AI stands for artificial intelligence and is used in games to give NPCs or non-playable characters realistic trigger responses to events and actions in the scene. The decision of an AI controlled character is made by the computer and is only as "smart" as how many different routes it's been programmed to follow.
An early example of good Artificial Intelligence in games is Pac Man (1980) which had fast, responsive hostile entities that cooperated and pursued players around the maze, running away if Pac Man collects large pellets that allow him to eat the ghosts and send them back to spawn.
Games with poor artificial intelligence can hinder a game's enjoyability and difficulty dramatically.
Poor AI is usually caused by a distinct lack of options and reactions for the AI to follow which usually result in autonomous, unnatural decision making.
Pathfinding is how a computer calculates the fastest route from point A and B, taking into consideration any obstacles along the way. A common example of this is how a satnav looks at alternative routes presents the driver with routes that may be slower but avoid obstacles such as roadworks, car accidents, and gridlock. AI in games that possess more responsive pathfinding can make computer characters more believable and the game more immersive as a result.
A game I'd argue has terrible AI is payday 2, mostly due to the fact they're supposed to act as computer-controlled players but operate much worse. Mechanics such as carrying money bags you've thrown their way don't work because the moment you order that AI to move to a location, regardless of whether it was intentional or a mistake, they'll drop the bag in place to move faster, letting the police take it and hindering the player who's trying to reclaim it.
The police on the otherhand have intelligent, responsive AI which makes their friendly counterpart even more awful.
Despite the name, people who develop artificial intelligence in other mediums and industries argue that due to the lack or in most case non-existence of machine learning working at creating a more immersive experience, AI in games should be referred to as a more basic sub-genre of artificial intelligence.
An early example of good Artificial Intelligence in games is Pac Man (1980) which had fast, responsive hostile entities that cooperated and pursued players around the maze, running away if Pac Man collects large pellets that allow him to eat the ghosts and send them back to spawn.
Games with poor artificial intelligence can hinder a game's enjoyability and difficulty dramatically.
Poor AI is usually caused by a distinct lack of options and reactions for the AI to follow which usually result in autonomous, unnatural decision making.
Pathfinding is how a computer calculates the fastest route from point A and B, taking into consideration any obstacles along the way. A common example of this is how a satnav looks at alternative routes presents the driver with routes that may be slower but avoid obstacles such as roadworks, car accidents, and gridlock. AI in games that possess more responsive pathfinding can make computer characters more believable and the game more immersive as a result.
A game I'd argue has terrible AI is payday 2, mostly due to the fact they're supposed to act as computer-controlled players but operate much worse. Mechanics such as carrying money bags you've thrown their way don't work because the moment you order that AI to move to a location, regardless of whether it was intentional or a mistake, they'll drop the bag in place to move faster, letting the police take it and hindering the player who's trying to reclaim it.
The police on the otherhand have intelligent, responsive AI which makes their friendly counterpart even more awful.
Despite the name, people who develop artificial intelligence in other mediums and industries argue that due to the lack or in most case non-existence of machine learning working at creating a more immersive experience, AI in games should be referred to as a more basic sub-genre of artificial intelligence.
Games Design Fundamentals - Game Engines: AI
Reviewed by Ben Roughton
on
June 27, 2018
Rating:
![Games Design Fundamentals - Game Engines: AI](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLybHnXA9bqFVmRUrX0Zgp6T8u0Up0sTAoT-C2pEg5wrFQ9lPllWhfq1IW5i4m7-uoZWoqT2dtjpjg0NsyQJcNAaiLbU84ul6vHuptrqvQdEHNQNlQzmCW1sTcbVLBRritTD22XfcHGpE/s72-c/pac.gif)
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