If an enemy had really common sense, they'll flee seeing the hero that already decimate 1.000 of thier pals.
There'll be no game.
Good one
, or they could be suicidal (but not stupid) and want to avenge their dead friends.
this is a big issue but yeah, we aren't creating simulations, we're creating games. you don't want to play a game with enemies that are too intelligent because you'd never win. you want to play a game with large numbers of stupid enemies so that you can shoot a lot of them and not be in any danger yourself
of course this varies by genre; some genres have need for more intelligent enemies, such as stealth games (like metal gear solid)
Ok, I'm starting to bother if people caugh what I was trying to say, I'm not meaning real AI nor simulations of real life, also I'm not talking about making
"Deep Blue" kind of AI that beat Gasparovs players in real life.
Fuck no, I didn't mean HARD AI or Academic AI.
Yeah, It's awesome to kill thousands of stupid enemies, what I'm talking about It's their AI design, by AI I mean their patterns.
Fuck, I don't see how enemies more interesting in their patterns (aka more inteligent, even if it's a broad epiteth) can be a worse game.
I'm talking about Finite States Machines, I think if their design is well made and enemies have basic "patterns" or "tactics" that really show "common sense
IN THEIR AI DESIGN" It will be a better and deeper game, not only as challenge but as game experience.
Why I talk about Fighting games?
Because they're a great example of how we could make a "challenging" enemy that looks "inteligent" even if it's a hoax.
Also I don't see how the enemies having at least one or two tactics where they work togheter can be a bad thing, I remember It could be extremely challenging but still players will beat it after some time (Like In cave story last level after you catch curly where there are the falling blocks and the little angels).
As the player being in danger they could be weak but If they work toghether using Fighting game's AI and working togheter I could see them as being Challenging and dangerous IF working in group.
Finite state machines aren't magic. Common sense includes a lot of things, and (depending on what sort of game you're making) implementing it requires considering several factors that add up to many possible situations.
Unless you're willing to plan out an intelligent response for each possible situation - and that's going to take a long time - you'll probably end up with at least one situation where the AI behaves stupidly.
Ok, I should be more explicit, but I wonder why you didn't catch it If I was really explicit when talking about
"I robot" AI still years ahead.
I'm talking about the common sense of their DESIGN, stuff that any good designer can see easily when imaginating the game being played in his mind.
Yeah, AI will become stupid to some players after a while, but I'm talking about basic stuff that is real "common sense" for the player. It's imposible to come with all posible situations, but a game designer can at least to say: Hey, this it's the supossed way of how you should play the game! so the enemies can come with this counter-tactics to the player.
I'm talking about the "common sense" the designer should put in their games, I'm not saying 100 situations the designer think before hand, but He could come with basic tactics for the enemies like dodging bullets and runing away from falling grenades.
I'm not talking about making Turing proof game AI, I'm talking about a better DESIGNED game AI (even if it's Finite State Machine).
About FSM beign magic, I said: yes, If They're well designed it could really do magic.
Remember Pacman?, it's extremely easy to code but some players really feel the ghost are smart and even could tell you that the ghost are really intelligent and they even come with evil plans to ambush the player.
"common sense" as you call it, is one of the biggest open challenges in AI, and many researchers think that common sense largely means "intelligence" as the one needed to pass a Turing Test...
so there's no common sense in gaming because it would be seen before in Google, or robots, or cars, or ...
Fuck, seems people only read the title but not my post, I said again: I didn't mean
REAL AI like in Asimov's books, I'm meaning a game AI that really trick the player, make him think: Wow, this monster really ambush me and surprise me, maybe he's really intelligent.
I see sometimes that in KOF 2002, even if it's a little dumb because It's a FSM (Finite State Machine).
I easily can see that FSM made if the monster have a pre-scripted set of rules that allow emergent gameplay.
An example could be the Flocking algorith:
http://en.wikipedia.org/wiki/Flocking_(behavior)The flocking algorith only has three basic rules but they cooperate to create a complex behaviour.
I wonder how will be a game where a monster has a set of rules in their FINITE MACHINE AI that even has some rules to cooperate with other monsters, maybe this simple rules of monsters working together could make some really complex emergent behaviours.
That's what I'm talking about: a
BETTER DESIGNED game AI that trick the player and make him believe the enemy is really smart, even if
IT'S A HOAX.Maybe I should change the title, is missleading, although I like it.
Chrono trigger, half life 1 and halo say hello!
It's a problem of writing behavior and having enemy that don't have a life span of 3s total!
It mean you need to broadcast to player correct intention, correct behavior and correct emotion of enemy. The reason Halo enemy seems intelligent to so many player is simply the voice clip and exaggerate movement, there is also explicit social hierarchy.
But if you want to achieve that drop FSM and look for behavior tree.
I think it's because It need a longer design, maybe some designers are lazy when thinking about enemy AI, they seem to think: Oh well, why we need smart enemies that live only 3 seconds?
But I wonder why game designers can't come with this aproach:
-
BASIC BEHAVIOUR: Has the basic stuff in their AI like walking, jumping, A* algorithm.
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BASIC FSM: How all the enemies behave bassically, things like attacking on sight.
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Emotional FSM: Things that are really "common sense" like wondering why a near pal died and the enemy can't see the player.
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Specific FSM: Things that are specific to each type of monsters, basic Tactics designed before hand to confront how the player will play, an example is the Fighting game AI.
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Co-operative FSM: How the enemy will behave if he has a certain type of pal, valid tactics and strategies that make them work together, again, This could be general to all the enemies.
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Level awareness FSM: Maybe the enemy will pull a trap hidden in the level, surprising the player.
***
These are the basic, but I can come with other FSM to make it more complex.
***
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Learning FSM: The game put a dummy AI in the place of the player, and check it againts the enemy AI database, and If the player make a better performance, they learn it as a new rule (maybe it's really dificult to code, I don't know).
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Foreshortening FSM: The enemy just make a virtual evaluation of which combos or successions of moves produce a better result, It's like when in Chess the AI think 2 or 3 moves ahead.
I can easily see this made as a big FSM database, also they could have a hierarchy like the Basic Behaviour having priority over Level awareness or Specific FSM over co-operative FSM.
If you're worry about all of this, all the monsters could share all the code in these FSM categories, except in Cooperative and Specific FSM.
I think any good coder can come with more "efective" ways like Fuzzy logic or behaviour tree.
But I say FSM are good is because I believe in them, also they're cheap to develop and code.
Remember Pacman?Why It's one excelent AI that still today is good?
Because each ghost has it's own AI "behaviour" that it's a simple pattern, a fixed path in the level, and they seem to work togheter in their design.
In each intersection they just choose randomly to follow their pre-fixed path or chase the player (That's the entire game AI of pacman
)
It's simple but It's excelent design and each ghost seem "aware" of the other.