What Makes Good AI? - bestgamewiki.com

What Makes Good AI?

Game Maker’s Toolkit
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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

New Doom’s deceptively simple design | Gamasutra

The Secrets Of Enemy AI In Uncharted 2 | Gamasutra

The Systemic AI of Far Cry | AI & Games

Arkham Intelligence | AI & Games

The Artificial Intelligence of Halo 2 | HowStuffWorks

[ZIP] Designing to Promote Intentional Play | Clint Hocking

The Perfect Organism: The AI of Alien: Isolation | AI & Games

[PDF] The AI Systems of Left 4 Dead | Valve

Toru Iwatani Interview | MameWorld

Uncharted 4 is not as scripted as you might think | GamesIndustry.biz

Find Out More

[PDF] Three States and a Plan | MIT Media Lab

Managing Complexity in Halo 2 | GDC

Modeling AI Perception and Awareness in Splinter Cell: Blacklist | GDC

Understanding Pac-Man Ghost Behavior | GameInternals

Drivatar in Forza Motorsport | Microsoft Research

MGS V Enemies Response System Guide | SegmentNext

How Prompto’s AI-drive selfie system in Final Fantasy XV was built | Gamasutra

Further Reading / Viewing:

Laments on Half-Life 2’s AI and balance | Joe Wintergreen

Game Development Myths: Players Want Smart Artificial Intelligence | Ask a Game Dev

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:

Waking Mars OST
Please, Don’t Touch Anything OST

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20 Comments

  1. Heck, the whole infighting system in the original Doom games works to get that. Sure, the demons are super simple with their behaviours ("Shoot, move, follow player") but the infighting makes it feel like they are demons in a hierarchy, since they get pissed at each other to the point of murdering each other (making pacifist runs possible).

  2. I haven't watched it yet but I have a strong suspicion that Half-Life is mentioned within the first minute.

  3. Halo 2 AIs were so good…
    Insta heashot on the first frame you apeared in fornt of a Jackal on legendary. Such a good design…

  4. Counter strike expert AI "was" kind of a big deal back then.

  5. From what I gather from this video, people thinking the enemy AI in many games we see today aren't sophisticated would be wrong. It is actually varied depending on the game you play, and their behaviour changes in what information they have, and what triggers or not that change. What makes them feel "stupid" or "smart" is just the design conflicting with or isn't adapting to it.

    Half-Life 2 Combine Soldiers have a very good AI, but they don't have much HP, and don't have barks significant to let the player know what they will do (which is, of course, smart IRL and Lore-wise, but not here). You just have to take a closer look at what they do if you don't attack much.

  6. 13:47 a creature so unbelievably stupid it assumes if you cant see it then it cant see you.

  7. The AI (SCAV) in Tarkov gives me PTSD
    SCAV:Von no suka
    ban ban

    and the PMC is alive no more

  8. Metal gear solid 2 has some super smart AI

  9. Game Makers Toolkit: says that predictable AI is good
    People who hated Aliens: Colonial Marines and loved Alien Isolation: Allow me to introduce myself

  10. My AI: kills each other through friendly fire trying to kill the player… Feels unfixable

  11. One game I remember having pretty good friendly AI was Delta Squad in Star Wars: Republic Commando. Never felt so backed up by AI partners before in a video game.

  12. im beyond late to the party, but i would have to say generation zero has some really good ai, each type of robot acts in its own way, and everything is extremely persistent, if any robots hunt you down and you go into the house, if you escape they will stick to the area for some time to find you, focusing less on the areas outside of where they predict you to be, but not being totally oblivious to the outer areas

    as well when an ai is blinded, it will struggle to find you if you use rockets or grenades, because it cant hear where the blast originated from, but if you use a shotgun on a blind robot, it knows very well where to shoot

    the ai could still use a few little touch ups, but for being early access, its very good

  13. In Monster Hunter World, the monsters have better things to do than attack the player. They run away to eat, sleep, and will fight other monsters, even if both of you are still fighting.

  14. u wrong. good ai is super intelligent that hard to predict. if u can predict, it just average ai

  15. That remark about ai letting the player cheat struck a chord with me. One of my favorite games right now, the new hitman series, is really good at this – the way you get better at the game is by learning to exploit the various quirks of the ai in order to get away with basically anything you want. You can distract a guard with a coin toss long enough to sneak by him, or walk into a target’s guard over and over to separate them. These quirks of the ai make them seem poorly coded, but the game is intentionally allowing you to do these things and it makes for a super fun experience all around.

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