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Forums - General - Mazty vs Zarx vs whoever

yea I know it was feeble I was getting board, but if I just agreed with him then the argument would have ended with me and he would have gotten the last word. Yes all AI is writen in script but there is a difference between the kind of AI that games like Halo and Call of duty etc use and what games like Metro use it's actualy quite interesting, and no there are no real learning AIs yet it is but a it is possible. I know Half-life has great physics and many people really liked it but how many would have played it if it didn't have it's story and gameplay etc. Garys mod is a stand alone mod and yes it is fun to play with physics and many people did buy it for that well more for the ability to create things and mess around in a real sandbox personally, But having said that Mazty didn't counter my arguments like that did he lol. Sounds like you would have been more fun to argue with lol well back to being a graphics whore and a AI and physics nerd who likes to play Garys mod AI war etc.

P.S. If you look under my avatar you will see that I don't own a Wii I am a PC and DS gamer, which is kinda sad as I have no money and need a new graphics card plus I want a PS3 and I wouldn't mind a Wii of course

P.P.S do you mean Direct X? or something else IDK two letters doesn't really tell me much oh and one last thing if you want to argue/debate something feel free to ask you can even pick the subject and sides I don't mind what.



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

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zarx said:
yea I know it was feeble I was getting board, but if I just agreed with him then the argument would have ended with me and he would have gotten the last word. Yes all AI is writen in script but there is a difference between the kind of AI that games like Halo and Call of duty etc use and what games like Metro use it's actualy quite interesting, and no there are no real learning AIs yet it is but a it is possible. I know Half-life has great physics and many people really liked it but how many would have played it if it didn't have it's story and gameplay etc. Garys mod is a stand alone mod and yes it is fun to play with physics and many people did buy it for that well more for the ability to create things and mess around in a real sandbox personally, But having said that Mazty didn't counter my arguments like that did he lol. Sounds like you would have been more fun to argue with lol well back to being a graphics whore and a AI and physics nerd who likes to play Garys mod AI war etc.

P.S. If you look under my avatar you will see that I don't own a Wii I am a PC and DS gamer, which is kinda sad as I have no money and need a new graphics card plus I want a PS3 and I wouldn't mind a Wii of course

P.P.S do you mean Direct X? or something else IDK two letters doesn't really tell me much oh and one last thing if you want to argue/debate something feel free to ask you can even pick the subject and sides I don't mind what.

I didn't counter your arguments - I corrected your bullsh*t.

Kid, you clearly want to argue about things you know nothing of. Get a life.



TB_Infidel said:
zarx said:

ha you should use the same advice I know about PhysX and the about 50 games that use it most not very well I might add, yes there are exceptions like I said but none that are 10X better than last gen on consoles at least, which as they are 10X more powerful and the methods used are a lot better is rather disappointing. 

and no not all AI is heavily scripted in games, Metro for example has a very advanced AI that is the reason that a lot of people think it sucks, because it's not just following a script it actually has a certain amount of freedom in the way enemies act. but once again it's quite the generational leap that graphics etc have seen.

And all this is beside the point as well physics and AI is nice they come behind graphics and way behind gameplay when creating a good game, yes they help make the experience better more immersive when used well but they are not essential. no one played Mario Galaxy because of it's physics did they, no one played Half-Life 2 because it had the best physics and some of the better AI of it's day. 

well I guess I win then I new I would drive you away eventually I am just too stubborn to lose a forum argument.

 

P.S. euphoria engine engine is used in like 10 games not exactly what I would attribute the much better animation seen this generation, in games like Uncharted 1&2, Heavenly sword, Heavy rain, Killzone 2 etc all games that use motion capture well

 

Oh my God. After reading your feeble reply, I feel compelled to step in and end this.

You claim to know a lot about the technical side of games. Obviously from all your replies, you know very very little.

ALL game AI is scripted. ALL of it. At no point in any game does the AI generate its own code and enter it into the game. That is true AI. Anything else is just tedious chain scripting.

PhysX and Havoc have revolutionized gaming experiences. To argue against this shows that you have not played these games as a large number of these games use these engines as core features. Please name me which games you have played that use these engines ( If you just have a Wii then you will not have played any of these games as the hardware in that console is dated by 15 years)?

The AI is a integral part of the gameplay. I can not believe that I am having to tell you this and you claim to be a gamer. The best graphics and game engines would be destroyed if the AI was terrible......why do you think know one every played CS:Source offline?

''no one played Half-Life 2 because it had the best physics''?! Wow. This shows how little you know. Four words - Grav Gun, Garry's Mod.

 

I know you have said you are stubborn, but I think you really need to go away and do your homework on this subject as you are the classic forum Know-it-all, but-know-nothing.

 

PS. Do you even know what DX is? You never mentioned it and somehow I do believe it maybe some what important......

 

 

 

for more information on what I was talking about with AI you can read http://www.gametrailers.com/video/launch-party-splinter-cell/64093 

and http://www.gametrailers.com/video/launch-party-splinter-cell/64093 in this video the developer mentions using more free flowing AI rather than "scripted AI" I will look for a couple of other articles I have read on the matter to. There is one old one that was written by an AI developer explaining why Halos AI was actually not very good AI, he wrote it after he read a lot of people talking about how good it was lol. 

@ Mazty damn you you lied to me you said you weren't going to post any more man.



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

zarx said:
TB_Infidel said:
zarx said:

ha you should use the same advice I know about PhysX and the about 50 games that use it most not very well I might add, yes there are exceptions like I said but none that are 10X better than last gen on consoles at least, which as they are 10X more powerful and the methods used are a lot better is rather disappointing. 

and no not all AI is heavily scripted in games, Metro for example has a very advanced AI that is the reason that a lot of people think it sucks, because it's not just following a script it actually has a certain amount of freedom in the way enemies act. but once again it's quite the generational leap that graphics etc have seen.

And all this is beside the point as well physics and AI is nice they come behind graphics and way behind gameplay when creating a good game, yes they help make the experience better more immersive when used well but they are not essential. no one played Mario Galaxy because of it's physics did they, no one played Half-Life 2 because it had the best physics and some of the better AI of it's day. 

well I guess I win then I new I would drive you away eventually I am just too stubborn to lose a forum argument.

 

P.S. euphoria engine engine is used in like 10 games not exactly what I would attribute the much better animation seen this generation, in games like Uncharted 1&2, Heavenly sword, Heavy rain, Killzone 2 etc all games that use motion capture well

 

Oh my God. After reading your feeble reply, I feel compelled to step in and end this.

You claim to know a lot about the technical side of games. Obviously from all your replies, you know very very little.

ALL game AI is scripted. ALL of it. At no point in any game does the AI generate its own code and enter it into the game. That is true AI. Anything else is just tedious chain scripting.

PhysX and Havoc have revolutionized gaming experiences. To argue against this shows that you have not played these games as a large number of these games use these engines as core features. Please name me which games you have played that use these engines ( If you just have a Wii then you will not have played any of these games as the hardware in that console is dated by 15 years)?

The AI is a integral part of the gameplay. I can not believe that I am having to tell you this and you claim to be a gamer. The best graphics and game engines would be destroyed if the AI was terrible......why do you think know one every played CS:Source offline?

''no one played Half-Life 2 because it had the best physics''?! Wow. This shows how little you know. Four words - Grav Gun, Garry's Mod.

 

I know you have said you are stubborn, but I think you really need to go away and do your homework on this subject as you are the classic forum Know-it-all, but-know-nothing.

 

PS. Do you even know what DX is? You never mentioned it and somehow I do believe it maybe some what important......

 

 

 

for more information on what I was talking about with AI you can read http://www.gametrailers.com/video/launch-party-splinter-cell/64093 

and http://www.gametrailers.com/video/launch-party-splinter-cell/64093 in this video the developer mentions using more free flowing AI rather than "scripted AI" I will look for a couple of other articles I have read on the matter to. There is one old one that was written by an AI developer explaining why Halos AI was actually not very good AI, he wrote it after he read a lot of people talking about how good it was lol. 

@ Mazty damn you you lied to me you said you weren't going to post any more man.

 

No zarx, all game AI is scripting. No debate - it is.

And I had to post as you were being so pretentious I had to point out how much you didn't know. Now go learn what you are talking about and then come back in 6 months minimum when you've grown up.



Mazty said:
zarx said:
TB_Infidel said:
zarx said:

ha you should use the same advice I know about PhysX and the about 50 games that use it most not very well I might add, yes there are exceptions like I said but none that are 10X better than last gen on consoles at least, which as they are 10X more powerful and the methods used are a lot better is rather disappointing. 

and no not all AI is heavily scripted in games, Metro for example has a very advanced AI that is the reason that a lot of people think it sucks, because it's not just following a script it actually has a certain amount of freedom in the way enemies act. but once again it's quite the generational leap that graphics etc have seen.

And all this is beside the point as well physics and AI is nice they come behind graphics and way behind gameplay when creating a good game, yes they help make the experience better more immersive when used well but they are not essential. no one played Mario Galaxy because of it's physics did they, no one played Half-Life 2 because it had the best physics and some of the better AI of it's day. 

well I guess I win then I new I would drive you away eventually I am just too stubborn to lose a forum argument.

 

P.S. euphoria engine engine is used in like 10 games not exactly what I would attribute the much better animation seen this generation, in games like Uncharted 1&2, Heavenly sword, Heavy rain, Killzone 2 etc all games that use motion capture well

 

Oh my God. After reading your feeble reply, I feel compelled to step in and end this.

You claim to know a lot about the technical side of games. Obviously from all your replies, you know very very little.

ALL game AI is scripted. ALL of it. At no point in any game does the AI generate its own code and enter it into the game. That is true AI. Anything else is just tedious chain scripting.

PhysX and Havoc have revolutionized gaming experiences. To argue against this shows that you have not played these games as a large number of these games use these engines as core features. Please name me which games you have played that use these engines ( If you just have a Wii then you will not have played any of these games as the hardware in that console is dated by 15 years)?

The AI is a integral part of the gameplay. I can not believe that I am having to tell you this and you claim to be a gamer. The best graphics and game engines would be destroyed if the AI was terrible......why do you think know one every played CS:Source offline?

''no one played Half-Life 2 because it had the best physics''?! Wow. This shows how little you know. Four words - Grav Gun, Garry's Mod.

 

I know you have said you are stubborn, but I think you really need to go away and do your homework on this subject as you are the classic forum Know-it-all, but-know-nothing.

 

PS. Do you even know what DX is? You never mentioned it and somehow I do believe it maybe some what important......

 

 

 

for more information on what I was talking about with AI you can read http://www.gametrailers.com/video/launch-party-splinter-cell/64093 

and http://www.gametrailers.com/video/launch-party-splinter-cell/64093 in this video the developer mentions using more free flowing AI rather than "scripted AI" I will look for a couple of other articles I have read on the matter to. There is one old one that was written by an AI developer explaining why Halos AI was actually not very good AI, he wrote it after he read a lot of people talking about how good it was lol. 

@ Mazty damn you you lied to me you said you weren't going to post any more man.

 

No zarx, all game AI is scripting. No debate - it is.

And I had to post as you were being so pretentious I had to point out how much you didn't know. Now go learn what you are talking about and then come back in 6 months minimum when you've grown up.

what you still think I am talking about scripting in the coding sense I am not thing about it more in the film making sense a scripted AI has a predetermined set of actions like going of a piece of cover and then firing on the player when they enter a certain region etc it is pre written what they will do, modern game use a more branching system so they don't do the same thing exactly the same, of instance they may use a random number to decide which piece of cover to hide behind or to flank around until shot at etc. Another approach to AI design is the more dynamic approach where the AI will analyse the situation and act accordingly, to use Metro 2033 for example when the enemies aren't scripted for story reasons they have a certain level of freedom to "decide" what action to take, the metro system uses from memory 5 levels of alertness and 3 simulated senses to analyze the situation and react accordingly. There are advantages and disadvantages to each approach. And depending on the situation one will be better than the other. I can't really explain it very well check out the links in my last post while I try to find some more. 



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

Around the Network
zarx said:
Mazty said:

No zarx, all game AI is scripting. No debate - it is.

And I had to post as you were being so pretentious I had to point out how much you didn't know. Now go learn what you are talking about and then come back in 6 months minimum when you've grown up.

what you still think I am talking about scripting in the coding sense I am not thing about it more in the film making sense a scripted AI has a predetermined set of actions like going of a piece of cover and then firing on the player when they enter a certain region etc it is pre written what they will do, modern game use a more branching system so they don't do the same thing exactly the same, of instance they may use a random number to decide which piece of cover to hide behind or to flank around until shot at etc. Another approach to AI design is the more dynamic approach where the AI will analyse the situation and act accordingly, to use Metro 2033 for example when the enemies aren't scripted for story reasons they have a certain level of freedom to "decide" what action to take, the metro system uses from memory 5 levels of alertness and 3 simulated senses to analyze the situation and react accordingly. There are advantages and disadvantages to each approach. And depending on the situation one will be better than the other. I can't really explain it very well check out the links in my last post while I try to find some more. 

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.
There is no level of freedom in the scripting, just %'s which will determine the best course of action in relation to the difficulty.

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.



Mazty said:
zarx said:
Mazty said:

No zarx, all game AI is scripting. No debate - it is.

And I had to post as you were being so pretentious I had to point out how much you didn't know. Now go learn what you are talking about and then come back in 6 months minimum when you've grown up.

what you still think I am talking about scripting in the coding sense I am not thing about it more in the film making sense a scripted AI has a predetermined set of actions like going of a piece of cover and then firing on the player when they enter a certain region etc it is pre written what they will do, modern game use a more branching system so they don't do the same thing exactly the same, of instance they may use a random number to decide which piece of cover to hide behind or to flank around until shot at etc. Another approach to AI design is the more dynamic approach where the AI will analyse the situation and act accordingly, to use Metro 2033 for example when the enemies aren't scripted for story reasons they have a certain level of freedom to "decide" what action to take, the metro system uses from memory 5 levels of alertness and 3 simulated senses to analyze the situation and react accordingly. There are advantages and disadvantages to each approach. And depending on the situation one will be better than the other. I can't really explain it very well check out the links in my last post while I try to find some more. 

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.
There is no level of freedom in the scripting, just %'s which will determine the best course of action in relation to the difficulty.

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.



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

zarx said:
Mazty said:
zarx said:
Mazty said:

No zarx, all game AI is scripting. No debate - it is.

And I had to post as you were being so pretentious I had to point out how much you didn't know. Now go learn what you are talking about and then come back in 6 months minimum when you've grown up.

what you still think I am talking about scripting in the coding sense I am not thing about it more in the film making sense a scripted AI has a predetermined set of actions like going of a piece of cover and then firing on the player when they enter a certain region etc it is pre written what they will do, modern game use a more branching system so they don't do the same thing exactly the same, of instance they may use a random number to decide which piece of cover to hide behind or to flank around until shot at etc. Another approach to AI design is the more dynamic approach where the AI will analyse the situation and act accordingly, to use Metro 2033 for example when the enemies aren't scripted for story reasons they have a certain level of freedom to "decide" what action to take, the metro system uses from memory 5 levels of alertness and 3 simulated senses to analyze the situation and react accordingly. There are advantages and disadvantages to each approach. And depending on the situation one will be better than the other. I can't really explain it very well check out the links in my last post while I try to find some more. 

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.
There is no level of freedom in the scripting, just %'s which will determine the best course of action in relation to the difficulty.

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.

 

Kid, I've learnt about AI at a university level. There is no AI in real gaming - the AI will never adapt outside of the scripting and options it is given - just a bunch of scripting with some taking more variables in account to simulate human behaviour. Either way AI in gaming is always scripting and never actual AI - they are ALL rule based, just some have more options/branches than others and take into account more variables. Still, this is not AI.

Plus WHATS YOUR POINT? All you are doing is proving the wii isn't for the hardcore.