Mazty said:
The way you think of it is stupid. All AI has been adaptive since the likes of F.E.A.R. in 2005, where the scripting is dynamic rather than fixed events. Either way, the AI is still far from AI and is still following a predetermined course of action. I know what you are saying, but I'm not sure why you are going on about it...Essentially AI is down to CPU and RAM (play a large RTS to see it eat both) so going back to the wii, it shows it's certianly limited in terms of AI, a vital part of a game, when compared to the HD consoles.... I think it'd have been best for you to have stopped writing about 5 posts back. |
fine I concede it is clear I can't truly explain what I want to say oh well.
I will leave you with
Rules-Based Systems
The most basic form an intelligent system can take is that of a rules-based system. This system stretches the term “artificial intelligence”. A set of preset behaviors is used to determine the behavior of game entities. With a variety of actions, the overall result can be a behavior system that is not obvious although there is very little actual intelligence involved.
A good example of a rules-based system is a Black Jack dealer (either video Black Jack or real Black Jack). The dealer has a simple rule that it follows: Always hit when the cards add up to 17 or less. To the average player, the perception is that the dealer is playing competitively. The player will imagine a more competent adversary than the one he or she faces (unless the house advertises the rule that the dealers play by).
The classic application of this system is Pac-Man. Four ghosts plagued the player. Each ghost followed a simple rule set. One ghost was always to turn left, another was always to turn right, one turned in a random direction, and the last turned toward the player. Individually, the ghosts would be easy to figure out, and the player would be able to handily avoid them. As a group, the pattern of their movement appears to be a complex, coordinated search party hunting the player. In reality, the only one that even checks the player's position is the last one.
and
Adaptive AI
The previous sections discussed methods for designing intelligence systems that fit into the predefined events of a game. For most games, this is adequate as long as the designs were thorough and there is a clear understanding of the goals of the intelligent entities. When a game calls for more variability and a better, more dynamic adversary for the player, the AI may need to be able to grow and adapt on its own.
Adaptive AI is used commonly in fighting games and strategy games, in which the mechanics are deep and the options for gameplay are innumerable. To provide a constant challenge for the player without the player eventually figuring out the optimal strategy to defeat the computer, the AI needs to be able to learn and adapt.
yes adaptive AI has been used in games like FEAR for along time but most games use a more rule based approach and both usually utilize predetermined behavior sets especially story driven games but I will bow to you superior knowledge and will not post again in this thread.
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