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What Makes Good AI? | Game Maker's Toolkit



Game Maker’s Toolkit

When we talk about good AI, we often think about highly efficient and aggressive enemies in shooters like FEAR and Halo. But surely there’s more to good artificial intelligence than this?

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Sources

The Illusion of Intelligence | Bungie
http://halo.bungie.org/misc/gdc.2002.haloai/talk.html

New Doom’s deceptively simple design | Gamasutra
http://www.gamasutra.com/view/news/295254/Make_me_think_make_me_move_New_Dooms_deceptively_simple_design.php

The Secrets Of Enemy AI In Uncharted 2 | Gamasutra
http://www.gamasutra.com/view/feature/134566/the_secrets_of_enemy_ai_in_.php

The Systemic AI of Far Cry | AI & Games
https://youtu.be/Q7of5BPmiUs

Arkham Intelligence | AI & Games
https://youtu.be/Oz04rH542l8

The Artificial Intelligence of Halo 2 | HowStuffWorks
http://electronics.howstuffworks.com/halo2-ai.htm

[ZIP] Designing to Promote Intentional Play | Clint Hocking
http://clicknothing.typepad.com/Design/hockingc_GDC06_Intentionality.zip

The Perfect Organism: The AI of Alien: Isolation | AI & Games
https://www.youtube.com/watch?v=Nt1XmiDwxhY

[PDF] The AI Systems of Left 4 Dead | Valve
http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf

Toru Iwatani Interview | MameWorld
http://www.mameworld.info/net/pacman/interview/interview1.html

Uncharted 4 is not as scripted as you might think | GamesIndustry.biz
http://www.gamesindustry.biz/articles/2016-11-04-uncharted-4-not-as-scripted-as-you-might-think

Find Out More

[PDF] Three States and a Plan | MIT Media Lab
http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf

Managing Complexity in Halo 2 | GDC
http://www.gdcvault.com/play/1020270/Managing-Complexity-in-the-Halo

Modeling AI Perception and Awareness in Splinter Cell: Blacklist | GDC
http://www.gdcvault.com/play/1020436/Modeling-AI-Perception-and-Awareness

Understanding Pac-Man Ghost Behavior | GameInternals
http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior

Drivatar in Forza Motorsport | Microsoft Research
https://web.archive.org/web/20160302162556/http://research.microsoft.com:80/en-us/projects/drivatar/forza.aspx

MGS V Enemies Response System Guide | SegmentNext
http://segmentnext.com/2015/09/05/mgsv-phantom-pain-enemies-response-system-defense-vehicles-guide/

How Prompto’s AI-drive selfie system in Final Fantasy XV was built | Gamasutra
http://www.gamasutra.com/view/news/292883/How_Promptos_AIdriven_selfie_system_in_Final_Fantasy_XV_was_built.php

Further Reading / Viewing:

Laments on Half-Life 2’s AI and balance | Joe Wintergreen
https://www.youtube.com/watch?v=OsDM7GKb0xU

Game Development Myths: Players Want Smart Artificial Intelligence | Ask a Game Dev
http://askagamedev.tumblr.com/post/76972636953/game-development-myths-players-want-smart

Games shown in this episode (in order of appearance):

F.E.A.R. (Monolith Productions, 2005)
Halo 2 (Bungie, 2004)
Half-Life (Valve Corporation, 1998)
Halo: Combat Evolved (Bungie, 2001)
DOOM (id Software, 2016)
Alien: Isolation (The Creative Assembly, 2014)
Batman: Arkham Asylum (Rocksteady Studios, 2009)
Waking Mars (Tiger Style, 2012)
Final Fantasy XV (Square Enix, 2016)
The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
Splinter Cell: Blacklist (Ubisoft Toronto, 2013)
Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015)
The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011)
Uncharted 2: Among Thieves (Naughty Dog, 2009)
Far Cry 4 (Ubisoft Montreal, 2014)
The Swindle (Size Five Games, 2015)
Mark of the Ninja (Klei Entertainment, 2012)
Pac-Man (Namco, 1980)
Civilization V (Firaxis Games, 2010)
Far Cry 2 (Ubisoft Montreal, 2008)
Vanquish (PlatinumGames, 2010)
Hitman (iO Interactive, 2016)
Spelunky (Derek Yu, 2012)
BioShock (Irrational Games, 2007)
Prey (Arkane Studios, 2017)
Middle-earth: Shadow of Mordor (Monolith Productions, 2014)
Killer Instinct (Double Helix Games, 2013)
Forza Motorsport 6 (Turn 10 Studios, 2015)
Left 4 Dead (Turtle Rock / Valve, 2008)
Rain World (Videocult, 2017)
S.T.A.L.K.E.R.: Shadow of Chernobyl (GSC Game World, 2007)
BioShock Infinite (Irrational Games, 2013)
The Last Guardian (genDesign, 2016)
Event[0] (Ocelot Society, 2016)
Half-Life 2 (Valve Corporation, 2004)
The Last of Us (Naughty Dog, 2013)
Uncharted 4: A Thief’s End (Naughty Dog, 2016)

Music used in this episode:

00:00 – Into the Red (Waking Mars)
02:25 – Title Screen (Please, Don’t Touch Anything)
03:20 – Screen OFF (Please, Don’t Touch Anything)
05:35 – Black Hole (Please, Don’t Touch Anything)
06:46 – Reverse (Please, Don’t Touch Anything)
07:54 – Language (Please, Don’t Touch Anything)
10:32 – Judegment (Please, Don’t Touch Anything)
11:44 – Ruins (Please, Don’t Touch Anything)
13:31 – Into the Red (Waking Mars)

Source

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44 thoughts on “What Makes Good AI? | Game Maker's Toolkit
  1. Good AI is AI that can learn on it's own. Like just AI that is actually true to it's name: Artificial Intelligence. Although humans will become obsolete once it can do that…so…I for one welcome our new overlords.

  2. I'm kindof surprised the Metro games weren't mentioned. Their AI have a predictable patrol paterns, comunicate their plans and actions.

    another note, in the newest game, one of my favorite edditions is the enemies' ability to surrender when their numbers have been greatly reduced. Monsters have a mix of predictability, giving way to oppertunities and self reflections. It does have a few problems but, all-in-all, I quite love it.

  3. 1. Cheating AI
    Nope. Drake zero chances behind cover is just a shorthand for losing your target when the target hides behind cover. This crudely emulates behavior you would expect – a more refined version would account for where the AI thinks the player is, the visual contrast, the surface area of the player the agent sees through solid and non-solid cover, lighting…

    2. Feedback
    Sure – it's hard to appreciate the complexity of even amazing AI, like alphastar, if it's actions are purely functional.

  4. I would tend to agree with your points but if there's one game that is the exception to your rules, it would be the Forest. The flesh-eating cannibal AI in that game says nothing except inhuman grunts and shrieks, and no dialogue is spoken. There is a programmed "fuzziness" to the AI, so that perhaps in a tribe of tame cannibals, one may attack you unprovoked, to avoid predictability. Granted, they will stare you down from safe distances, call reinforcements if threatened, drag away down members of a tribe, and change based on the players actions… but considering how they are neither predictable nor tell you how to respond (as you say good AI should), I think it's awesome how terrifying and organic the AI makes the game feel. The Forest is an example, at least in my opinion, of how undoing the seams of structured, "fun" AI actually turns the game from a 'problem, solution' mindset into a deeper, organic experience that unfolds with the player's development.

  5. You know why tankier enemies fit agressive AI better? Because not preserving a scarce resource is dumb.
    You want low-stat enemies to seem smart? Make them hide, try to outsmart the player, retreat when needed, play around their weaknesses.
    If everything fails making them relatively smart in comparison to someone purposefully dumb is better than nothing.

  6. Let me tell you what makes Good AI.: The Feedback.
    As much as the developing game takes suggestions from testers or users for AI, it develops. And it has no end. I believe all game producers/services should keep active their developments for each game by the feedbacks they take from customers. Actually it's the same way how neural learning works.

  7. I think Halo 2 and 3 did the marines quite well they aren't as good as the enemies but they can hold their own especially when given great weapons like sniper rifles and rocket launchers.

  8. Around 8:10 he talks about AI that remember's a players actions, does anyone remember Animal Crossing on Gamecube when the construction beaver guy would get SO MAD at the player for turning off the Gamecube before it could finish saving? LOL talk about memorable experiences, I was SHOCKED from this little guy when I was younger! 😀

  9. I love AI in mgs, because in dire situations they will keep firing at the player's hiding spot, even if he is not there. It makes sense to a degree, it's like firing at a corner you know the enemy might peek at.

  10. I remember one time whilst playing Crysis 1 on the hardest difficulty where a guard in a tower would climb down the ladder, run out the gate and cross the entire field to where I was sitting in stealth mode. It was so ridculous that I fell off my chair laughing.

    The best AI in games that I've seen was Necromorphs in Dead Space 1, where if you shot off their legs, sometimes they'd play dead. Something they sadly removed in the second and third game.

  11. I'm surprised you didn't talk more about F.E.A.R. The AI there act like real soldiers, and act in groups and teams, throw down objects for cover, break open walls, crawl under rubble to surprise you, and provide covering fire for their teammates.

  12. the ai in half life 1 was not good. it was the gamedesign. the ai had like 3 things to do. fire, cover, move. it was the games combat design making them challenging. because half life 2 pretty much uses a similar setup but because half life 2 has a much slower pace and diffeernt level design they are essentially useless 😀 same with fear btw. halo had some sort of procedural ai placement if i recall right, meaning the ai were designed to " doesnt matter how and where you spawn. you know who is the leader and how to behave and who is your buddy, and they actually communicated and reacted to you . " fear and half life, didnt do anything really

  13. to this day i have yet to find better ai in a fighting game than in street fighter 3: 3rd strike. unlike many other fighting game ai's, when you win or lose against an oppenent in 3rd strike, it really feels like youve earned it. excluding the final boss, who is super cheap

  14. I'm sure it's chicken-boning to make a skeleton shoot another skeleton in Minecraft so they start attacking each other, but is it chicken-boning to use a frenzy spell in Skyrim? I'm not sure.

  15. The material is really good, but the title should be "How to make good AI for FPS" since most of this rules don't apply or are actually contradictory to, say, what an strategy game AI should do. Like being predictable.

  16. I would love to see a video or just hear your thoughts on "Swords of the stars: the pit"'. The AI is simple but very effective and will do alot of the things you mentioned here.

  17. You should talk about the AI in CrossCode, which is really good.

    I’m mostly talking about the party member AI, which is made to act like a real player would.

  18. One of my favourite games is breath of the wild but I feel like it wouldn’t take that much effort to make the enemies seem smarter. The bokoblins and lizards I can understand- they SEEM dumb, and so they are dumb. But the Guardians? They were so so terrifying early game and caused so many excited heartbeats that when you learn they’re just as mechanical as they seem, and don’t possess enough mechanical intelligence to present a real challenge as soon as you learn a few ways to chain-stun it, they don’t become much trouble for a good shot and a steady hand. I would have really liked the challenge of, perhaps, it using an extra leg to protect its eye from being shot after a few times, therefore being unable to use laser fire but protecting it from eye stuns (am ability that can be disabled by removing legs) and/or some kind of leg sweep that knocked away players after 2-3 legs cut off for getting too greedy (as cutting off a leg stuns the robot long enough to cut off another). This would hypothetically make it seem like it were capable of adapting to your strategy, while also making the enemy tougher in a seemingly fair way.

  19. Actually in Arkham Asylum enemies DO turn around, but only when they're terrified. I like that in the Arkham games each "state" of the thugs (calm, nervous, terrified) make you change your strategies.

  20. Bungie's halo marine AI was great. They'd taunt the enemies and respond to chief's actions. Hell, in halo 2+, they'd actually interact with each other and even the enemy (e.g. elites and marines trying to intimidate each other).

  21. i will say, the bow lynels in botw def caught me off guard when it shot up into the air and sniped me from around corners. now that i actually liked. makes you know that the usual strategies arent effective against them.

  22. The "doobileedoo"…I only know 1 other YT creator who calls it that. Matt Coleville. Of course there are plenty of other YTers that I have never seen before. But Matt is a pretty big name in gaming, at least thats what I've gathered. Anyway, I just thought that was funny

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