My 'Y' button may disagree, and I'm not sure how many times survivors hit me with their weapons.thebobmaster said:Yes. The AI wasn't terrible, except for the sniper battle w/ Carlos.ComradeJim270 said:Anyone played Dead Rising?
My 'Y' button may disagree, and I'm not sure how many times survivors hit me with their weapons.thebobmaster said:Yes. The AI wasn't terrible, except for the sniper battle w/ Carlos.ComradeJim270 said:Anyone played Dead Rising?
Oh, I never escorted survivors. Let them get eaten. I'm busy killing zombies in drag.ComradeJim270 said:My 'Y' button may disagree, and I'm not sure how many times survivors hit me with their weapons.thebobmaster said:Yes. The AI wasn't terrible, except for the sniper battle w/ Carlos.ComradeJim270 said:Anyone played Dead Rising?
Haven't played the PC one, but in the Xbox one... those motherfuckers are crazy... they will HUNT... YOU... DOWN.[HD said:Rob Inglis]Apparently Far Cry is supposed to have ridiculous AI.
From a technical point of view, F.E.A.R. is one of the most advanced AI systems going in gaming right now. The main thing that it does that noone has done before (or since I think?) is what's called online planning, which more or less means it can plan its actions based on the environment in real-time (more or less), whilst other games rely on offline planning, where the AI has set-piece maneuvers pre-determined responses to situations and chooses the most appropriate. I've never played F.E.A.R to any great length so I couldn't tell you how well its all pulled off, but advances in game AI (and more widespread applications) in the future will certainly be in part related to what F.E.A.R implemented.mspencer82 said:I have to say the best A.I. I've experienced is in F.E.A.R.
This is partly why I don't play RTS games, also most AI seems to be able to 'see the matrix' whilst we just have to rely on what we can see and hear.cool13011 said:I've noticed that in every RTS (mostly DOW and EAW), the AI can manage everything at once.
I fire my rifle from cover to lure them in, go to cloaked mode, and take out the gunner when they're closer. This usually causes the driver of the boat to come ashore, which is a nice little piece of A.I/scripting IMO as there's not much point in him driving around with a dead gunner.DennoCoil said:The one AI that really pissed me off recently was the Patrol Boats in Crysis.
I think it not being out yet is a big part of that - you can make as many claims as you want, but you need to put it in the public domain before people will take it seriously. As far as Euphoria goes, its reasonably uninteresting in terms of AI. I don't know specific implementation details for Euphoria, but the results you get could easily be duplicated by taking a Natural Motion style ragdoll and slapping a behavior-based system on top of it to pick which of the emotional responses to trigger. Its a good trick that will make for a very immersive game world, but its much more Artificial Emotion than Artificial Intelligence. That said, if there is actual AI in it as smart as what you are describing, then that is going to rock bells.cool13011 said:I'm surprised that no one has mentioned Star Wars The Force Unleashed.
I believe this is a hefty overstatement. The biggest flaw with the RTS genre's AI is most definitely the speed with which they can process data, react to situations, and issue orders but I think we are long past the time of flat-out cheating by computer-controlled opponents. I've been playing a lot of Sins of a Solar Empire lately, and whether or not the AI can be deemed to be "smart", its definitely not cheating in terms of resources or perfect knowledge of the world, and I can't think of a game I've played recently where I even suspected that to be the case.To sum it up, current AI in RTS's have unlimited resources and cash, they are omniscient, omnipresent, and can manage everything they see at once.