![]() At that time, the development of a complex AI in a game was something difficult to achieve given the existing resources and methods. It can be noted that most of the major video game concepts (racing games, platform games, strategy games, shooting games, etc…) were created around the 80s and 90s. However, in general, it is difficult to disguise the fact that an AI cheats and this can lead to frustration for the player. Cheating an AI in itself is not a problem as long as it improves the player experience. Moreover, in a video game, an AI can afford to cheat (by having access to information it is not supposed to have, or by having more possibilities than the player for example) in order to compensate for its lack of performance. For example, it is often possible to get around a difficult AI problem by slightly modifying the game design. Possible solutions to solve a given problem are also a distinction between the two fields. This is why some state of the art resource-intensive AI solutions could only be implemented in video games several years after their use in traditional AI. Indeed, the game must run through a console or an “ordinary” computer and it must not be slowed down by AI. ![]() For example, an AI algorithm in a game is highly constrained in terms of computing power, memory and execution time. Thus, a high-performance AI that is not well integrated into the gameplay may serve the game more than it will improve it.ĭeveloping an AI for a video game therefore often requires to find engineering solutions to problems that are little or not at all addressed by classical AI research. On the other hand, the development of an AI in a video game aims to create a coherent system that integrates as well as possible into the game design in order to be fun for the player. The main reason behind these differences probably comes from the fact that these two approaches to AI do not really have the same objectives.Ĭlassical AI research generally aspires to improve or create new algorithms to advance the state of the art. Indeed, there were major differences between the two in the knowledge, the problems encountered but also the ways to solve these problems. However, this strong overlap between AI and game system has not always been smooth and, even today, some integrations are deficient.Īt the beginning of the field, there was for a long time a gap between classical AI research and AI actually implemented by developers in video games. Now, whatever the type of video games (racing games, strategy games, role-playing games, platform games, etc …), there is a good chance that many elements of the game are managed by AI algorithms. Since then, AI and video games are irremediably linked, as AI has become more and more important in game systems. So it quickly becomes necessary to implement AI in video games to be able to generate such behaviors. However, games quickly became more complex and many elements began to exhibit behaviors independent of the player’s actions making the game more interactive, such as ghosts in Pac Man. Since two players were playing against each other, no AI was required in this type of game. Like board games, early video games often featured a confrontation between two players (such as Pong in 1972). ![]() This goal of recreating a world as close to reality can be achieved through many different approaches such as improving the behavior of non-player characters (NPCs) or generating content automatically. ![]() If you have fun by breaking the game, please do it privately or with the likes of you.The main goal of AI in a video game is to make the world portrayed by the game as coherent and humane as possible in order to enhance the player’s enjoyment and immersion. This isn't right, and this isn't happening at my watch. Renaming this to "modding" does not clear the dirt of what they do. Yeah, you can reach 18 grenades total with both ammo upgrades and the correct overclock, but I hardly believe in starless dwarf boasting an overclock AND being at full ammo after dreadnought fight. Just an hour ago I kicked a leaf lover starless engi: we got to dreadnought, fought it for quite long (uncomfortably narrow cave), I clearly heard 4 rows of grenade launcher shots from him, 4 missles each, that makes it 16 total, he spammed them so it was noticeable, and by the end of the battle he was at full ammo while all the others were at 1/4 indication due to exhausting battle, no resupply has been called since he joined. Or I'm joining the mission and taking no damage from any source at all. Or shoots the bugs nonstop without any reload. Like, a dude joins the mission and throws like 10 flares within 20 seconds. This is always visible to an experienced eye. ![]()
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