What is everyone doing differently?
(This was about the only “topic break”, most of the rest are simply people bringing up a question
Basic AI for over engineering some characters took on from some other programmer
- 14 agents, cuts down CPU cycles (not killing framerates, but was not fast)
- Has complicated background AI
Uncharted
- Based on the gameplay, can script the complex elements
Inferred AI by player
- Random can be “as effective” as a complicated solution
Turok
- Player doesn’t know the AI is thinking -
- No animations for flanking, so cannot show the intelligence
- Solution? Audio cues?
Are the players not getting better AI because we don’t provide feedback, so don’t want to implement?
- Halo example - didn’t notice AI feedback, even with audio - cannot be too obvious!
Shift away from hidden AI to…
- Multiple and complex simultaneous actions
- Drakes fortune - animations first, AI second
- Means the feedback is there before the AI is there
Perception of making the AI at the ignorance of fun?
- Deviating from fun: Blowing up guys!
- Doing animations first might help the fun
Split in game AI between classic challenging fun AI and other AI involving animations and behaviour which look smart
- Small during concept behind the actions - the actions are key?
- FEAR - jumping through window behaviour
AI based around complex black boxes, in a simple game, can be too complex.
Note: Multiple animations for rolling/actions, shown to be better!
- Higher level planners are good!
On planners with priorities
- Some behaviours override all others
Bioshock/SWAT users hierarchies, with goals and subgoals
- Allows a huge amount of stuff
Designers like to alter numbers
- Can add in timers for animations/probabilities
- paradox of choice however!
- But no options - is no good
- Example might be classes of stuff
Non-FPS things
Big Huge Games - behaviour tree system in an RPG
- Connected to scripts
- Lots of iteration and tweaking variables
Emergent behaviour pisses off testers
Lack of control pisses of designers
- Not meant to fight designers (?) AI programemrs == enablers (?)
- Customer is always right until they are undereducated (?)
- QA gets mad when the testing space is too big, which leads to emergent behaviour
- State machines, threat maps for football games
Designers should leave the AI alone?
- AI programmers can design AI!
- But AI programmers work with designers - AI service
- Can save the designers work if the general AI will work without tons of static scripts
- Classic bottom up vs. top down
- Bottom up - scripter events
- Top down - Squads, characters
AI programmers are designers
- Bioshock had a team for AI discussions
- Started with “AI only! no scripting!” but didn’t work
- Designers can shutdown all or some of the AI for scripted parts
- Perhaps more this then technological problems now?
Lots of systems available
- Data driven, independent AI etc.
- Usually always need a AI programmer throughout the process - for new features
Designer/programmer relationship is easier when talking (better in a small company?)
- Priority of things - and replacing scripts with AI
- Lead engineer assigns time, then designers says what to do
- +Designer needs to do work to allow the player to see the AI work
Solutions for limited resources?
- Cut shit out
- EG: Fear: always reassessing to get in the room?
- Maybe lazy evaluation to delay decision
- On DS, define what the core AI is supposed to do
- Then evaluate time slace to see if you can add features
- Basketball
- High level state machines. Filtering of what decisions can be done
- State clouds - pick from one at a time
- Or aggressive pre-evaluation sometimes if AI is needed
- To avoid spikes - check what code is slow
Designers vision: perhaps work towards “good enough”
- Director-like vision - compare designers with animators and motion capture
- Look to get a general vision
- “Why do you want it?” not “What do you want?”
And that’s when the session ended - most of it made sense to me but I can try to clarify if you leave a comment or contact me
{ 1 } Comments
I believe I was standing in the hallway with a headset and bright pink shirt on as you filed into and out of this session. So close!
Post a Comment