| Mr Khan said: Inevitably one of us is going to get sick of all the trouble coming from this thread and lock it. Just saying. |
forum members should be more open to people opinion instead of bashing and call them trolling
| Mr Khan said: Inevitably one of us is going to get sick of all the trouble coming from this thread and lock it. Just saying. |
forum members should be more open to people opinion instead of bashing and call them trolling
Bunch of infantile adults in this thread that apparently have full diapers.
Game looks great. I am excite.
The game is dynamic in that is has multiple ways to approach one of several "scripted events/actions."
Truly dynamic play would not be possible. And may never be possible.
"errorpwns" - you should seek the term 'merit' as your aptitude negates your ability to use it correctly.
Moderated,
-Mr Khan
Really strange and unnecessary places this thread has wandered to.
I have no idea why it became a debate about enemy A.I., for example--which, of course, is a complete misnomer, since there IS no self-governing intelligence, and they ALL are based on scripts. The method is unimportant. What is relevant is how well they respond and interact with their environment, and the the enemies in TLoU seem to do that very, very well.
Binding each enemy to its immediate environment, rather than having a generic, overriding series of scripts, is obviously more demanding, and ultimately, allows for more specific interactions. For instance, if the A.I. "knows" the layout of a location, they won't be wandering around blindly. If the A.I. is programed to be aware of other A.I. on the same side, then they shouldn't fall into a simultaneous pathing loop. Those are good things, in my opinion, and things that A.I. which aren't area-specific often fail at.
Personally, I'm extremely impressed with the A.I. in TLoU. The thing that really stood out for me was when (in another video) Joel knocked a down and pointed his shotgun at him and the guy started pleading for his life. Really, really immersive.

Slimebeast said:
or an NPC in Skyrim has his own advanced senses and personality. He has a specific field of vision, ability to hear, and he reacts on things in his environment (ideally, but this is hard to program, so often you have devs who brag about advanced AI that still turns out to be augmented by tons of simple scripts). You can put one of these anywhere in the world and he will behave in an intelligent manner. This enemy soldier will always be alerted if he hears your footsteps. (obviously you can tie this AI to a bunch of external scripts like you can do with a dumb AI) |
............"Then I took an arrow to the knee"
;D








| Jay520 said: @ slimebeast The AI in TLoU didn't react in an intelligent way? The moment where the enemy spontaneously through the flammable bottle and rushed for a tackle wasn't intelligent to you? |
Intelligent? No, that was pretty stupid. He missed with his molitov and ran at a gun with a gun.
We should be commending Naughty Dog for pioneering the first use of AS, Artificial Stupid.
Before the PS3 everyone was nice to me :(

Chark said:
We should be commending Naughty Dog for pioneering the first use of AS, Artificial Stupid. |
True, his execution was inaccurate. But I think it was a smart idea. Perhaps in the harder difficulties, he would not have missed, therefore killing the player.
| pokoko said: Really strange and unnecessary places this thread has wandered to. I have no idea why it became a debate about enemy A.I., for example--which, of course, is a complete misnomer, since there IS no self-governing intelligence, and they ALL are based on scripts. The method is unimportant. What is relevant is how well they respond and interact with their environment, and the the enemies in TLoU seem to do that very, very well. Binding each enemy to its immediate environment, rather than having a generic, overriding series of scripts, is obviously more demanding, and ultimately, allows for more specific interactions. For instance, if the A.I. "knows" the layout of a location, they won't be wandering around blindly. If the A.I. is programed to be aware of other A.I. on the same side, then they shouldn't fall into a simultaneous pathing loop. Those are good things, in my opinion, and things that A.I. which aren't area-specific often fail at. Personally, I'm extremely impressed with the A.I. in TLoU. The thing that really stood out for me was when (in another video) Joel knocked a down and pointed his shotgun at him and the guy started pleading for his life. Really, really immersive. |
Very true. It doesn't really matter what underlying methods the developer uses to create the AI. For all practical purposes, what's significant is how the player perceives the AI.
Jay520 said:
True, his execution was inaccurate. But I think it was a smart idea. Perhaps in the harder difficulties, he would not have missed, therefore killing the player. |
Not sure if serious? The guy that rushes you doesn´t have a gun, that is why the dude throughs the molotov, creating a diversion so that he can get close and fist fight you lowering the gun leverage you had.
And the molotov didn´t hit him in the face directly but it still did pretty big damage like it should.
| amaral_slb said:
Not sure if serious? The guy that rushes you doesn´t have a gun, that is why the dude throughs the molotov, creating a diversion so that he can get close and fist fight you lowering the gun leverage you had. And the molotov didn´t hit him in the face directly but it still did pretty big damage like it should. |
You must have quoted the wrong person.
Jay520 said:
|
quoted 2 guys in that quote, one made the initial mistake, the other agreed. The goal was not to be personal, just helping out why some people see the AI working very well, unlike Uncharted games, IMO.