Something not having worked previously doesn't mean it will never work.Do you think that has never been tried before?
It just doesnt work!
We've already seen some working examples, like Darth Vader NPC in Fortnite or a Skyrim mod where you can talk to NPCs and they reply without without the specific 2/3 prefefined quotes.The current GPT models and image and video creation tools are so prolific and are leading to controversies in game development as people use these tools as "shortcuts" while cutting out human writers and artists. People in the gaming community have been using "AI" as a term for decades, but I haven't seen any drastic improvements in "enemy AI" or "companion AI" unless it's just slowly progressing quietly behind the scenes. Honestly, the last time I remember being impressed with AI was MGS2 where guards would notice wet footprints or whatever, or RE4 where the Ganados would dodge your shots or work together to take you out.
I'm not following the industry as close as I used to, so I certainly could have missed something. Lemme know.
TLDR: GPT AI is creating slop, why haven't we seen improved enemy AI or companion AI in games?
So a state that doesnt end (to move into another state) or adjusts when conditions are met? Thats the exact opposite of smart, its less advanced, simpler than the original.For example in a game like GTA, a smart AI would just leave your Wanted rating at 5 stars all the time and not stop until you are dead.
How can it defeat the player then, if it need to not have a condition (being in cover here) to perform a function (attack player)? With no input from the player this would make them game functionally stuck. You could put the gamepad down for 3 days, come back and your example of "smart AI" literally wouldnt be able to win.But then it isnt smart, as a smart AI wouldnt want to get defeated and pop their head out. The AI is kept artificially dumb to keep it fun for the player.
A game designer with 20 years of experience who appears to think that AI in games thinks, believes that there is supposed to be a difference between a collection of scripts and AI, and doesnt know a difference between having functions/scripts/systems and difficulty tuning?No I´m not, ive been designing games professionally for 20+ years and worked with various AI systems like AI Implant.
There simply isnt any "smart" AI in any games, it is always heavily scripted and is mostly smoke and mirrors.
because youd actually know what youre saying there given that "AI" is designed.mixing up good game design and smart AI
Oh really, AI noticed how they play and evaluated things as mistakes? Weird, i didnt know its possible for a script to "know" whats a mistake. The closest it can do is read values to call functions based on conditions.The problem was that players played too sloppy and the AI noticed those mistakes.
So ultimately they had to make the AI dumb and overlook the players mistakes to keep it fun!
This is kind of a load of shit. People always bring up arguments like this when there is discussion about better AI in games.But then it isnt smart, as a smart AI wouldnt want to get defeated and pop their head out. The AI is kept artificially dumb to keep it fun for the player.
Like take chess for example - is it fun to play against the much smarter AI? Or is it more fun to play against a human who is on your level?
If you know you cant win, would you even want to play?
The AI does not need to know where you are and read all your inputs, that's not how AI works lol.Please keep in mind that no matter which game you're playing, the "AI" knows where you are and can read all your moves at the input level so it is by default 100000000 times better than you.
the real struggle is dumbing down the AI to a level that it feels challenging and rewarding to beat it, without it either being too brutal or too lenient. Proper AI programming is brutally difficult which is why so many games fail at it.
Me:Where Winds Meet has AI NPC's and it can be hilarious when you know how to manipulate them to get what you want
The GTA example was used to say that what a human considers a smart action is not compatible with video game AI logic.So a state that doesnt end (to move into another state) or adjusts when conditions are met? Thats the exact opposite of smart, its less advanced, simpler than the original.
I have no idea what this example has to do with AI...Ill do you one better, an endless loop of game over screens when you boot up the game, really hard to beat, quite possibly the smartest AI ever (if we use your defition of AI) could fit on a floppy.
You still dont get it - I was not talking about how the AI is scripted, I was talking about how a human would judge the smartness of the AI.How can it defeat the player then, if it need to not have a condition (being in cover here) to perform a function (attack player)? With no input from the player this would make them game functionally stuck. You could put the gamepad down for 3 days, come back and your example of "smart AI" literally wouldnt be able to win.
Huh did you not read what I wrote? I said the exact opposite, that AI in games is NEVER smart!A game designer with 20 years of experience who appears to think that AI in games thinks, believes that there is supposed to be a difference between a collection of scripts and AI, and doesnt know a difference between having functions/scripts/systems and difficulty tuning?
That is exactly what I said, AI is designed and scripted and is never smart!Sounds unbelievable, among other giveaways, why dig the hole for yourself? Had what you claim been true you wouldnt say this:
because youd actually know what youre saying there given that "AI" is designed.
Oh really, AI noticed how they play and evaluated things as mistakes? Weird, i didnt know its possible for a script to "know" whats a mistake. The closest it can do is read values to call functions based on conditions.
This is interesting, thanks for the clarification between the LLM and the coded "AI", but couldn't you "train" bots or enemies to react based on player inputs using that same idea? Instead of language it's player inputs or location data within the game. I'm not the most technical person, so the explanations are helpful.
Uhh? There's only one problem with your statement. There is no game out there with smart AI since Killzone 2, Halo and F.E.A.R. And it only has enhanced the experiences not diminished it. Give us examples of these "supposed" frustrating-but-smart-AI and not just a "buffed" NPC.Here´s a little secret - gamers do NOT want smart AI!
Gamers want to win and have power fantasies - smart AI makes the game annoying and hard.
No one wants to play that!
Yeah, conversation wise you could work around it, but OP is talking about enemy AI in the traditional sense. Path finding, combat strategies and such. That can't be done in your average German ADSL crappy connection, worse than that, those of us who actually have good connections still are not there in terms of latency. That must be thought in milliseconds. What the OP is asking for is no other thing than the power of the cloud. An Xbox One feature! And we all saw how good that went in Crackdown 3 (it was finally not implemented for those who don't remember).I mean you can get around some of this by putting in guardrails around the questions, query/prompt caching, etc… but yeah, you are going to be making a cloud call to a data center as a complex AI isn't going to run on even a PS6.
I'm sure reading many years ago without scripting it's incredibly hard to get a AI character to do even very simple things, example picking up a object. Is that still true today?Because what people call "good AI" in games is different from the kind of AI these models can produce.
You don't want adaptativeness and skill on the NPCs, you want reactivity. This latter one still relies almost entirely on the developer's foresight.
Oh, good point. I was mainly thinking conversational AI, NPC scheduling, those sorts of things.Yeah, conversation wise you could work around it, but OP is talking about enemy AI in the traditional sense. Path finding, combat strategies and such. That can't be done in your average German ADSL crappy connection, worse than that, those of us who actually have good connections still are not there in terms of latency. That must be thought in milliseconds. What the OP is asking for is no other thing than the power of the cloud. An Xbox One feature! And we all saw how good that went in Crackdown 3 (it was finally not implemented for those who don't remember).
The solution is having better thoughts games with more budget of better CPUs for your games. So basically your enemies are: the aging CPUs of the past two generation of consoles and, even more crucially, this:
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Every gain we have in every generation of CPUs is swallowed by gains in graphical fidelity. And then, of course, is the design choice. Would you make your enemies smarter and your game harder as a baseline (since it's the AI, that is not easily scalable) when the trophy data shows you that only 5% of gamers had finished your previous game?
There is no problem with the statement, as there is no game out there that has smart AI!Uhh? There's only one problem with your statement. There is no game out there with smart AI since Killzone 2, Halo and F.E.A.R. And it only has enhanced the experiences not diminished it. Give us examples of these "supposed" frustrating-but-smart-AI and not just a "buffed" NPC.
If by scripting (thats an incredibly vague term for game dev) you mean making character animations + a series of logical steps do do a specific action, then yeah, pretty much still the same.I'm sure reading many years ago without scripting it's incredibly hard to get a AI character to do even very simple things, example picking up a object. Is that still true today?
LLMs are not artificial intelligence
I disagree when people say ai is getting better. Beyond making dumb images and videos I have yet to see ai be really useful in the workplace beyond a search engine. I've tried to use ai for coding and at best it can be used as a refresher to jog your memory. Straight up copy and paste either never works or is the worst possible way to do something.
AI isn't really thinking .. it's just picking things from the internet that's the most popular. Youn can 9 times out 10 find the stack exchange post that ai is pulling code directly from .
I personally get answers to my coding problems/questions a hell of a lot faster with ChatGPT then I do searching dozens of websites. I could take a screenshot of this reply control in GAF and copy it into Copilot and have it generate it in HTML.
Actually, I'll do that.
Here is the screenshot:
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This is a screenshot of the HTML that Copilot created based on that image:
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That's pretty dang useful. And that isn't even scratching the surface of really long mundane tasks (like analyzing log files and such) and other things humans are not very good at in IT and other fields.
Isn't that what I said ? It's basically a better search engine. It will do that stack exchange search for you but it almost always brings up THE ONE MOST POPULAR POST of what you are searching for. That can be useful but again it's almost never a full answer or best practices.
"Good AI" in videogames terms is AI that behave convincingly for what it is trying to be.People underestimate that really really good ai wouldnt be fun to play against.
No, it isn't. AI can run entirely offline. I have AI running in LM Studio on my linux box. I gave it a very specific code task and it cranked out the code.
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Ehh that's a very basic operation though using the standard libs. I mean my 10 year son can weight a for each loop with set list.
Now do it .. even in c# .. using a third party frame . Even a popular one like using GTK with something a little more complexed like implementing a flood fill on an indexed color bitmap that will work on windows and Linux.
Even with that you will get SOMETHING but I doubt it works without some tweaking and it will probably be the slowest and worst possible way possible.
That's what "smart" AI is, and the direction developers should be advancing instead of regressing. It gives the impression of intelligence while providing a challenge to the player. Simply downplaying their achievements to your standard enemy AI grunts only highlights the flaw of your argument. The onus is on you to provide clear examples where smart AI frustrates the gamer in any kind of context before arriving into that conclusion.There is no problem with the statement, as there is no game out there that has smart AI!
None of those games you mentioned had it either, thats just a combination of careful AI scripting and good leveldesign.
Add in convincing "search" animations and the player thinks the AI is smart while in reality it is all just smoke and mirrors.
See: the cultists from BloodBecause no one wants actual AI as enemies in games. You would just always lose unless the AI is programmed to play dumb, and then it's no different than what we have now. And in fcat even now, in many games, you only win because the AI is programmed to let you win if you perform at a certain level. Take fps games for example. A computer does not miss, ever, every time an enemy misses you in an fps game it's because it was programmed to do it. It could just as well be programmed to hit you every aingle time the very milisecond you get out of cover.
That is not the smart AI the OP was talking about.That's what "smart" AI is, and the direction developers should be advancing instead of regressing. It gives the impression of intelligence while providing a challenge to the player.
There is nothing to downplay there when one knows how those AI´s work. Once you know how the stage magician does his tricks, the magic is gone.Simply downplaying their achievements to your standard enemy AI grunts only highlights the flaw of your argument.
How can I give clear examples when none such exist? If good AI was so much fun then where are all the games that have it?The onus is on you to provide clear examples where smart AI frustrates the gamer in any kind of context before arriving into that conclusion.