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Archived from groups: comp.ai.games (More info?)
Greetings Fellow Newsgroupies,
I work for a video game company producing games that would fall under
the category of "First Person Shooter". These are heavily 3D
simulated environments (forgive me if you are already familiar), where
the game involves using a handful of simulated weapons to kill others
and not be killed.
I often find in writing AI for these games that there is a "sweet
spot" of behavioral complexity where the allies and enemies provide
enough variety to make the game challenging, but not so much as to
appear erratic or indecisive. To be honest, I was quite surprised by
this when I first ran into it.
Starting with AI for such a game is simple enough:
- If you can't see the enemy, move until you can.
- If you can see the enemy, shoot at him / her.
This is an effective strategy, but very simple and predictable,
clearly "dumb" as our target audience would rightly criticize. Now
add a third behavior:
- Occasionally move to a nearby random location.
And suddenly the game becomes infinitely more complex and considerably
less predictable. It's tempting at this point to say "if one extra
behavior is good, two is better". However having explored that road
in painful detail, I have yet to find any additional behaviors that
substantially add to the qualitative appearance of Intelligence, and
in fact further detailed attempts at things like the so called "squad
AI" or "tactics" are more often a detriment. I suspect that a similar
situation holds for most nondeterministic games, including something
like GO.
So where are we going here? In so far as AI playing a game as an
opponent or an ally, is there such a thing as a behavioral complexity
"Lambda Parameter" between too chaotic and too static? And if so, how
does that affect our concept of AI as a game player and AI as a whole?
Just Curious,
Christopher Reed
Raven Software / Activision
Greetings Fellow Newsgroupies,
I work for a video game company producing games that would fall under
the category of "First Person Shooter". These are heavily 3D
simulated environments (forgive me if you are already familiar), where
the game involves using a handful of simulated weapons to kill others
and not be killed.
I often find in writing AI for these games that there is a "sweet
spot" of behavioral complexity where the allies and enemies provide
enough variety to make the game challenging, but not so much as to
appear erratic or indecisive. To be honest, I was quite surprised by
this when I first ran into it.
Starting with AI for such a game is simple enough:
- If you can't see the enemy, move until you can.
- If you can see the enemy, shoot at him / her.
This is an effective strategy, but very simple and predictable,
clearly "dumb" as our target audience would rightly criticize. Now
add a third behavior:
- Occasionally move to a nearby random location.
And suddenly the game becomes infinitely more complex and considerably
less predictable. It's tempting at this point to say "if one extra
behavior is good, two is better". However having explored that road
in painful detail, I have yet to find any additional behaviors that
substantially add to the qualitative appearance of Intelligence, and
in fact further detailed attempts at things like the so called "squad
AI" or "tactics" are more often a detriment. I suspect that a similar
situation holds for most nondeterministic games, including something
like GO.
So where are we going here? In so far as AI playing a game as an
opponent or an ally, is there such a thing as a behavioral complexity
"Lambda Parameter" between too chaotic and too static? And if so, how
does that affect our concept of AI as a game player and AI as a whole?
Just Curious,
Christopher Reed
Raven Software / Activision
and it would be worthwhile. I don't think forcing developper