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I could not agree with you more. As much as I like good graphics it is the gameplay that keeps me playing a game. Physics is another part of true next gen gaming that I am stoked about. But having enemy A.I. react like a real living breathing person would is going to make playing the game so much better. Ex. who likes to play Madden against the computer? As for gameplay like I said it is the most important aspect for me. I still play the original Worms for PS1 on my PS2 even though the graphics are laughable.
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As a hardcore gamer who played video games all my life, YES - smarter AI please!!! Most games have options wehre you can choose the degree of difficulty. That option only makes the game hard because you have less ammo, less guns etc, while AIs stay at the low-life intelligence. That's stupid, what I want to see is the AI actually getting harder. Harder to a point where they're so good thhey could make me cry and feel like a dumbass by being defeated !
Some day I imagine that A.I. will have evolved so much that game characters or npcs will have their own lives in games and maybe that mad scientist that is taking over the world that you have to kill has three kids that he goes home to every night. On another topic though how far does everyone want A.I. to go, do we want it so that the A.I. is so much beyond human beings own intelligence or do we want it to always stay below our own so people will be able to pick up an dplay without being flanked out and getting your neck broken before the game even starts? Well that is just a few random thoughts here
Oh and to Chris about the Lumines Vs. Hal 9000, maybe it's just me, but by the fifth level on versus play I have so much trouble that I don't want to even imagine having to fight a super computer at that awesome game.
this man is talking abot giving the poeple in the game there own emotions their own thoughts and their own actions. the only way to do this is to create a soul for the A.I. no other way to get that detailed, and to do this you need to loop information to the character which will in turn teach it which is the only reasonable way, which in turn you need an infinite amount of hardware space so the A.I. can develop its own code, which in turn cant be beneficial this whcih could lead to more problems like A.I. doing naughty things, but dont ever expect to get that much out of todays and tomorrows machines, you can hope and pray to expect it in about 200 years, but then again your dead by then.
i know it may go over the heads of some people but this amount of data which will need to be produced.
this type of thinking has nothing to do with difficulty, in games raising the difficulty means increasing the accuracy ratio buy a good percentage, and also increasing the damage taking buy a weapon, those are the only aspects looked upon by increasing difficulty, raising the A.I. lvl each difficulty would help better i believe.
dont get me wrong i would love to witness this concept but i have a ferm understanding that this is not going to be brought to our games in a good while, i mean the soul and looping and infinite data part.
if they get that well developed it may be possible to actually kill a person and consider it murder with them haveing their own thoughts and ideas which in turn make a soul.
think about it carefully.
F.E.A.R. had pretty good AI, but most of the "impressive things" were scripted.
yea I didn't mean anywhere within the next few years. I should have clarified that, but I'm just saying one day pretty far off maybe in a few generations from now; that is just what came to my mind after reading the article for some reason. It is pretty crazy to think about if characters in games had a "soul" though and I jokingly thought about that stuff in the N64 days but someday it might happen. By the time A.I. got to that point though people might be the ones taking over every role in every game.
i think Ai in games are definitely in the infant stage, but games like F.E.A.R. show that, using some cool tricks, the NPCs can simulate actual thinking, even if it is just creatively worded coding. i can't find the article in ign, but there was a workshop at the GDC where the F.E.A.R. team explained how they got their Ai to where it's at, and it wasn't as complicated as we tend to think. i can't remember the exact wording, but this is sort of how i remember it being explained:
basically, an enemy soldier is given tasks. the primary task being to kill the PC. *but*, they also have the secondary task of self preservation, and there is scripting implemented so the soldier will use cover and corners as a means of that self preservation, and that manifests itself ingame as the soldier hiding around the corner (protecting himself), but reaching around said corner to shoot at the PC (primary task: kill PC). to us, as gamers, we view that as intelligence, because it's like, "Holy crap! that dude just rolled across the floor, hid behind a chair, and started shooting at me! awesome!" with the horsepower of the two new Next Gen systems, they could take that simple concept of self preservation against prime directives like killing the PC, and expand upon it, and also implement it differently per NPC in the game.
just like film being individual frames strung together to give the illusion of movement, clever developers could use some mathematical tricks and coding to give an even further illusion of intelligence and thinking.
I couldn't agree more with this article. WE've pretty much covered graphics and Physics now but AI is the last great gaming milestone to be overcome in my opinion.
well...I didn't like fear....because of its unrealistically fast turning of enemies...
i mean... WHAT'S WITH THAT?!?
when my bullet hits the wall, right that instant I am hurt(high difficulty, I even forgot the name). I don't think that's good AI...
Far Cry actually had some pretty good AI probably second only to FEAR.
I have a question, what ever happened to death animations, I mean like on the original Turok when you shot a guy in his neck he would stagger around and blood would squirt out of his neck. Now I understand that bodies go limp when they are dead but there is definately a point of fatal injury where he's not quite dead yet, but when he hits the ground he ain't getting back up. With Euphoria and rag-doll physics I would really like to see enemies really react to getting shot sometimes. Like in Medal of Honor when a guy grabs his crotch after your M1 Carbine stole his jewels.
Thanks! That was actually a pretty good read.
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