I was expecting you to plug rain world in this lol. I think scavengers in that game are a good example of "smart" seeming AI arising from them having a variety of simple context dependent goals. The deer... not so much.
Fun fact: In the Japanese version of Pac Man, the names of the ghosts are different from the English version. Blinky was named Chaser. Pinky was named Ambusher. Inky was named Fickle. And Clyde was named Stupid.
half life 2, despite not really being known for its ai, actually has pretty advanced ai, and also did the modern ai cheat back in 2004 combine soldiers used the same sort of squad system as soldiers in half life 1, but seem a bit more coherent and organized hunters have a flank slot specifically for flanking, which is something not even the soldiers have scanners and manhacks fly on their own, without the help of any "air nodes", which are entities that help flying enemies navigate through the air a striders first few shots will basically always miss you, as they always aim behind/infront of you
To be honest while i get your point i still would prefer modern games to go the fear route. Far too many companie now think that making bullet sponges and making difficult encounters are the same thing. It's also utterly depressing when in a game you arrive in a complex looking combat area with several different paths and all the AI does is run towards you shooting. Personally, i'd rather have to deal with smarter AI than with bullet sponges, bad gimmicks and boring enemies.
This could be interesting as a video series where you examine different games with interesting AI and explain how it works in more detail for each game. You didn't touch on it much here but strategy games also have interesting AI a lot of the time.
Outcast 1999 is often overlooked in AI behavior, where locations of 400 agents had daily scedules and "An AI agent uses skills, such as hearing, sight, acrobatic, to complete assigned tasks. These agents can interact and even compete with each other to realize a complex task" It has nice npc-squads that always seem to try to coverfire and flank and surround you, in a game that allows and rewards for a lot of stealth and not making much noise. It extended a lot on Half Life, if only in terms of map-size and npc-count.
F.E.A.R. -s AI is great, but it has a hook. If you are acting like Rambo and go out guns blazing, they get confused. I have crushed them the most of the time that way. But this had also an intresting aspect. Sometimes as I overwhelmed them, I had the feeling, that they are affraid, they tried to move back and group themselves.
I hate to say it but F.E.A.R. wasn't "Crushingly hard" and it also had the "Modern" feature of AI saying what it was thinking to simulate the AI being smarter...
Halos AI always felt so damn good. Glad you put it into words and explained why. Everybody knows that Half-Life was crazy cool and whatnot, but what I had no idea of was how pac mans ghosts work, I knew they all seemed different but had no idea exactly how.
Honestly, I found it kinda strange you didn't mention the alien isolation xenomorph AI despite how it's sorta known as one of the smartest and most complex AIs out there from what I understand. But it seems that this is mostly focused on FPS games so I guess that makes sense.
The first time I played F.E.A.R. on the 1st encounter I had with the enemy Ai...I literally got confused as hell... And thought the game had connected me to a multiplayer server (not possible as my PC was offline...) It basically played out in a situation where both the Ai and I ran into each other by accident. Think of a cheesy comedy where 2 people backing up end up bumping into each other then wheeling around and just staring at each other for a few seconds...after being baffled for a bit I tried to back away from the Ai at which point he opened fire and a short shootout took place that ended with me dead...🤦🏻♂️ Great game...
I want to see a difficulty scale that says Regular dumb AI, High heath Smart AI with one hit point (trust me this is hard) Show me a game like that and I will play
I miss AI like in Warband. There, difficulty mostly modifies how good the AI is and it's generally agreed upon that changing the other difficulty values is not fun (damage received a'la Bethesda games) It was a great idea, unfortunately the AI difficulties went from atrocious->bad->mediocre respectively, and I wouldn't know of a modern game that has picked this concept back up.
Interesting video. As you pointed out, AI is already at a point where you can program a very competent adversary that is good at hunting the player down, and in some cases they can be almost impossible to defeat because the CPU can react to events faster than human reaction time. However, this raises the skill ceiling for the game, and most players do not actually like to be challenged; most AAA games nowadays prioritize making the player feel awesome, dominant, and in control of the experience at all times. This is the reason why most enemies seem as dumb as potatoes, they are literally designed to be bullet sponges that are just threatening enough to create dramatic tension, but aren't actually intended to defeat you. This is why so many survival games feature cumbersome enemies like zombies; they offer the perfect level of threat while rarely being actually dangerous. It would be interesting to see a video on the behavior of AI multiplayer opponents, e.g. "bots" such as opponents in fighting games or certain multiplayer shooters, where the bots are actually programmed to offer a challenge to the player and mimic the behavior of a human opponent.
It's funny how little AI has advanced in over a decade, i guess for most situations in action games you don't need them to do much, and engines like Unreal 4/5 let developers just plop down nodes and expected behaviours without any innovation required. I can't think of an example right now but there's probably a game where you're telling an AI character to follow some some complex commands, Kelvin in Sons of The Forest can be given material gathering tasks and he'll wander off and do them, but that's not too dissimilar to a worker in an RTS just in 3D, actually the other behaviours in that game are kind of impressive, cannibals hide in trees and bushes watching and testing you by throwing stones, Virginia is initially scared of the player but over time slowly gets used to you, once befriended she will bring the player gifts or beckon you to follow her to a place of interest, the developers describe her AI as "an independent cat".
Wgats fun is like i he firt farcry. In most settings the player and enemies have same helth and deal same damage and are quite mart. I thnk they are smarter in FEAR actually.
I played fear 1 only some years ago and it was the best ai fighting experience that i ever has. But i do not play so many shooter so that is an important sidenote. I foundly remeber HL1 for some surprising action. I never forget a grenade bouncing into my safe spot. For some reason HL 2 was a complete letdown. The ai was acting extremely simple and boring in my playthrough.
No credit to Golden Eye? Came more than a year before Half Life & while no way near as smart it was very fun to play agaisnt. I mean no game on console or pc had that feel before it.
I don't mind almost impossible AI if it is hard because it is realistic, and you need skills to overwhelm them. Impossible because it is a fu**ing b*st*rd, now that is another story. You can't win by skills. You must cheat or sg else, which is no fun at all.
Half-Life AI is better than Half-life 2 AI. i always told people that and they thought i was just a fanboy. Half-life soldiers are still 10x better than most modern dumbass npcs ;P.
Actually, most of the problems with the AI in HL2 were due to map design that didn't give them the chance to exhibit at their best. And some of the AI features in that game were completely accidental. Synth gunships shooting down your missiles was entirely unintended, and was a side effect of a threat prioritization path.
I wish they would dumb down the AI in TF2 casual ;.;
Well, at least we now 60 FPS skeletons
Yeah
Yeah keep that stuff for competitive
Lol
facts
I was expecting you to plug rain world in this lol. I think scavengers in that game are a good example of "smart" seeming AI arising from them having a variety of simple context dependent goals. The deer... not so much.
This is a separate video :)
Scavengers are way too cool for a passing mention in a video
The only thing redeeming rain deer are that they’re cute
@@matthewanderson7824 do you have eyes??
@@Lttmtf Well, they are pretty cute when they don't have their freaky spider legs outstretched.
Pros: You made good points
Cons: You used Half Life Source
Fun fact: In the Japanese version of Pac Man, the names of the ghosts are different from the English version. Blinky was named Chaser. Pinky was named Ambusher. Inky was named Fickle. And Clyde was named Stupid.
half life 2, despite not really being known for its ai, actually has pretty advanced ai, and also did the modern ai cheat back in 2004
combine soldiers used the same sort of squad system as soldiers in half life 1, but seem a bit more coherent and organized
hunters have a flank slot specifically for flanking, which is something not even the soldiers have
scanners and manhacks fly on their own, without the help of any "air nodes", which are entities that help flying enemies navigate through the air
a striders first few shots will basically always miss you, as they always aim behind/infront of you
To be honest while i get your point i still would prefer modern games to go the fear route.
Far too many companie now think that making bullet sponges and making difficult encounters are the same thing. It's also utterly depressing when in a game you arrive in a complex looking combat area with several different paths and all the AI does is run towards you shooting.
Personally, i'd rather have to deal with smarter AI than with bullet sponges, bad gimmicks and boring enemies.
This could be interesting as a video series where you examine different games with interesting AI and explain how it works in more detail for each game. You didn't touch on it much here but strategy games also have interesting AI a lot of the time.
Outcast 1999 is often overlooked in AI behavior, where locations of 400 agents had daily scedules and "An AI agent uses skills, such as hearing, sight, acrobatic, to complete assigned tasks. These agents can interact and even compete with each other to realize a complex task"
It has nice npc-squads that always seem to try to coverfire and flank and surround you, in a game that allows and rewards for a lot of stealth and not making much noise. It extended a lot on Half Life, if only in terms of map-size and npc-count.
It makes sense for the Fear AI to be hard considering you have the ability to slow down time and wipe out a good chunk of their numbers.
F.E.A.R. -s AI is great, but it has a hook. If you are acting like Rambo and go out guns blazing, they get confused. I have crushed them the most of the time that way. But this had also an intresting aspect. Sometimes as I overwhelmed them, I had the feeling, that they are affraid, they tried to move back and group themselves.
You really had to throw the game with some of the best creature AI under the bus in that last bit
Don't worry, rain world gets its own video for AI, about one creature in particular...
I hate to say it but F.E.A.R. wasn't "Crushingly hard" and it also had the "Modern" feature of AI saying what it was thinking to simulate the AI being smarter...
ye, their aim is shit on purpose, mostly if they blind fire while running away from you,
their number is what can make their aim seem dangerous
@@benox50but when they do land hits...l man they hurt
Halos AI always felt so damn good. Glad you put it into words and explained why. Everybody knows that Half-Life was crazy cool and whatnot, but what I had no idea of was how pac mans ghosts work, I knew they all seemed different but had no idea exactly how.
Honestly, I found it kinda strange you didn't mention the alien isolation xenomorph AI despite how it's sorta known as one of the smartest and most complex AIs out there from what I understand. But it seems that this is mostly focused on FPS games so I guess that makes sense.
The first time I played F.E.A.R. on the 1st encounter I had with the enemy Ai...I literally got confused as hell...
And thought the game had connected me to a multiplayer server (not possible as my PC was offline...)
It basically played out in a situation where both the Ai and I ran into each other by accident.
Think of a cheesy comedy where 2 people backing up end up bumping into each other then wheeling around and just staring at each other for a few seconds...after being baffled for a bit I tried to back away from the Ai at which point he opened fire and a short shootout took place that ended with me dead...🤦🏻♂️
Great game...
I want to see a difficulty scale that says
Regular dumb AI, High heath
Smart AI with one hit point (trust me this is hard)
Show me a game like that and I will play
I miss AI like in Warband.
There, difficulty mostly modifies how good the AI is and it's generally agreed upon that changing the other difficulty values is not fun (damage received a'la Bethesda games)
It was a great idea, unfortunately the AI difficulties went from atrocious->bad->mediocre respectively, and I wouldn't know of a modern game that has picked this concept back up.
It’s sad that you did not also talk about rain world.
how is this channel only 5000 subs?
Bro imagine having 4 kids and naming 3 to have rhyme and the 4th is just clyde
Video game Ai sure has a interresting history
Interesting video. As you pointed out, AI is already at a point where you can program a very competent adversary that is good at hunting the player down, and in some cases they can be almost impossible to defeat because the CPU can react to events faster than human reaction time. However, this raises the skill ceiling for the game, and most players do not actually like to be challenged; most AAA games nowadays prioritize making the player feel awesome, dominant, and in control of the experience at all times. This is the reason why most enemies seem as dumb as potatoes, they are literally designed to be bullet sponges that are just threatening enough to create dramatic tension, but aren't actually intended to defeat you. This is why so many survival games feature cumbersome enemies like zombies; they offer the perfect level of threat while rarely being actually dangerous. It would be interesting to see a video on the behavior of AI multiplayer opponents, e.g. "bots" such as opponents in fighting games or certain multiplayer shooters, where the bots are actually programmed to offer a challenge to the player and mimic the behavior of a human opponent.
Very interesting video, I never knew about Pac-Man’s ai
bro I was vibing so hard whilst watching the vid bc of the P vs Z music. Anyway: super interesting video, I subscribed
Great video! Subscribed!
It's funny how little AI has advanced in over a decade, i guess for most situations in action games you don't need them to do much, and engines like Unreal 4/5 let developers just plop down nodes and expected behaviours without any innovation required.
I can't think of an example right now but there's probably a game where you're telling an AI character to follow some some complex commands, Kelvin in Sons of The Forest can be given material gathering tasks and he'll wander off and do them, but that's not too dissimilar to a worker in an RTS just in 3D, actually the other behaviours in that game are kind of impressive, cannibals hide in trees and bushes watching and testing you by throwing stones, Virginia is initially scared of the player but over time slowly gets used to you, once befriended she will bring the player gifts or beckon you to follow her to a place of interest, the developers describe her AI as "an independent cat".
from the look of things the forest might be the current inovator
Wgats fun is like i he firt farcry. In most settings the player and enemies have same helth and deal same damage and are quite mart. I thnk they are smarter in FEAR actually.
Check out Swat 3 if you haven't
I respect the use of outerwilds music
You forgot about the HL2 Group AI.
I played fear 1 only some years ago and it was the best ai fighting experience that i ever has. But i do not play so many shooter so that is an important sidenote. I foundly remeber HL1 for some surprising action. I never forget a grenade bouncing into my safe spot. For some reason HL 2 was a complete letdown. The ai was acting extremely simple and boring in my playthrough.
No credit to Golden Eye? Came more than a year before Half Life & while no way near as smart it was very fun to play agaisnt. I mean no game on console or pc had that feel before it.
I agree, making them smarter is just a waste. Instead, give them more features and behaviors
Imma say 1 video game with the HARDEST ai ever Mortal Kombat 2
Good video, but who is Ai ?
What's the music that starts playing at 2:10? I recognize it but I have no idea where it's from and it's driving me crazy
Loon Boon - Plants Vs Zombies.
Cool ost
Not even a thank you, smh
That's not fotball.
Now cover Ubisoft's AI... :D
You shouldn’t diss AI, remember what happened the last time you did that? (:
Loooove Halo IA !!
Whats the A stand for?
I don't mind almost impossible AI if it is hard because it is realistic, and you need skills to overwhelm them.
Impossible because it is a fu**ing b*st*rd, now that is another story. You can't win by skills. You must cheat or sg else, which is no fun at all.
Half-Life AI is better than Half-life 2 AI. i always told people that and they thought i was just a fanboy. Half-life soldiers are still 10x better than most modern dumbass npcs ;P.
bruh
hurb
i just wish hl2's ai wasnt gutted down much
Actually, most of the problems with the AI in HL2 were due to map design that didn't give them the chance to exhibit at their best.
And some of the AI features in that game were completely accidental. Synth gunships shooting down your missiles was entirely unintended, and was a side effect of a threat prioritization path.