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Forums - Sony - Killzone 2 - Impressive example of AI

kn said:
Interesting AI demo, but the bad guy does stand still long enough in between his moments of "AI" to be cannon fodder. It's nice to see them trying to make things more realistic, though, as an awful lot of shooters just keep pumping out the cannon fodder that show no signs of self-preservation.

Exactly....it's nice to have 100's and 100's of baddies coming at you all the time, but it's really nice to have a handful of them, but they are really good at taking cover and self preservation so it takes the same amount of time to get rid of 10 of them compared to 100 of the easy ones.

 



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davygee said:
kn said:
Interesting AI demo, but the bad guy does stand still long enough in between his moments of "AI" to be cannon fodder. It's nice to see them trying to make things more realistic, though, as an awful lot of shooters just keep pumping out the cannon fodder that show no signs of self-preservation.

Exactly....it's nice to have 100's and 100's of baddies coming at you all the time, but it's really nice to have a handful of them, but they are really good at taking cover and self preservation so it takes the same amount of time to get rid of 10 of them compared to 100 of the easy ones.

 

 

I would certainly agree that having 10 "smart" bad guys vs hordes of cannon fodder is a more entertaining experience.  It requires the player to think rather than hold the fire button and collect dropped weapons/magazines to keep the bullets flying.  I do like me some button mashing, though, and hordes are great in action games like Heavenly Sword and such...



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What would be interresting to see is if they apply this to the game's cover system. ie - When the enemies/other players shoot at the cover that you're locked on, your avatar moves around the cover to keep safe.

I dunno, on second thoughts, it could hinder aiming and stuff.



DMeisterJ said:
Yeah.

That's some dumb-ass A.I.

Moving when there's no cover, crouching lower and lower when getting shot at.

 

LOL



4 ≈ One

kn said:
davygee said:
kn said:
Interesting AI demo, but the bad guy does stand still long enough in between his moments of "AI" to be cannon fodder. It's nice to see them trying to make things more realistic, though, as an awful lot of shooters just keep pumping out the cannon fodder that show no signs of self-preservation.

Exactly....it's nice to have 100's and 100's of baddies coming at you all the time, but it's really nice to have a handful of them, but they are really good at taking cover and self preservation so it takes the same amount of time to get rid of 10 of them compared to 100 of the easy ones.

 

 

I would certainly agree that having 10 "smart" bad guys vs hordes of cannon fodder is a more entertaining experience.  It requires the player to think rather than hold the fire button and collect dropped weapons/magazines to keep the bullets flying.  I do like me some button mashing, though, and hordes are great in action games like Heavenly Sword and such...

 

Hehe, that's Halo: Combat Evolved.. My favorite part about that AI is that not only do the enemy have a sense of preservation but also a sense of desperation. If the little guys sense the end is near and their leader is dead they'll commit suicide jumping at you with a grenade!

 

 

 

 

 



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Squilliam said:
Heres an example - Enemy fiend stands up, throws a grenade and then returns to cover. He then leans out from cover so he can fire at you when you're forced to avoid the blast.

:)

 

FEAR says Hi. That had genuinely great AI to it.



 

 
 

That is a nice piece of AI there, and pulling that kind of behaviour out in a dynamic 3D environment is not quite as easy as some make it sound to be. Still, it's not only the AI on individual soldiers that affects the gameplay, it's also how they act as a team. I know the AI on Half-Life had some horrible "bugs" in it (i.e. you could kill and enemy by shooting repeatedly at his big toe while he stood motionless behind a corner), but one of the defining moments in my gaming history has been the fights against teams of soldiers in Half-Life. At the time it was unheard of to be taking cover behind some boxes and an enemy would throw a grenade to flush you out while the other team members would be ready to rip you to pieces as you run out. So, I hope the group AI on KZ2 is on par with the rest of the game, and if it is, it's going to be one hell of a fight against the computer.



Really nice.



 

Good to see it won't suffer from the problems that plagued the first one (mostly due to hardware limitations).



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Why didn't it move behind the larger block to begin with? Wouldn't it provide more cover?