Imagine how cruel it would be to put actual AI into video games as targets to be killed. While its contemplating its own existence, you just murder its whole family.
Plus12 Gaming Would it ever know it was in a video games if we didn't tell it? That would be like us figuring out we are in a simulation. Even if you do figure it out, how do you access your own code, unless you exist in a 90's virtual reality. :P
I am a game programmer, and I can confirm that you couldn't have explained it any better :D Just to say for non-programmers, computers are insanely fast in comparing and calculations. Like, beginning from 1 and counting to one billion (1,000,000,000) feels like happening in instant, you couldn't tell. So even complex AI can work quickly, hardest part is just how do you exactly make it.
Hi hi, wubbu here, I'm hoping to be a game programmer in the future and my parents keep disuading me from it. They say its hard to find a job, has low pay and isn't fun. I really really love video games and want to make them for people who never got to play as much as others so please tell me. Is it worth it?
+Wubba Panda it's worth it if that's you're dream but I personally want to be a video game developer maybe we will meet in the future but follow your dream fam and if you really want to do it the difficulty and pay won't matter😄
Wubba Panda Programming itself is not hard thing to utilize, programmers are needed everywhere where are microchips, but focus on gaming is little harder. But not impossible. Just search for Gameforge, EA, Ubisoft and other big names and check what jobs are available just to get idea. but don't make game company yourself straight away. Just no. Get under wing of some developer and help them in their projects and you can get your idea heard one day. It is much easier than it sounds. you can always study programming and search for a game company. Any programming job is enough to guarantee wealth, specially if you also make custom websites, repair pcs and such local things. You can name the prizes. No matter what job you get anyways you can always program in your free time. programming is not boring. I can tell. It is as boring as writing a novel, but instead of getting plain text as output you get a game which does what you made it to do. The satisfaction of getting exactly what you wanted from the code is just so great. if you are new to programming, I'll recommend starting with *Python.* Python 3 to be exact. I got into the world withing 3 days and mastered it within year of sparse use. I was 15 but I could have learned it much earlier. codeacademy.com is best site I know to study it and other programming languages from. After that you can go more advanced C# so you can go make games with Unity3d. (it's free game maker)
+munsi0121 So I gave Valentine a Power Armor frame and no Power Core and when I wanted him to hack something he got out of the Power Armor, in the doorway not only keeping himself from getting to the terminal but also blocking me in.
you call it a bot because thats exactly what it is, the bot is given things to do and it preforms what its programmed to do if it was intelligent it would react in a way it sees fit and would function separate from other "AI" and it could simply say "fuck this i dont feel like it"
while VideoPlaying: begin(watch); if VideoEnds: end(watch); if video == good: click("Like"); score += value; if video == bad: click("Dislike"): score -= value; if score >= threshold: click("Suscribe") end
Not bad.... a couple of little things I would have talked about besides decision trees, Is state machines and genetic algorithms. The fact the computer always know where the player is and knows exactly how to shoot/hit them 99.9% of the time and that well done AI knows how to miss.
if a solder's AI uses the games information (something he shouldn't know like the players position), that's just lazy AI development, a bot should have it's own field of view and reaction time and accuracy, so it wouldn't head shot you at sight
achraf mirrane My point exactly. the default is the computer knows where everything is and how to get there and that the hard part of doing AI for a solder/combatant is making them miss in a believable way.
The computer always knows, but the AI doesn't necessarily do. It's easy to get more realistic behavior if you restrict what the AI actually knows, and use the game's own mechanics to nerf the AI's skills instead of making the AI miss on purpose and stuff like that. Though, in some cases, you benefit from having a "director" AI, which does know everything, and can influence the behavior of the NPC AI, making coincidences happen on purpose, influencing the "luck" factor, and perhaps even effectively changing the NPC AI by modifying how likely it is to pick certain actions and stuff like that.
I think all the predator (stealth) game play in Arkham are some of the more than average smart ai, like how they see a pattern of attack from batman and minutely reduce his options
"In some ways, it's just as much a part of the art as any other part, and a truly experienced and involved artist will immerse you into their world in a way that others can't" Cool way to look at it.
also the ghosts fish Ai was a complete mess... I don't know what they were doing but it wasn't good... also they only has one level where they used the ai... they better should have focused on other things in ghosts
Rubberbanding *shrudders* *16 years ago* *LittleMe playing Unreal Tournament* "Learning bots? Cool!" *after its turned on, 5 minutes later the bots become pinpoint accurate and dodge projectiles as soon as theey are fired* *Checks AI difficulity: GODLIKE* "That makes no sense! I'm nowhere near that good!"
I find FPS AI to be rather simplistic. in the video they talk about action from conditions, but AI conditions don't reflect that of the game world, for instance, COD4 and other COD titles had AI that could only see bigger objects as obstacles, but other things like tree leaves, banners, and other things where a normal person would not be able to see you through, the AI can because it doesn't actually see, and your story reminds me of how the AI is more a robot and less like a person.
Line of sight AI in FPS simply cast a ray (draw a line) between two meshes (enemy and you). The problems you describe occurs when meshes (objects) have semi-transparent textures applied to them. It's too computationally costly to determine if the ray can pass through the semi-transparent textures so programmers have to do ray casting against the bare meshes. In the end the choice is whether to ignore semi-transparent meshes or to consider them as opaque until processing power allows more complex ray casting in real-time. Things like trees are typically implemented with semi-transparent textures and what you call large objects are opaque textures. Sometimes a mesh can have a complex forms with small holes that let the ray pass through but appears opaque to a human. I believe these problems will go away pretty soon as technology progress because the solution is known. Waypoint systems are still the crux of game AI at the moment. The best current AI systems attempt to infer the player intentions and react accordingly. You can see this behavior in some cover/flanking behaviors.
i noted the joke there, the one about fish on COD, just after they talked about the fish you showed the underwater scene on super mario. very funny, they talked about the fish as if it was something incredible.
Just imagine what it'd be like if actual learning, free thinking AI was used in games. Enemies, friendlies, and other NPCs could have full, intelligent conversation with the player via microphone and could react genuinely to certain situations and even question themselves and/or their situation... it'd make for one kickass RPG.
I've thought of this as well. Imagine being the unlucky bastard who gets the game where all the ai are just depressed and all you ever see is npcs crying and your game is ruined
Unfortunately that would still not making it intelligent. As there would be A LOT of if statements. For example, the conversation you're talking about, they would use something like this: if player says "how are you" *pull up list of responds that are already premade* pick a random reply to the player. So essentially, it's not really intelligent. I do not think artificial intelligence would reach a level that would have it learn skills that it wasn't meant to learn and it will never be fully adaptive, unless the person programming it has thought of a lot of possibilities a situation can go down, if not all. Now I am no expert on A.I, but I make really small games and there's a lot of if statements in A.I programming. It mostly boils down to how many possibilities can you account for.
Most likely not. An actual learning, free thinking AI would absolutely ruin the game. The RPG will have a story, the story will maybe include a problem and the free thinking AI will just go and solve the problem. It will do every quest, kill every monster, solve every puzzle... Wel at least if the friendly AI is overall stronger. If the enemie AI is stronger, they will create a situation, where you can't win. Like all sitting in one place with ranged weapons... regardless of what exactly happens, the AI will simply own the game and make the player obsolete.
+Dewayne Williams on the contrary, the newest souls in the series, dark souls 3 contains AI. For example if you farm souls at a certain area for a long period of time, the enemies will become very aggressive and difficult.
or you can check by trying to get in their way, like in FPS games if you get in their way often, an AI will simply ignore you, if they are a player they will knife at you and start shooting you to tell you to stop bothering them
+Sean MacDonald Or if it's a game where in PVP there's an obvious level and profile picture, their level is identical to yours, their profile picture is their battle unit, and they're basically pre-loaded on the loading screen.
That was made intentionally.. as a parody on real life American stereotypes. If you think it wasn't made intentionally, the tell me why GTA IV cops are so much better and realistic. Instead of killing you when you walk past them, they will arrest you when you beat up somebody, and only shoot you when the situation is critical... and even then, they will still arrest you if they get the opportunity.
You know, these videos are really good for getting a base understanding for things in game design. Sure, it's no "Extra Credits" where they analyze everything to a T, but it's a very understandable base to sort of learn off. If I were trying to get into developing "AI" for a game, watching this video would definitely help me understand where to start when it comes to approaching and planning each guard or enemy. It's not a "Okay so type this," tutorial, but a way to comprehend the theory and concept of video game AI and how it generally is supposed to work.
All gameranx programming related videos are pure garbage. Totally inaccurate and meaningless. This video focuses on stacking conditions which is the wrong way to approach pathfinding. Because let's face it, game AI is pretty much a pathfinding problem at this point. Of course this video never touches the issue.
Same here, but he did have a rather poetic description at the end I guess, comparing it to a magic trick. And like looking at an illusion from a different angle can break the illusion, so too can AI exploits take a serious, terrifying opponent and make them outright hilarious!
101jir These videos are somewhat entertaining but it irks me as a programmer because it keeps propagating stupid computer myths. While people have catch up to Hollywood abysmal treatment of 'hacking', game programming is still an armchair commentator subject. As another example there's one gameranx video about randomness in games which is just a drawn out laymen description of pseudo-random number generators versus true random numbers. Again these are irrelevant to game programming, you could use PI decimals as a random source just as effectively. Would have been more interesting to elaborate on how seemingly random elements in games are in fact heavily constrained by non random attributes.
As somebody who isn't a developer (but works with them for DWH / Big Data / insight), I found it OK, but it did seem a bit simple. If you can make / send me a link for a decent video with the technical details, I'll happily watch..?
On the mission after Jorge's death one of the marines I was driving with said after I flipped over ONCE "your driving's gonna get us killed". I let him drive and he drives into a wraith and gets us killed. 😕
yeah he prolly noticed hes not gonna do so well (wasnt expecting you to let him drive) and thought he might get you killed so he doesnt hear how crap he is
these type of vids is why i like gameranx !!! make more NPC s in first person shooter really impresses me, they re smart enough to now your move, timing, what way u may take...
for the game i wish to create i need "The best" AI programming, this will simulate like skrim but I want the AI to act as real as possible so my idea would be to putting real people under the scope, pick up and record their behaviors then input them into the game, then when it comes down to actions and abilities used. like in a battle, again I want to put people under that scope. so lets say for those civilian type AIs i will just kidnap a regular joe/jane, force them to react to certain situations then input them, when someone wants to invade that town they will react just like in real life. So if i got a retired woman to react to every bit of events that can possibly happen in game then that will be to that one AI only. so if my game has 1000 AI's i would kidnap 1000 people to record every behavior, mix them around to create even more unique behaviors to each AI. For this, I would have the most diverse AIs that will be harder to match or copy from one another. I would also use those who i kidnap to be my AI's voice. with out them knowing it in a means for a game. so i get the most genuine reactions. So lets say im in skyrim and i punched an old lady in the head. I (not literally hit her) do the same to the old lady IRL. her physical and behavioral reactions would be recorded and imputed to that old lady AI. lets just hope i cant find a dragon IRL or it be hard to punch it in its face. But for a better reaction, mainly behavior i would want to record how a person reacts to getting hurt by various things and situations. So VR recordings or hypnosis on soldiers would be crucial. Have them think they really got stab by a sword, shot in the chest by an arrow or shot in the limb by a .50 cal. These are the closest ways to getting AIs as real as possible. From their with the psycarasist's in hand I would have a behavioral chart made so the AIs can grow from what traumas or events happen. so instead of re-kidnapping that old lady just to ask how did me punching her in the tit effect her life. like "I became mortified and hate men" the psychologist would put in the algorithms to certain situations like "From the old lady's experiences she could have suffered from PTSD which would make her react in this or that way and or do this or that if this and that happens.
an interesting question ive asked myself is If we were able to achieve true AI to a point where the machine can become its own self with its own thoughts and ideas. Would we consider it a person? and what is a person technically? you cant say a person is an individual with idividual thought because that would be saying people who suffered sever brain damage and can no longer function aka a vegetable, is no longer considerd a person which i dont think is right. You cant also say a person requires blood and bones n such because other creatures besides human have those things, but arnt considerd people. If this AI was indeed sentient, would we give it rights just like how us humans have basic human rights? or will we disregard this intellegant being as nothing but a machine even tho it can comprehend thoughts, feelings, and emotions just like we do. Except their made out of metal and wires. Will we treat it as utility or as an individual?
Such a good question. This issue taps into so many preconceptions we have about life and existence. Where does life begin and end? How much value do we put on that life? Why should I squish an ant, but hug a puppy? So many prejudices. For goodness sake, it wasn't that long ago when many of us thought that people of a different RACE weren't even people!!
There are some interesting posts on waitbutwhy, they will probably anwer your questions: waitbutwhy . com/2014/12/what-makes-you-you. html waitbutwhy . com/2015/01/artificial-intelligence-revolution-1. html (you need to remove the spaces) Or just google it, if you dont trust the links.
The big difference between what the science community considers AI and what then among industry considers AI is that video game AI is actually Virtual Intelligence. It is a VI. A VI, in lament terms, is programmed responses to situations like a blueprint in their head that gives direct and consistent answers to problems presented. Artificial Intelligence is the blueprint of LEARNING followed by the means to gather and discern new material. VI is giving a computer fish, and AI is giving a computer a fishing pole. If scientists create a police robot with VI that says "If someone breaks this law, use this level of force to apprehend him." If scientists create a robot with AI , then he will observe and learn from everything around him, not just programmed responses but ethical and logical answers that were not originally told to him. The robot WASNT taught "children should be treated with more care than adults in the eyes of the law" but the robot learned that through seeing those around them and acting on those emotions. That's another thing, too. Emotion. VI can never have emotions because emotions are genuine and cannot be called upon as without seeming hollow. A VI will not show you empathy because it does not understand the concept of empathy. It merely understands "be empathetic." An AI could feasibly learn what empathy and love and hate and sadness is, as a genuine reaction that is brought on by parameters outside of their control. They may not even be able to feel but they understand. They learned emotion because emotion must be learned...not told. Hope this helped.
Donald AI: •If Sora's HP is critical, then waste remaining MP on self to heal chip damage. •If Sora casts Cure, then heal him right afterwards. •If Sora dies, THEN cast Cure on him. •If Random Encounter is triggered, then waste MP on low level mooks. •If fighting elementals, then use element that heals them. That damn dirty duck has contributed to far too many of my Game Overs.
The thing with AI is that it can only go so far. You can't create something that is 100% free thinking. It can only be to an extent. It's the same with RNG (random number generation) it can't be 100% random because it's artificial.
Not true. Some systems sample from the physical world, to generate random numbers. For example, sampling CPU temperature, current time, and date, or some other measurement from the real world. These values can be used to generate truly random numbers, unless some bizarre condition occurs in which the algorithm, and all of the factors used in seeding it, happen to align perfectly. obviously, this is highly unlikely. Systems and programs relying upon probability have been around since before the 90s...
While that is a really cool way to simulate random number generation, that is also not truly random. Indeed, If I remember correctly, nothing is truly random. True randomness is just a concept. For example, flipping a coin. While it may seem random if it lands on heads or lands on tales... it is not. If you could measure the force and direction of the flip. Map it's trajectory, account for the variables of air resistance and flow at each point in it's trajectory; observe the angle, rotation, and velocity of it's landing. And account for the hardness and friction of the surface it lands on and account for many many more variables still... Then you could PREDICT it's outcome. Predict meaning that it's outcome is not random. Similarly, the method you described can be accounted for and calculated out the same way. It's just that our current inability to observe, calculate, and communicate these variables in the short time span of the flip of a coin or the rendering of a frame creates the illusion of a random result. But it seems that randomness is just an illusion those of us born early enough in human history get the privilege of experiencing.
+MUGWUMP to predict does not necessarily mean something is not at all "random," even if we assert that truly random events do not occur at all. this can be said, in my opinion, because you can predict probabilities of particular events. that does not mean that those events themselves are deterministic. hopefully my reasoning makes sense here. I'm fighting a bad cold.
Well, along the same vein, I can't really say predict as if we could have 100% certainty anyway... since it it impossible to know something will occur that has not yet occurred. As we can only infer that it will happen based off previous similar experiences before it. And reference models based of these previous observations. So it is certainly true that to predict correctly does not mean the the events leading to that outcome were deterministic. It merely means that the answer given by the observational model was correct in this instance. But then at what point do we assume something to be a truth for simplicity of communication and explanation. Since we can't go around saying "Based on the prediction of the current observation based model we can infer that an apple dislodged from a tree will fall to the ground due to a possible, so called gravitational force." As opposed to saying 'An apple will fall to the ground if plucked from a tree.' An over exaggeration to be sure... but hopefully my point is clear. So at this point it becomes a case of how technical we mean to get. If simply talking about it at a surface level. Then I stand by what I said. But at the technical level, which is the level I brought it to with my comment. Then I would agree with you that the events were not deterministic. Whew! Why must intellectual concepts, reality, and convenience always be at odds. XD
+MUGWUMP Believe it or not, it is actually possible to generate truly random numbers. You just have to generate them from measures of radioactive decay, which are inherently unknowable beforehand since they rely on quantum mechanics.
Not exactly...it was created to be able to answer any question in any language at the given moment, it basically searches on the internet related keywords and phrases, then goes through database for checkup whether it makes sense what he found, so that it can answer to the given question. In the wiki it's pretty nicely written - IBM Watson. Only latter they sent him as a means of testing to Jeopardy game.
Program it, and usually you would have to know all the codes, attributes and functions for graphics (OpenGL, DirectX) at least that's the beginning of an engine. Oh and you would also to take into account what versions there are and what functions were cut or reworked because that will screw up how the engine works.
What is described in this video is spot on. Video game AI is really considered a Finite State machine. This is one that has a set of instructions that reacts to a particular set of inputs, which would be what the player is doing. A true AI is able to take the inputs, make decisions based on its own best interest and previous experiences, and demonstrate an output that is not necessarily pre-programmed by the developer.
We should create our own community, one where weapons of mass destruction,such as ourselves, can branch out and show the world we're here and outspoken!
couldn't the devs somehow get their hands on the AI (for example the AI Hanson Robotics developed) and pre-teach it while the game is in development? maybe by the QA testers or in a beta?
Real AI actually makes a bad game. You want your game to be predictable and provide a good experience. Not knowing what your NPCs will do might lead to a shitty game. In most likelihood, it would. AI isn't implemented in games not because it's especially harder than in other parts of computing, but simply because it's not fun.
Emmak Betmoss but it could also lead to a better game, one situation could be that the player is using an exploit to climb a building they aren't meant to climb, normal game AI wouldn't be able to do anything about that, but a "proper" AI would learn that the player can get up there and react accordingly. on the development side it would eliminate the need for complex programming and make things much simpler and would be able to teach the AI as if they were teaching another person how to play the game with minor changes in the programming of the AI.
I understand what you're saying, but no, on the dev side it would make things a nightmare. An AI (even real AIs) is never all-purpose. You teach it to do specific things. So if Google needed 5 years to get an AI to play Go, imagine how much it would need to teach an AI to "behave" like a character in multiple different situations. And that's Google, and focusing just on that. Then add in all the other game elements, and you'll quickly realize it's way out of reach for any existing company, game-oriented or not. But more importantly, say we come up with a full-purpose neural network you can just reuse in any game. It would still be a nightmare to use. If your fake virtual AI doesn't know how to climb buildings when it should, it's a bug and it's fixable. If it refuses to climb buildings because it decides it better not, you basically can't do anything about it other than re-training the AI and hoping it will be ok this time, while still doing all the other things it should do. You'd have to retrain it from ground 0 a million times, each time testing ALL possible scenarios it could be in, and if you hit an AI that works, you wouldn't be able to change ANYTHING else in your game, ever. No updates, no patches, no bug fixing. In short, AI is currently not at all possible, and it is in all likelihood not a good idea anyway, at least as long as it is not human-like or close to human-like (then it could act just like human players do). If you read game AI designers interviews, you'll see they all have the same answer regarding this: They're simply not interested in real AI, other than on a personal level. It's just not the same field.
Sorry, I misread your argument about the AI and climbing thing. My argument still stands, but to answer this point more accurately, this would be even harder to do. Setting a rule that "getting up there is forbidden" is easy, but getting the AI to do something about it, that is both consistent with the game rules and fun, truly requires a human-level intelligence, which we are not even close to possibly imagine happening.
The short answer is that, currently, AIs are basically built/coded for their purpose, like a tool. So you can't just take one tool that does a great job at one thing and use it for another purpose. A razor blade is obviously super sharp, but you wouldn't then try using a razor blade to cut a tree down. It's sharper, but it has no power. Equally, a chainsaw is no good for cutting cakes...or shaving. :)
Strange, when I look up the definition it doesn't state it meaning "not real." It's almost like there's more than one definition. Also when people say artificial intelligence 9 times out of 10 they are referring to it meaning man made or simulated.
I usually don't fall much for the videos here on gameranx, but this one was interesting. Having a bit more look on the developer side about AI, and on why it's being kept so simple, would be more giving.
Am I really seeing a fight between a game developer and a guy who knows a thing or two about computers? I understand the possibility of a game maker only knowing how to use game making tools to make games, like Gamemaker studio or unity, and thus not understanding how a computer might work, but I don't see why that would matter. Sure understanding how computers work does help, but from what I have experienced, you don't start as a game maker, you have to start as a programmer, and if you ever take a course in programming basic, people will at least get an overview of how computers work. So usually a game maker does have an understanding of computers to some extent because it helps explain a few things about how and why code works the way it does, and to my knowledge most game makers are programmers. Perhaps shareofhonor was talking more about how artists just use the tools made by devs to make the assets for the game and then play around with it the game (much like how the snowdrop engine look to be designed for and how other engines like unity started to behave like to be more 'user friendly'). in any case, one guy is experienced in game making, the other guy is experienced with computers. both sound good, but I can't say which is best, that seems to depend on the person making their own unique judgment. As for me, I go the route of designing electronics. I'm a potato. :3
***** Wait a second so you're just assuming I don't build everything from the ground up? Show me some of your work or you have no right to complain. B^) " Learn how computers work and just think how much better your games will be." This statement holds literally no merit, for them to be better in that sense would mean there would have to be existing performance issues, which there are not. Laughable how you just assume that indie devs use pre-made scripts for there games. I'm sure some do, but I actually have a love for technology and like you said I "want to understand how computers work" Game design is my hobby. What the hell do you think I'm really going to school for? I've been writing code in C/++,Java,HTML (recently 5) from the time I was 11 years old, for over a decade. I'm assuming if you do write applications that you ARE good at it, but for you to assume you're better than me with absolutely no leg to stand on is ridiculous. If you show me your work I'll retract this statement. *hint*fallacy*hint* BigBenEco NotMyJob! I absolutely despise drag and drop coding like Unity's engine. I draw all of my own assets by hand so everything I make is 100% my own.
Everybody just invest dev time into graphics and gameplay because this sells games but completely neglect AI improvements. Since decades we´re facing the same idiot AI hordes that stand in the open or take cover and raise their head every 3 seconds so you´re able to kill them, guards that walk the exactly way for infinite times. This is plain dumb artifical behavior not AI and most gamers seem to be happy with that because you´re not forced to use your brain against them. I am sick of this and I would love to see a AI revolution not the next fucking graphic enhancement. I want to see AI enemies that show some sense of preservation, that want to live and survive. Enemies that behave like living organism/humans, that show emotions, fear, anger, that follow an agenda and a greater goal. Enemies that don´t just run towards you with an "KILL ME" Sign on their forehead.
I love these episodes, i really learned a lot. This proves that gameranx really understands programming and games in general from a deeper perspective unlike most gaming news companies. Thank you gameranx for being so professional and for being just the way you are! :)
Pathfinding, target aquisicion, cover usage, squad coordination. There's a TON of 'parts' to "AI" they use in games. (Probably a few big categories I haven't even though of, or even heard of.). Great video.
This takes me back to when I played Gamecube games and even early PS3 games, I would pla a game, wait, watch, and see how certain enemies react and counter, and basically, I'd beat the game by beating the AI.
My first AI was like this. Instead of following a guide on how to write a tic tac toe game I challenged myself and ended up with... 10,000 lines of code. I defined every possible board configuration and defined the reactions. The problem was that it reacted the same exact way to the same situation so 8 had to make multiple tables of valid responses and randomized it's choice. otherwise I'd get the whole table thing you mentioned. Later on I learned how to use functions and got the code down to less than a thousand lines, but it was a rewarding experience to go through. When I get into eye tracking VR I look forward to doing it again, but really, I'd love to go the route of the A life games and use a system of simulated drives and an artificial neural network. Add in pain echo so it can learn to avoid being killed by the player and find a place to heal then use other emotional drives and what it learned from the player to do better. Oh, and that actually was made into a video game in the 90s. it's called creatures. it was simple, but through biological drives they made their own choices. Of course, if all drives were satisfied they failed to interact, but can't the same be said of humans?
By far the Best AI in video I ever encounter in videos is Quake 3 Arena bots, Capable of learning new maps, studying player's style and adapts it. Even knows how to argue with players.
Amazing just how far we've come, the whole aspect of gaming has changed so much it's really awesome seeing how much progress the gaming community has made, keep it up y'all your videos are A1
Some factors of a good in-game AI in my opinion : accuracy (weapon accuracy of both melee and ranged which is effected by the *limb based damage system* ), detection ( both at seeing the player and hearing the player's movements, using flashlights in dark areas), awareness (patrolling if not alerted where there can be two types ; predefined waypoints for the AI to move or randomized locations which the AI goes through the Pathfinding system, checking suspicious places which might be origin of the player's last seen location like in Splinter Cell Conviction and last heard location which is the place from which player was heard walking or running, using the cover system and shooting through cover to avoid damage from player, etc)
would liked to see more visual feedback in the video, "if player is in line of sight" (narrow or wide sight) then, if player is aiming at npc (GTA) then, if climbable object is in between, then, if multiple NPC's are attacking (Assasins creed) then (idle around player) how a NPC most of the time have multiple "Collission boxes" around them, not only to shoot on different parts of the body, but also to trigger different actions (a line of sight box in front of a NPC) and a "Sound box" all around a NPC so they'll hear you (If player runs,jumps or shoots (makes noise) within a NPC's audiobox, then respond by searching around him) and so on. how Area's could play inbetween the player & NPC collission (If player vs NPC inside a house, vs if player vs NPC outside of the house - Gothic 2 in-house sneaking). very fun to program, hard since you quickly have multiple overlapping conditions in which you need the if-not (if not dead / if alive) so it stops triggering on death (many game have the NPC's to continue shooting when you die) ugh, i could go on and on for hours! "Ai" is fun!
Basically there are two types of agents or AIs as you might call em. The first is the Reflex Agent that you have defined. Reflex agents mostly work through heuristics or the hard-coded 'if-else' statements. Planning agents ask "What if ?" and formulate state space and traverse through search trees. There are various searching, constraint satisfaction and reinforcement learning algorithms that will make an agent look and act more intelligent than you are giving credit for.
I was always fascinated by video game AI especially in fighting games and RPG's. Thanks for explaining it! I didn't know that video games consist of a bunch of, "If this, then that" type of computer programming and that the more different types of "If this, than that" you have in a video game, the more realistic the game becomes! I always thought it was a little bit more complex than that. But who knows what the future bring!
Imagine how cruel it would be to put actual AI into video games as targets to be killed. While its contemplating its own existence, you just murder its whole family.
Ha ha ha!, Crippling, hopeless depression and tortuous existential ennui!
Maybe make it so that they don't feel things like pain and don't care for stuff like that.
+Action4 Jackson Sociopaths?
Imagine programming an actual AI to kill human players... what happens if it gets out of the video game?
Plus12 Gaming Would it ever know it was in a video games if we didn't tell it? That would be like us figuring out we are in a simulation. Even if you do figure it out, how do you access your own code, unless you exist in a 90's virtual reality. :P
I love how Gameranx replies to people when thay ask questions. They've replied to me about 3-4 times throughout the year I've been watching.
and I love you
+christian ramirez fist me daddy
i love bagels with melted butter and jam on. just kinda chucking that out there.
George Julian Good choice
+Connor VanDusen thanks. :3
I am a game programmer, and I can confirm that you couldn't have explained it any better :D
Just to say for non-programmers, computers are insanely fast in comparing and calculations. Like, beginning from 1 and counting to one billion (1,000,000,000) feels like happening in instant, you couldn't tell. So even complex AI can work quickly, hardest part is just how do you exactly make it.
Hi hi, wubbu here,
I'm hoping to be a game programmer in the future and my parents keep disuading me from it. They say its hard to find a job, has low pay and isn't fun. I really really love video games and want to make them for people who never got to play as much as others so please tell me. Is it worth it?
+Wubba Panda it's worth it if that's you're dream but I personally want to be a video game developer maybe we will meet in the future but follow your dream fam and if you really want to do it the difficulty and pay won't matter😄
+Wubba Panda come to israel and we will make company , im studying software engineering and im 19 years old , we can build many amazing things lol
do they seriosly tell you that it is low pay? you can earn thousands of dollers a month if you are sucesfull and its diferent what people think is fun
Wubba Panda Programming itself is not hard thing to utilize, programmers are needed everywhere where are microchips, but focus on gaming is little harder. But not impossible. Just search for Gameforge, EA, Ubisoft and other big names and check what jobs are available just to get idea.
but don't make game company yourself straight away. Just no. Get under wing of some developer and help them in their projects and you can get your idea heard one day. It is much easier than it sounds.
you can always study programming and search for a game company. Any programming job is enough to guarantee wealth, specially if you also make custom websites, repair pcs and such local things. You can name the prizes.
No matter what job you get anyways you can always program in your free time.
programming is not boring. I can tell. It is as boring as writing a novel, but instead of getting plain text as output you get a game which does what you made it to do. The satisfaction of getting exactly what you wanted from the code is just so great.
if you are new to programming, I'll recommend starting with *Python.* Python 3 to be exact. I got into the world withing 3 days and mastered it within year of sparse use. I was 15 but I could have learned it much earlier.
codeacademy.com is best site I know to study it and other programming languages from. After that you can go more advanced C# so you can go make games with Unity3d. (it's free game maker)
i fucking love how you took a massive shit on call of duty with the mario 64 footage XD
it's already happened since the press release of the game. like the next day someone uploaded a video comparing them.
well still i love it
What? He didnt shit on it lol
Watch it again.
hahaha yeah I noticed that :p
so computers run with reaction? better not tell that to the finebrothers
best comment ever
God dammit my sides 😂😂😂
Finebrothers can burn in hell with this lazyeye idiot.
W
Yes reaction at 100 to 1000 KLOCS
i think we should first ask the question 'what does falcon look like?'
I'm thinking he looks like Horus probably a decadent of his. 😊
He's a bird of a feather.
He's a Captain and races in an F-Zero Machine
That's funny that happened to cross my mind at the beginning of the video.
They show him at the start of the video
Fallout 4:
If player trys to go through doorway stand in doorway not moving.
Ikr, Valentine does that constantly. It's super annoying.
+GamingFoxNetwork for me it's codsworth the amount of deaths I've had because of that was high
+munsi0121 So I gave Valentine a Power Armor frame and no Power Core and when I wanted him to hack something he got out of the Power Armor, in the doorway not only keeping himself from getting to the terminal but also blocking me in.
THE SHIT IVE GONE THROUGH WITH THIS
Dogmeat: IF player is moving THEN get under their feet.
So its artificial artificial intelligence
Actually yeah, you're right.
Or simpler - First stage of AI, or The most primitive form of AI.
or artificially simulated artificial intelligence. it's all one big lie.
also remember we can emulate a game running within a game running in a emulator in a virtual machine running on a virtual server.. nvm..
you call it a bot because thats exactly what it is, the bot is given things to do and it preforms what its programmed to do if it was intelligent it would react in a way it sees fit and would function separate from other "AI" and it could simply say "fuck this i dont feel like it"
while VideoPlaying:
begin(watch);
if VideoEnds:
end(watch);
if video == good:
click("Like");
score += value;
if video == bad:
click("Dislike"):
score -= value;
if score >= threshold:
click("Suscribe")
end
gameranxVideos = UA-camAPI.GetVideos("gameranx")
viewer = me.self
foreach video in gameranxVideos:
viewer.watch(video)
if
user.watch(video)
then
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i.dont.know.c++
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Felendra Tl9iNmora if {(!(commenter.hasUsedSemmicolon()) || !(commenter.hasUsedCurlybraces())) SignsOfStructureScoreAdd();}
Jeremy Higgins i
"Here's the thing"
(Proceeds to show a picture of Fantastic Four's The Thing)
Ty rly for making that video gamernax. I really kept wondering that question for a long time. Keep up the good work
sub4sub
+Wante sub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4subsub4sub4sub
+Wante fuck off
Thanks for supporting us.
+gameranx Np
Not bad.... a couple of little things I would have talked about besides decision trees, Is state machines and genetic algorithms. The fact the computer always know where the player is and knows exactly how to shoot/hit them 99.9% of the time and that well done AI knows how to miss.
you commented a few too many times down here for my taste but you make an interestingly good point there. i enjoyed that perspective.
if a solder's AI uses the games information (something he shouldn't know like the players position), that's just lazy AI development, a bot should have it's own field of view and reaction time and accuracy, so it wouldn't head shot you at sight
achraf mirrane My point exactly. the default is the computer knows where everything is and how to get there and that the hard part of doing AI for a solder/combatant is making them miss in a believable way.
The computer always knows, but the AI doesn't necessarily do. It's easy to get more realistic behavior if you restrict what the AI actually knows, and use the game's own mechanics to nerf the AI's skills instead of making the AI miss on purpose and stuff like that.
Though, in some cases, you benefit from having a "director" AI, which does know everything, and can influence the behavior of the NPC AI, making coincidences happen on purpose, influencing the "luck" factor, and perhaps even effectively changing the NPC AI by modifying how likely it is to pick certain actions and stuff like that.
Playing e.g. Civilization would become somewhat rage quit prone when the opponent has the IQ equivalency of 400 or so.
i think the smartest idea of AI is the Mr. Freeze boss fight in Arkham City
That boss fight was A1
+TheNerdFormer No, that boss was...Ai...hehe.
Guan Marshawn (◉ ͜ʖ◉)
I think all the predator (stealth) game play in Arkham are some of the more than average smart ai, like how they see a pattern of attack from batman and minutely reduce his options
guess u never play FEAR series (mostly FEAR 1)
"In some ways, it's just as much a part of the art as any other part, and a truly experienced and involved artist will immerse you into their world in a way that others can't"
Cool way to look at it.
should be called NPC interaction
NPCI's? That might actually work.
make it happen please, i'm tired of these fake AIs
NPCI sounds like a new crime show.
AI fish is still one of the funniest/dumbest video game things ever, thank you CoD
its stupid becuse they think its revolutionary but they did that in in mario 64 20 years ago (hense the clip afterwards)
-1500 hold [] for perk-cola
what about cs go chikens?
also the ghosts fish Ai was a complete mess... I don't know what they were doing but it wasn't good... also they only has one level where they used the ai... they better should have focused on other things in ghosts
you clearly never heard about the horse armor dlc in oblivion
i remember when i thought ai was just another player
same!
I remember when I thought another player was AI.
(see: Journey)
Playing lost planet 2 made me think it more
me too when I first played call of duty on the first mission
I looked at the name and I thought these were players
Better wait a few hours before the comments become somewhat mature.
lol
Soon enough people will copy and paste your comment. Congrats.
+YourRegularGamer is that how you get to internet famous?
People who copy paste comments are fucking lame. Lowest form of parasite.
People who copy paste comments are fucking lame. Lowest form of parasite.
Rubberbanding
*shrudders*
*16 years ago*
*LittleMe playing Unreal Tournament*
"Learning bots? Cool!"
*after its turned on, 5 minutes later the bots become pinpoint accurate and dodge projectiles as soon as theey are fired*
*Checks AI difficulity: GODLIKE*
"That makes no sense! I'm nowhere near that good!"
Bought unreal tournament last year. Set ai to learning bots. Expect normal or slightly hard. NOPE. GODLIKE CAUSE FUCK HUMANS
I find FPS AI to be rather simplistic. in the video they talk about action from conditions, but AI conditions don't reflect that of the game world, for instance, COD4 and other COD titles had AI that could only see bigger objects as obstacles, but other things like tree leaves, banners, and other things where a normal person would not be able to see you through, the AI can because it doesn't actually see, and your story reminds me of how the AI is more a robot and less like a person.
Line of sight AI in FPS simply cast a ray (draw a line) between two meshes (enemy and you). The problems you describe occurs when meshes (objects) have semi-transparent textures applied to them. It's too computationally costly to determine if the ray can pass through the semi-transparent textures so programmers have to do ray casting against the bare meshes. In the end the choice is whether to ignore semi-transparent meshes or to consider them as opaque until processing power allows more complex ray casting in real-time. Things like trees are typically implemented with semi-transparent textures and what you call large objects are opaque textures. Sometimes a mesh can have a complex forms with small holes that let the ray pass through but appears opaque to a human. I believe these problems will go away pretty soon as technology progress because the solution is known. Waypoint systems are still the crux of game AI at the moment. The best current AI systems attempt to infer the player intentions and react accordingly. You can see this behavior in some cover/flanking behaviors.
i noted the joke there, the one about fish on COD, just after they talked about the fish you showed the underwater scene on super mario. very funny, they talked about the fish as if it was something incredible.
Just imagine what it'd be like if actual learning, free thinking AI was used in games. Enemies, friendlies, and other NPCs could have full, intelligent conversation with the player via microphone and could react genuinely to certain situations and even question themselves and/or their situation... it'd make for one kickass RPG.
I've thought of this as well. Imagine being the unlucky bastard who gets the game where all the ai are just depressed and all you ever see is npcs crying and your game is ruined
Unfortunately that would still not making it intelligent. As there would be A LOT of if statements.
For example, the conversation you're talking about, they would use something like this:
if player says "how are you"
*pull up list of responds that are already premade*
pick a random reply to the player.
So essentially, it's not really intelligent. I do not think artificial intelligence would reach a level that would have it learn skills that it wasn't meant to learn and it will never be fully adaptive, unless the person programming it has thought of a lot of possibilities a situation can go down, if not all. Now I am no expert on A.I, but I make really small games and there's a lot of if statements in A.I programming. It mostly boils down to how many possibilities can you account for.
+Ace actually neural networks do learn
Neural networks don't work like that, so it's entirely possible.
Most likely not. An actual learning, free thinking AI would absolutely ruin the game. The RPG will have a story, the story will maybe include a problem and the free thinking AI will just go and solve the problem. It will do every quest, kill every monster, solve every puzzle... Wel at least if the friendly AI is overall stronger. If the enemie AI is stronger, they will create a situation, where you can't win. Like all sitting in one place with ranged weapons... regardless of what exactly happens, the AI will simply own the game and make the player obsolete.
It puts into perspective how much work goes into making a game.
i always thought video games had VI's not AI's
this
How are those mutually exclusive terms?
Artificial intelligence can take place in meat space...
+Dewayne Williams on the contrary, the newest souls in the series, dark souls 3 contains AI. For example if you farm souls at a certain area for a long period of time, the enemies will become very aggressive and difficult.
Omen isnt that just cheat detection software..
Anti-grind software?
Is it really intelligence?
4:18 "it doesn't know what's going on..."
"OR DO I?" 😂 😂 😂
Fallout 4 ai: If see enemy shoot enemy.
"Done!" Boss: "Good job that's some next gen AI there."
I hate it when the game gives names to AI with like numbers and it gives them icons and tries to make you believe that theyre real people
i have fell for that a dozens of time
+Broken But Intact One trick to tell if they are real or not, is check if the character is a dick or not. dick = real person, helpful/nice = AI.
or you can check by trying to get in their way, like in FPS games if you get in their way often, an AI will simply ignore you, if they are a player they will knife at you and start shooting you to tell you to stop bothering them
+Sean MacDonald Or if it's a game where in PVP there's an obvious level and profile picture, their level is identical to yours, their profile picture is their battle unit, and they're basically pre-loaded on the loading screen.
so wait all my family is just a ai ?!?!?!?
"But here's the thing"
*shows a picture of the Thing*
I see what you did there
Sometimes the AI in gta V is just dumb, The cops get called on you because you brush past a lady.
that's just commentary on society.
GTA V has dumb Al? Have you played just cause 3?
+Epin Jonne Have u played skyrim, god damn it everything god damn carracter har a daily rutine.
That was made intentionally.. as a parody on real life American stereotypes.
If you think it wasn't made intentionally, the tell me why GTA IV cops are so much better and realistic. Instead of killing you when you walk past them, they will arrest you when you beat up somebody, and only shoot you when the situation is critical... and even then, they will still arrest you if they get the opportunity.
+AmateurUA-camr Absolutely true. Rockstar knows how to make everything racist in gta, including their AI :)
One of the Best Gaming Channels on UA-cam Right now !!!
Great videos !
You know, these videos are really good for getting a base understanding for things in game design. Sure, it's no "Extra Credits" where they analyze everything to a T, but it's a very understandable base to sort of learn off. If I were trying to get into developing "AI" for a game, watching this video would definitely help me understand where to start when it comes to approaching and planning each guard or enemy. It's not a "Okay so type this," tutorial, but a way to comprehend the theory and concept of video game AI and how it generally is supposed to work.
I was expecting some in-depth analysis of game AIs and all I got was programming 101.
All gameranx programming related videos are pure garbage. Totally inaccurate and meaningless. This video focuses on stacking conditions which is the wrong way to approach pathfinding. Because let's face it, game AI is pretty much a pathfinding problem at this point. Of course this video never touches the issue.
Same here, but he did have a rather poetic description at the end I guess, comparing it to a magic trick. And like looking at an illusion from a different angle can break the illusion, so too can AI exploits take a serious, terrifying opponent and make them outright hilarious!
101jir These videos are somewhat entertaining but it irks me as a programmer because it keeps propagating stupid computer myths. While people have catch up to Hollywood abysmal treatment of 'hacking', game programming is still an armchair commentator subject. As another example there's one gameranx video about randomness in games which is just a drawn out laymen description of pseudo-random number generators versus true random numbers. Again these are irrelevant to game programming, you could use PI decimals as a random source just as effectively. Would have been more interesting to elaborate on how seemingly random elements in games are in fact heavily constrained by non random attributes.
As somebody who isn't a developer (but works with them for DWH / Big Data / insight), I found it OK, but it did seem a bit simple. If you can make / send me a link for a decent video with the technical details, I'll happily watch..?
It's because they want people to actually watch their videos. If they only cater specifically to hard core programmers, they wouldn't get many hits.
Didn't think it was possible to explain AI that quickly. But you did a damn good job falcon. 😌
SPOILERS: they dont.
kat from halo reach is a perfect example
Kat: "Let's get to the objective Noble 6!" *drives off of cliff*
That's why I say AI is short for Artificial idiocy
aye good one.
sometimes you just wanna be the gunner, or wanna try out a shotgun or rocket launcher in the warthog but nooo
On the mission after Jorge's death one of the marines I was driving with said after I flipped over ONCE "your driving's gonna get us killed". I let him drive and he drives into a wraith and gets us killed. 😕
yeah he prolly noticed hes not gonna do so well (wasnt expecting you to let him drive) and thought he might get you killed so he doesnt hear how crap he is
these type of vids is why i like gameranx !!! make more
NPC s in first person shooter really impresses me, they re smart enough to now your move, timing, what way u may take...
As a former dev, thank you for explaining this so well. You're my favorite falcon!
for the game i wish to create i need "The best" AI programming, this will simulate like skrim but I want the AI to act as real as possible so my idea would be to putting real people under the scope, pick up and record their behaviors then input them into the game, then when it comes down to actions and abilities used. like in a battle, again I want to put people under that scope. so lets say for those civilian type AIs i will just kidnap a regular joe/jane, force them to react to certain situations then input them, when someone wants to invade that town they will react just like in real life. So if i got a retired woman to react to every bit of events that can possibly happen in game then that will be to that one AI only. so if my game has 1000 AI's i would kidnap 1000 people to record every behavior, mix them around to create even more unique behaviors to each AI. For this, I would have the most diverse AIs that will be harder to match or copy from one another. I would also use those who i kidnap to be my AI's voice. with out them knowing it in a means for a game. so i get the most genuine reactions. So lets say im in skyrim and i punched an old lady in the head. I (not literally hit her) do the same to the old lady IRL. her physical and behavioral reactions would be recorded and imputed to that old lady AI. lets just hope i cant find a dragon IRL or it be hard to punch it in its face. But for a better reaction, mainly behavior i would want to record how a person reacts to getting hurt by various things and situations. So VR recordings or hypnosis on soldiers would be crucial. Have them think they really got stab by a sword, shot in the chest by an arrow or shot in the limb by a .50 cal. These are the closest ways to getting AIs as real as possible. From their with the psycarasist's in hand I would have a behavioral chart made so the AIs can grow from what traumas or events happen. so instead of re-kidnapping that old lady just to ask how did me punching her in the tit effect her life. like "I became mortified and hate men" the psychologist would put in the algorithms to certain situations like "From the old lady's experiences she could have suffered from PTSD which would make her react in this or that way and or do this or that if this and that happens.
Why did you type this
an interesting question ive asked myself is If we were able to achieve true AI to a point where the machine can become its own self with its own thoughts and ideas. Would we consider it a person? and what is a person technically? you cant say a person is an individual with idividual thought because that would be saying people who suffered sever brain damage and can no longer function aka a vegetable, is no longer considerd a person which i dont think is right. You cant also say a person requires blood and bones n such because other creatures besides human have those things, but arnt considerd people. If this AI was indeed sentient, would we give it rights just like how us humans have basic human rights? or will we disregard this intellegant being as nothing but a machine even tho it can comprehend thoughts, feelings, and emotions just like we do. Except their made out of metal and wires. Will we treat it as utility or as an individual?
Such a good question. This issue taps into so many preconceptions we have about life and existence. Where does life begin and end? How much value do we put on that life? Why should I squish an ant, but hug a puppy? So many prejudices. For goodness sake, it wasn't that long ago when many of us thought that people of a different RACE weren't even people!!
There are some interesting posts on waitbutwhy, they will probably anwer your questions:
waitbutwhy . com/2014/12/what-makes-you-you. html
waitbutwhy . com/2015/01/artificial-intelligence-revolution-1. html
(you need to remove the spaces)
Or just google it, if you dont trust the links.
Have you seen Ex Machina? That movie touches on these sorts of questions, and in some ways one-ups you with even more difficult questions.
+Peter Matthews Although this is off the point of the conversation, most people don't want to squish a puppy, and most people can't hug an ant.
Corey Stock ill look into that thanks
*IF* player is within 10 feet; ask them if they've been to the Cloud District.
in coding u need to put the THEN
The big difference between what the science community considers AI and what then among industry considers AI is that video game AI is actually Virtual Intelligence. It is a VI. A VI, in lament terms, is programmed responses to situations like a blueprint in their head that gives direct and consistent answers to problems presented. Artificial Intelligence is the blueprint of LEARNING followed by the means to gather and discern new material. VI is giving a computer fish, and AI is giving a computer a fishing pole. If scientists create a police robot with VI that says "If someone breaks this law, use this level of force to apprehend him." If scientists create a robot with AI , then he will observe and learn from everything around him, not just programmed responses but ethical and logical answers that were not originally told to him. The robot WASNT taught "children should be treated with more care than adults in the eyes of the law" but the robot learned that through seeing those around them and acting on those emotions. That's another thing, too. Emotion. VI can never have emotions because emotions are genuine and cannot be called upon as without seeming hollow. A VI will not show you empathy because it does not understand the concept of empathy. It merely understands "be empathetic." An AI could feasibly learn what empathy and love and hate and sadness is, as a genuine reaction that is brought on by parameters outside of their control. They may not even be able to feel but they understand. They learned emotion because emotion must be learned...not told. Hope this helped.
man, this channel have the best vídeos on UA-cam
Making me remember Donald AI IN Kingdom Hearts
I just got done playing 1.5 lol
+sonicvsshadowfanboy hahaha NOICE!!!
+Sicse duude I knowww haha
Donald AI:
•If Sora's HP is critical, then waste remaining MP on self to heal chip damage.
•If Sora casts Cure, then heal him right afterwards.
•If Sora dies, THEN cast Cure on him.
•If Random Encounter is triggered, then waste MP on low level mooks.
•If fighting elementals, then use element that heals them.
That damn dirty duck has contributed to far too many of my Game Overs.
+Shaiye Gray you forgot
If Sora needs cure use lighting on enemy.
This explains the cops in Gta 5
Idk if you guys have done this one or not but I think it would be cool if you guys did a top 10 in Worst Video Game AI
yes!!!
This may be the best video you've ever uploaded. Thanks!
And I thought you will not differentiate Video game AI and AI as a general technology.
Very good stuff Gameranx.
The thing with AI is that it can only go so far. You can't create something that is 100% free thinking. It can only be to an extent. It's the same with RNG (random number generation) it can't be 100% random because it's artificial.
Not true. Some systems sample from the physical world, to generate random numbers. For example, sampling CPU temperature, current time, and date, or some other measurement from the real world. These values can be used to generate truly random numbers, unless some bizarre condition occurs in which the algorithm, and all of the factors used in seeding it, happen to align perfectly. obviously, this is highly unlikely.
Systems and programs relying upon probability have been around since before the 90s...
While that is a really cool way to simulate random number generation, that is also not truly random. Indeed, If I remember correctly, nothing is truly random. True randomness is just a concept. For example, flipping a coin.
While it may seem random if it lands on heads or lands on tales... it is not. If you could measure the force and direction of the flip. Map it's trajectory, account for the variables of air resistance and flow at each point in it's trajectory; observe the angle, rotation, and velocity of it's landing. And account for the hardness and friction of the surface it lands on and account for many many more variables still... Then you could PREDICT it's outcome. Predict meaning that it's outcome is not random.
Similarly, the method you described can be accounted for and calculated out the same way. It's just that our current inability to observe, calculate, and communicate these variables in the short time span of the flip of a coin or the rendering of a frame creates the illusion of a random result.
But it seems that randomness is just an illusion those of us born early enough in human history get the privilege of experiencing.
+MUGWUMP to predict does not necessarily mean something is not at all "random," even if we assert that truly random events do not occur at all.
this can be said, in my opinion, because you can predict probabilities of particular events. that does not mean that those events themselves are deterministic.
hopefully my reasoning makes sense here. I'm fighting a bad cold.
Well, along the same vein, I can't really say predict as if we could have 100% certainty anyway... since it it impossible to know something will occur that has not yet occurred. As we can only infer that it will happen based off previous similar experiences before it. And reference models based of these previous observations.
So it is certainly true that to predict correctly does not mean the the events leading to that outcome were deterministic. It merely means that the answer given by the observational model was correct in this instance.
But then at what point do we assume something to be a truth for simplicity of communication and explanation. Since we can't go around saying "Based on the prediction of the current observation based model we can infer that an apple dislodged from a tree will fall to the ground due to a possible, so called gravitational force." As opposed to saying 'An apple will fall to the ground if plucked from a tree.'
An over exaggeration to be sure... but hopefully my point is clear.
So at this point it becomes a case of how technical we mean to get. If simply talking about it at a surface level. Then I stand by what I said.
But at the technical level, which is the level I brought it to with my comment. Then I would agree with you that the events were not deterministic.
Whew! Why must intellectual concepts, reality, and convenience always be at odds. XD
+MUGWUMP Believe it or not, it is actually possible to generate truly random numbers. You just have to generate them from measures of radioactive decay, which are inherently unknowable beforehand since they rely on quantum mechanics.
How they get that robot to have a conversation? As in how complex are the conditional statements?
***** Makes sense. Must have taken a very long time
***** I know right? Large amounts of conditional statements is what they is.
***** I know very little about any contracts.
Not exactly...it was created to be able to answer any question in any language at the given moment, it basically searches on the internet related keywords and phrases, then goes through database for checkup whether it makes sense what he found, so that it can answer to the given question.
In the wiki it's pretty nicely written - IBM Watson.
Only latter they sent him as a means of testing to Jeopardy game.
***** At least with all the logic that is involved I am guessing.
i haven't played a game against a good AI in my entire life 😂
you've been playing shut games my friend.
+Tim Vang shit*
Tim Vang i play the same shit you play, stop acting as if you play the best of games idiot
+YunGGin xTD I feel like you think you're smarter by calling others idiots.
+Alex Da Penguin no, take a look at how he replied, so fuck his intelligence
“The enemies are confused by tables”
Best thing to hear in 2020😂
Very nice upload. Good job, gameranx.
Now, i am so hyped to see *Shodan* once again in the upcoming System Shock 3
So, what are engines (like the Frostbite engine) ?
The software or builder that is used to make the game, like Microsoft Word is to books, or Sony Vegas is to movies.
very well explained or like a hospital to a doctor it has all the tools he needs
yep exactly
So how is it that one makes an engine then?
Program it, and usually you would have to know all the codes, attributes and functions for graphics (OpenGL, DirectX) at least that's the beginning of an engine. Oh and you would also to take into account what versions there are and what functions were cut or reworked because that will screw up how the engine works.
I've made an AI and It's stupid.
if (case 1)
{
Roar();
}
if(case2)
{
Slam(); //Groundstomp
}
if(case3)
{
Charge(); //Run towards player. :D
}
I should make something bettee.
else
{
getDirectionToTarget(Player) = f
moveToPoint f*-1//run away :D
}
+Evil Raptor if watch horror movie - shit pants
if {$female_mate_at_present == 1} {
stdout "Distracted"}
Side
Buddy I'm doing a Bachelors in Games development and I wasn't really thinking about the programming, my logic was sound if my jargon wasn't
can you guys do a video on glitches?
I love these "how stuff works" videos. Keep it up, Gameranx!
What is described in this video is spot on. Video game AI is really considered a Finite State machine. This is one that has a set of instructions that reacts to a particular set of inputs, which would be what the player is doing. A true AI is able to take the inputs, make decisions based on its own best interest and previous experiences, and demonstrate an output that is not necessarily pre-programmed by the developer.
I can hear the idubbz theme song of content cop in the backgroungd
background*
Yeah starts around the 2 min marker lol.
You too my boi??? I got that shit added to my playlist, the song is called Otis McMusic by Otis McDonald. Really dope song.
good job!! you have ears!! so amazing!!!
I identify myself as a Gundam.
I identifie myself as a T-14 armata
I sexually identify as an Apache helicopter
We should create our own community, one where weapons of mass destruction,such as ourselves, can branch out and show the world we're here and outspoken!
I sexually identify as a T-1000
I identify as a Katyusha rocket.
couldn't the devs somehow get their hands on the AI (for example the AI Hanson Robotics developed) and pre-teach it while the game is in development? maybe by the QA testers or in a beta?
Real AI actually makes a bad game. You want your game to be predictable and provide a good experience. Not knowing what your NPCs will do might lead to a shitty game. In most likelihood, it would. AI isn't implemented in games not because it's especially harder than in other parts of computing, but simply because it's not fun.
Emmak Betmoss but it could also lead to a better game, one situation could be that the player is using an exploit to climb a building they aren't meant to climb, normal game AI wouldn't be able to do anything about that, but a "proper" AI would learn that the player can get up there and react accordingly. on the development side it would eliminate the need for complex programming and make things much simpler and would be able to teach the AI as if they were teaching another person how to play the game with minor changes in the programming of the AI.
I understand what you're saying, but no, on the dev side it would make things a nightmare.
An AI (even real AIs) is never all-purpose. You teach it to do specific things. So if Google needed 5 years to get an AI to play Go, imagine how much it would need to teach an AI to "behave" like a character in multiple different situations. And that's Google, and focusing just on that. Then add in all the other game elements, and you'll quickly realize it's way out of reach for any existing company, game-oriented or not.
But more importantly, say we come up with a full-purpose neural network you can just reuse in any game. It would still be a nightmare to use. If your fake virtual AI doesn't know how to climb buildings when it should, it's a bug and it's fixable. If it refuses to climb buildings because it decides it better not, you basically can't do anything about it other than re-training the AI and hoping it will be ok this time, while still doing all the other things it should do. You'd have to retrain it from ground 0 a million times, each time testing ALL possible scenarios it could be in, and if you hit an AI that works, you wouldn't be able to change ANYTHING else in your game, ever. No updates, no patches, no bug fixing.
In short, AI is currently not at all possible, and it is in all likelihood not a good idea anyway, at least as long as it is not human-like or close to human-like (then it could act just like human players do).
If you read game AI designers interviews, you'll see they all have the same answer regarding this: They're simply not interested in real AI, other than on a personal level. It's just not the same field.
Sorry, I misread your argument about the AI and climbing thing. My argument still stands, but to answer this point more accurately, this would be even harder to do. Setting a rule that "getting up there is forbidden" is easy, but getting the AI to do something about it, that is both consistent with the game rules and fun, truly requires a human-level intelligence, which we are not even close to possibly imagine happening.
The short answer is that, currently, AIs are basically built/coded for their purpose, like a tool. So you can't just take one tool that does a great job at one thing and use it for another purpose. A razor blade is obviously super sharp, but you wouldn't then try using a razor blade to cut a tree down. It's sharper, but it has no power. Equally, a chainsaw is no good for cutting cakes...or shaving. :)
man your uploads are just great.. I'm happy I stumbled upon your videos.
this segment of gameranx is like the vsauce of video games. more like these please
just noticed the channel's name is gameranx, not gameranx.
Oh
You just said the same thing...
my mind just exploded
Dumbass
Vince Tran yeah, that
"why do they call it artificial intelligence if it is not realy intelligence" because artificial literally means not real.
No, it doesn't. It literally means "man-made".
"not natural or real : made, produced, or done to seem like something natural"
Thank you, come again.
+Simon Ayres So you're both right.
not really, I was right to begin with, he contradicted me and thus was wrong.
Strange, when I look up the definition it doesn't state it meaning "not real." It's almost like there's more than one definition. Also when people say artificial intelligence 9 times out of 10 they are referring to it meaning man made or simulated.
Then AI in video game are VI
Can't call them that, Riot Games might sue.
V- Virtual Intelligence* ? O_O
Your Mom More Bioware instead of Riot
Athena
I usually don't fall much for the videos here on gameranx, but this one was interesting. Having a bit more look on the developer side about AI, and on why it's being kept so simple, would be more giving.
I would say it's spot on. AI in games are basic coding: you have variables and conditions and a lot of "if this then that" commands. Cool video.
why there is no Artificial Stupidity?
As an indie dev, AI is much more complex than you explained.
As a professional game dev, I agree. At the same time, this is a good introductions to how games are developed from the perspective of the consumer.
***** I don't know who you're talking to but I'm just going to assume you're a troll. good day to you, sir.
***** Which one of us has a portfolio again? Been making games for about 9 years buddy.
Am I really seeing a fight between a game developer and a guy who knows a thing or two about computers?
I understand the possibility of a game maker only knowing how to use game making tools to make games, like Gamemaker studio or unity, and thus not understanding how a computer might work, but I don't see why that would matter. Sure understanding how computers work does help, but from what I have experienced, you don't start as a game maker, you have to start as a programmer, and if you ever take a course in programming basic, people will at least get an overview of how computers work. So usually a game maker does have an understanding of computers to some extent because it helps explain a few things about how and why code works the way it does, and to my knowledge most game makers are programmers. Perhaps shareofhonor was talking more about how artists just use the tools made by devs to make the assets for the game and then play around with it the game (much like how the snowdrop engine look to be designed for and how other engines like unity started to behave like to be more 'user friendly'). in any case, one guy is experienced in game making, the other guy is experienced with computers. both sound good, but I can't say which is best, that seems to depend on the person making their own unique judgment. As for me, I go the route of designing electronics. I'm a potato. :3
***** Wait a second so you're just assuming I don't build everything from the ground up? Show me some of your work or you have no right to complain. B^)
" Learn how computers work and just think how much better your games will be."
This statement holds literally no merit, for them to be better in that sense would mean there would have to be existing performance issues, which there are not. Laughable how you just assume that indie devs use pre-made scripts for there games. I'm sure some do, but I actually have a love for technology and like you said I "want to understand how computers work"
Game design is my hobby. What the hell do you think I'm really going to school for? I've been writing code in C/++,Java,HTML (recently 5) from the time I was 11 years old, for over a decade. I'm assuming if you do write applications that you ARE good at it, but for you to assume you're better than me with absolutely no leg to stand on is ridiculous. If you show me your work I'll retract this statement.
*hint*fallacy*hint*
BigBenEco NotMyJob! I absolutely despise drag and drop coding like Unity's engine. I draw all of my own assets by hand so everything I make is 100% my own.
Everybody just invest dev time into graphics and gameplay because this sells games but completely neglect AI improvements. Since decades we´re facing the same idiot AI hordes that stand in the open or take cover and raise their head every 3 seconds so you´re able to kill them, guards that walk the exactly way for infinite times. This is plain dumb artifical behavior not AI and most gamers seem to be happy with that because you´re not forced to use your brain against them. I am sick of this and I would love to see a AI revolution not the next fucking graphic enhancement. I want to see AI enemies that show some sense of preservation, that want to live and survive. Enemies that behave like living organism/humans, that show emotions, fear, anger, that follow an agenda and a greater goal. Enemies that don´t just run towards you with an "KILL ME" Sign on their forehead.
Gears of War always had pretty good AI that shows the same capabilities and strategies as another human player. Idk if you’ve played it or not
Thanks, gameranx! I love these videos, they're so well made and explain so well, I always feel that I've learned something when I watch them x)
Falcon. You are the most entertaining of the group. Your brash since of sarcasm is the best! Keep it up!
Yay another video where I get to zone out and simply listen to a bunch of programming terms that I have no idea what they meam
I still crack up everytime Falcon says "So here's the thing," and he shows an actual motherfucking Thing. Lmao great video as always Gameranx!
I love these episodes, i really learned a lot. This proves that gameranx really understands programming and games in general from a deeper perspective unlike most gaming news companies.
Thank you gameranx for being so professional and for being just the way you are! :)
"but here's the thing" ~picture of The Thing pops up~ i lol'ed.
"Or do I ?" xD
Awesome vid I had figured out the "if then" (I can code a little bitty bit) part but still learnt a lot ! Keep up the great work.
Pathfinding, target aquisicion, cover usage, squad coordination. There's a TON of 'parts' to "AI" they use in games. (Probably a few big categories I haven't even though of, or even heard of.).
Great video.
This takes me back to when I played Gamecube games and even early PS3 games, I would pla a game, wait, watch, and see how certain enemies react and counter, and basically, I'd beat the game by beating the AI.
'Guards, keep him in here and make sure he doesn't leave until I come and get him'
My first AI was like this. Instead of following a guide on how to write a tic tac toe game I challenged myself and ended up with... 10,000 lines of code. I defined every possible board configuration and defined the reactions. The problem was that it reacted the same exact way to the same situation so 8 had to make multiple tables of valid responses and randomized it's choice. otherwise I'd get the whole table thing you mentioned.
Later on I learned how to use functions and got the code down to less than a thousand lines, but it was a rewarding experience to go through. When I get into eye tracking VR I look forward to doing it again, but really, I'd love to go the route of the A life games and use a system of simulated drives and an artificial neural network. Add in pain echo so it can learn to avoid being killed by the player and find a place to heal then use other emotional drives and what it learned from the player to do better.
Oh, and that actually was made into a video game in the 90s. it's called creatures. it was simple, but through biological drives they made their own choices. Of course, if all drives were satisfied they failed to interact, but can't the same be said of humans?
By far the Best AI in video I ever encounter in videos is Quake 3 Arena bots, Capable of learning new maps, studying player's style and adapts it. Even knows how to argue with players.
One of the best explanations I've ever seen on UA-cam
My cat stepped on my keyboard and it skipped the ad. It was a un-skippable ad.
I dont know why, but i love Gameranx.
This was a great intro to AI in games. Well done!
Amazing just how far we've come, the whole aspect of gaming has changed so much it's really awesome seeing how much progress the gaming community has made, keep it up y'all your videos are A1
3:30 This whole segment feels surreal to listen to in 2024, with how far general AI has come.
"Enemy behavior" (or "character behavior", since it might not just be enemies) is a more accurate term than "artificial intelligence".
5:08 hell yeahz boy i want that FIELD PROTECTED BRO
,,The enemys are confused by Tabels" i like that!
Some factors of a good in-game AI in my opinion : accuracy (weapon accuracy of both melee and ranged which is effected by the *limb based damage system* ), detection ( both at seeing the player and hearing the player's movements, using flashlights in dark areas), awareness (patrolling if not alerted where there can be two types ; predefined waypoints for the AI to move or randomized locations which the AI goes through the Pathfinding system, checking suspicious places which might be origin of the player's last seen location like in Splinter Cell Conviction and last heard location which is the place from which player was heard walking or running, using the cover system and shooting through cover to avoid damage from player, etc)
This is one of my favourite videos on yt👌🏽
I could swear I'd subbed months ago.... Well, I guess it's never too late. 'Love the videos you guys make; keep it up
I really like the way the script is written.
Subject: "Player" -seen- Objective: "Attack"
If your playing Watch Dogs 1 or 2 then good luck with the Police AI. You drive into their car just a little bit, they open fire.
would liked to see more visual feedback in the video, "if player is in line of sight" (narrow or wide sight) then, if player is aiming at npc (GTA) then, if climbable object is in between, then, if multiple NPC's are attacking (Assasins creed) then (idle around player)
how a NPC most of the time have multiple "Collission boxes" around them, not only to shoot on different parts of the body, but also to trigger different actions (a line of sight box in front of a NPC) and a "Sound box" all around a NPC so they'll hear you (If player runs,jumps or shoots (makes noise) within a NPC's audiobox, then respond by searching around him) and so on.
how Area's could play inbetween the player & NPC collission (If player vs NPC inside a house, vs if player vs NPC outside of the house - Gothic 2 in-house sneaking). very fun to program, hard since you quickly have multiple overlapping conditions in which you need the if-not (if not dead / if alive) so it stops triggering on death (many game have the NPC's to continue shooting when you die)
ugh, i could go on and on for hours! "Ai" is fun!
Basically there are two types of agents or AIs as you might call em. The first is the Reflex Agent that you have defined. Reflex agents mostly work through heuristics or the hard-coded 'if-else' statements. Planning agents ask "What if ?" and formulate state space and traverse through search trees. There are various searching, constraint satisfaction and reinforcement learning algorithms that will make an agent look and act more intelligent than you are giving credit for.
I love hearing falcon discuss about this stuff, his voice can calm me down after getting in a murderous rampage, love that dude
I was always fascinated by video game AI especially in fighting games and RPG's. Thanks for explaining it! I didn't know that video games consist of a bunch of, "If this, then that" type of computer programming and that the more different types of "If this, than that" you have in a video game, the more realistic the game becomes! I always thought it was a little bit more complex than that. But who knows what the future bring!
"And it will" at 4:21 or so is the best moment of this video.
How about when your a bad driver and your partner goes “glad this isn’t my car”