A question about AI in FPS games

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thedoclc

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There's a question at the end of this, and I wonder if anyone who is an actual insider would care to answer.

So there I am, creeping along with good concealment, sighting in at just about the maximum distance the game can deal with. I line up an enemy soldier in the sights and -BANG- headshot.

Within a half second, every single enemy in the area has not only figured out my location, but is laying down accurate fire in my direction.

Now, I'm old enough and cranky enough to remember when one of the many reasons Doom was revolutionary was that enemies didn't attack you right away. They had to hear you or see you in order to become aware. Yes, they basically just stood there like lampposts if you hadn't alerted them yet, but this was the beginning of FPS gaming and I was a happy little preteen.

Flash forward a few years, and it seems that FPS developers haven't changed much. Sure, now the grunts mill about a little bit before that first shot, but once it's fired, everyone within three hundred yards lights up your position like the fourth of July. (Guy Fawkes Day for any Brits, whatever the heck else to the rest of you.) Every guard is instantly alerted. Now, real gunfire just doesn't work that way. You may have an idea where it came from, but good luck spotting the shooter instantly, and even then, people really under fire like that might hesitate (potentially fatally) and then will dive for cover. -Then- they look for the shooter.

Is this a game play balance thing, where programming the AI to react fairly realistically would make things too easy on the player? Is it just a holdover from programmers who are trying to make an enemy react how they think people in that situation would? Do players just expect enemies to react like the usually do, so programmers have to leave that in? Or would gameplay just be really less interesting if the enemies acted like a squad which really was under sniper fire? Or is it that the distances are so close that really, the sniper should be giving away his position quickly, and the limitation has more to do with the need to be close to your enemies in order to make a fun FPS?

I suppose if games didn't try to be all 'realistic,' it would be a lot less obvious when this was happening. When apparently human opponents have such a strange reaction, however, it does at least lean on the ol' fourth wall. Also, I know some games avert this, no need to list them. My question is why is this behavior there and does it bug anyone else?
 

Good morning blues

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I can't really think of any single player games these days where this would happen. Modern FPS games almost always force you into close quarters. There might be the odd exception, but I don't think it's too ridiculous that a developer wouldn't write special AI routines specifically for the one or two instances in their 12-hour game where the player is fighting enemies that are not aware of their presence from a football field away. What games is this happening in?
 

TheComedown

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You're not talking about Sniper: Ghost warrior are you? cause that game has some horrid AI and is buggy as shit.

I've never seen any AI nearly as bad as you describe,but what you describe is lazy programmers.
 

spartan231490

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If you want a truely realistic shooter, join the marines. now that that's out of the way. it's because most fps are designed to encourage firefights, not stealth. Also, it's prolly easier to program than having to keep track of each individual guard's awarness? That said, you can get closer if u take alpha protocol, (fpsrpg) or prolly the metal gear solid games(never played 'em, but they are semi-stealth based). I believe (this comes from watching future weapons, so who's to say it's at all accurate but) that in the field, it takes two shots to locate the basic location of the shooter. after that, if ur not in a gilli it would be pretty easy to spot a guy moving around, the human outline is really distinctive unless you hide it very well.
 

thedoclc

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spartan231490 said:
If you want a truely realistic shooter, join the marines.
Already did my two tours, thanks. Nor was that really my point. Realism doesn't equal fun.
 

migo

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It's not just FPS games. If you take something from a box in Oblivion in one city and encounter a guard on the road several days trek away, he'll immediately be aware that you're a thief and confront you about it. It's retarded.
 

imaloony

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I always feel like I take most of the fire, while my useless, idiot AI allies just sit around picking their noses waiting for their brains to start working.

And then we have the flat out stupid AI. Such as in Mercenaries 2, where friendly AIs will often just walk off ledges and fall to their death.
Or stupid as in Red Faction: Guerilla where your allies prefer to get hit with bullets than fire them.
 

Siuki

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thedoclc said:
(Snipped for page space) My question is why is this behavior there and does it bug anyone else?
Being The Hunter(Mordecai) in Borderlands has this down to each detail. I remember sniping in Skag Gully, an early area in the game and picked off a skag(dog-like creature with mandibles similar to those of a Sanghelli[Anyone should already know what that is.]) atop a cliff overlooking the poor sucker when, right after it fell, the skags in its nearby area turn(lightning fast) to me, a speck in the distance.

My guess is from the shot recognition scripts most FPS developers put into their games nowadays that lets your enemies realize that you are shooting them and they should fire back or take cover(depending on the distance) The problem is that the AI's reaction time to you firing the bullet at them and the AI finding out where the shot's coming from is instantaneous.

Until they fix this unfair advantage for the CPUs, I'm quite content not missing each of my shots and not letting the AI have a chance to know why everyone in the vicinity has their faces blown off.
 

RaphaelsRedemption

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May 3, 2010
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Ok, AI is hard to do in games.

For them, the world is open and they want nothing more than to walk along their preset routes before receiving a stimuli to change routine. AI have to be programmed to move along "nodes" so they don't walk into (or through) solid objects, they have to be told when to react to a stimulus (say, when a bullet hits them, or an enemy comes into their line-of-sight, or when an AI within their line-of-sight is hit by a bullet).

This isn't easy. My boyfriend just finished a games programming diploma, and I watched him programming AI. Some of the most frustrating stuff around, I can tell you.

The problem is, real life is variable, but it's hard to program lots of variables in AI. The more you have, the more likely it is to bugger up the whole system. So the programmers will do their best to make sure the AI behave appropriately on most occasions. Even so, there will always be some things that don't work according to plan, or will just plan suck.

So, say, a programmer decides he will get the AI to react when an AI within line of sight is struck by a bullet. Unfortunately, that means all the AI within a 500 metre radius reacts, and all the AI who can see them react too. It's more realistic than one AI being repeatedly shot while all around it, the other AI stand there, oblivious, but it could get frustrating.

It is possible to have AI that DON'T immediately know where the shots are coming from, but I've seen too many games where they seem to do that. It's a shame, Far Cry did it, but the decisions of developers everywhere are oblique and hard to decipher...
 

DeadlyYellow

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Siuki said:
Sanghelli
Nope, but Google tells me it is a Halo enemy. And that you spelled it wrong.

migo said:
It's not just FPS games. If you take something from a box in Oblivion in one city and encounter a guard on the road several days trek away, he'll immediately be aware that you're a thief and confront you about it. It's retarded.
The guards were just an example of a really bad system to begin with. They can somehow sense when someone has silently been killed in their sleep and able to intervene. Then there were times I tried sniping one beyond render distance, and they still managed to identify and pinpoint me. Add to the fact they respawn infinitely. Just a mess.
 

Siuki

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DeadlyYellow said:
Siuki said:
Sanghelli
Nope, but Google tells me it is a Halo enemy. And that you spelled it wrong.

migo said:
It's not just FPS games. If you take something from a box in Oblivion in one city and encounter a guard on the road several days trek away, he'll immediately be aware that you're a thief and confront you about it. It's retarded.
The guards were just an example of a really bad system to begin with. They can somehow sense when someone has silently been killed in their sleep and able to intervene. Then there were times I tried sniping one beyond render distance, and they still managed to identify and pinpoint me. Add to the fact they respawn infinitely. Just a mess.
Crap. Anyways they look like this.
Go Halo Reach!
 

Lord Xtheth

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Why can't I silence my sniper rifles? Why, when someones head blows clean off their shoulders do their friends NOT run in fear and take cover? How do animals figure out EXACTLY where you are when you shoot them... and run TOWARD you? And why, oh why are zombies so damn fast?