the environment. Not just,
    if (handgrenade 5ft away) {
    run and scream
    }

    But trip, literally TRIP over dead bodies. Take notice that the last guy that was in this room is now a red spray on the wall. Move to a radio that's turned on and boogie a little. Or veg out if they walk into a room with a TV playing. Not every time, but just enough to be a little random.

    All to often I'll see some sort of action in the room; action that the devs put in there intentionally for ME to draw me in. Why can't bots do the same?

    Standing in the same room for too long? Have your assistant wander over and lean against a wall. Or pull out a PSP and start playing.

    If you manage to kill a beast that's attacking them, they should say thanks.

    If they get caught running into the same wall due to crappy nav AI, have them stop, rub their eyes, stare, scratch their head and then try again. Sure they'll still be stuck but it will distract you so you won't go "Stupid AI" but instead be pulled in by the antics.

    For the AI you're fighting against, have them hide behind dead bodies (and have the dead's body armor still work!).

    Push a crate/roll a barrel so they can move from one cover to another.

    The environment should be more than eye candy for the player.

  90. chess AI by brownerthanu · · Score: 1

    would something like this work? instead of crippling the AI, do enough move calculations so that the AI is guaranteed to blow almost any human opponent out of the water. rank the possible moves, and have the AI play one of the "less optimal" moves, depending on the chosen difficulty level.

  91. Dumb AI... C&C Harvesters... :-) by Richard+Steiner · · Score: 1

    There I was... Almost ready to make my winning move... All I needed was that one last harvester full of Tiberium, and my attack could be launched... But wait! Where did it go?? Ah, there it is, gazing longingly across that stupid river (again!) at the far-away Tiberium patch it can't possibly reach (again!).

    Rocks had a higher IQ. Dancing fricking PAPERCLIPS had a higher IQ. Who wrote the Harvester AI, anyway??!?

    I actually loved the fact that original C&C harvesters were so stupid you had to hold their hands and watch their every move. It made life more interesting, and sometimes provided entertainment as they walked into an enemy installation with no clue in the world about where they were. :-)

    --
    Mainframe/UNIX Bit Twiddler and long time Windows/Linux Hobbyist.
    The Theorem Theorem: If If, Then Then.
  92. Artificial Stupidity by mcvos · · Score: 1

    I would agree - to a degree. To me, an AI should be as smart as possible (even if superhumanly so - if I wanted a human opponent, I'd go to a gaming club), but should do so on no more information than a human player would have. Thus, you should not have one side play in a "fog of war" and the other be given a full-information scenario. That doesn't cut it.

    Exactly. I want a level playing field, and an AI that can beat me on that field. I've never seen that, unfortunately.

    I don't need Artificial Stupidity before I see some Artifical Intelligence. The only games where AI is supposedly "too good" and needs to be dumbed down in a realistic way, are the ones that aren't so much about intelligence, but about fast reflexes and having access to information (exact position of the enemy, despite distance, walls in between, looking the other way, etc). Dumbing the AI down there is just making the cheating less obvious, less blatant. But it's still cheating.

    I want AI that doesn't cheat, but is still smart enough to beat me. I'm not going to see that for quite some time, I'm afraid.

  93. Re:Game AI!? by Anonymous Coward · · Score: 0

    Would you stop advertising this piece of shit in comments all over slashdot.

    It's a shit time sink with no interesting elements at all, it even fails at being funny.

  94. 'Reaction times' and 'vision' by Anonymous Coward · · Score: 0

    I don't necessarily want a 'dumber' AI. What I want is for the AI to be forced to have certain delays (which would be somewhat randomized, within a certain range) that would be similar to a human player of different skill levels.

    For example, in first person shooters, it's not just that the computer can aim on you accurately - it's that no matter how much you strafe or jump or take other 'evasive' actions, the computer has instant reaction time, so you can't get it to miss a bullet or two like you would a player. If the computer-controlled 'soldier' is facing away from you, I've seen some games where I shoot the soldier from behind, and as my first bullet hits it, it instantly turns 180 degrees and gets headshots on me, and I'm dead, even though I had the element of surprise and should have at least had an advantage.

    Also, I've been in a first person shooter game before where there was an atmospheric 'fog' effect, which prevented human players from being able to see other players at the other end of the map, so it limited the distance at which snipers could target other players. However, computer controlled snipers could 'see' through the fog and headshot you from the extreme end of the map. The computer needs to live by the same 'sight' restrictions humans do (similar to the example the parent gave about seeing through walls).

    Finally, not all games are FPS, of course. Take the RTS genre as an example. One thing I find frustrating about some RTS is that the computer can, basically, instantly control all of it's units, while it takes time for me to issue orders, check the status of various buildings/units and make decisions about what new orders to issue. It would be nice if the computer had some limitation on the rate at which it could issue orders to its units and buildings.

    Some RTS's deal with this by letting the player 'pause' the game, which is a partial solution, at least, but it'd be better if the computer wasn't so perfectly efficient all the time lol.

  95. Re:Stupidity is a component of intelligent behavio by zolaar · · Score: 1

    Some predators' vision (or, more accurately, both its visual filtering/sorting mechanisms and mental-visual acuity) is based on movement, rather than on categorization of a shape a shape as "yummy" or "scary" (aka, how a human's vision works).

    Thus, the "freeze-tag" maneuver is a fairly decent way to evade some predators. If it fails, it's not so costly of a decision that it precludes the prey from deploying any counter-measures or running like hell.

    --
    One man's constant is another man's variable.
  96. Re:Stupidity is a component of intelligent behavio by Anonymous Coward · · Score: 0

    All good suggestions for AI. The problem that developers run into when implementing such systems, however, is that typically the player doesn't really understand what the AI is doing, and thus finds the behavior undesirable. This usually results in the AI being made *extremely* obvious in all its actions, and introducing much predictability back into their actions.

    The problem isn't so much what to have the AI do or how to make it do it, but how to convey to the player that the AI is doing something more than randomly bumbling about.

  97. Perfect Dark by Anonymous Coward · · Score: 0

    Don't normally post but thought I'd bring up an old classic of the past which often gets forgotten - Perfect Dark on the N64.

    Whilst it didn't have supremely intelligent AI bots for multiplayer it did have a great feature in its 'personality bots' such as 'Coward', 'Aggressive', 'Defensive' etc. It mean't each time you played against bots or, against humans with added bots, they'd be a big variation in the way they played which always made it more interesting. Its something that should be advanced and incorporated into more games.

    On a side note - I can't believe how easily Perfect Dark was forgotten, it took everything from Goldeneye and actually built on it 10-fold, its one of the very few sequels where it appears the developer actually sat down and spent a hell of a lot of time thinking about how their old game could be improved and then set about improving literally every single aspect; bots, weapons, stats, maps, customisation etc.

    FPS are almost the only games I play and I have yet to see a MP anytime since that is nearly as thorough, and very few are quite as fun.

    Perfect Dark Zero and the mod Perfect Dark Source arent even close to replicating the same quality.