Thanks!
Ask HN: Game devs, what is the hardest part about designing an AI for your game?
1–10 of 89 posts
Re: Ask HN: Game devs, what is the hardest part about designing an AI for your game?
#2Honestly, I think the most challenging factor is that when you are working on machine learning for your game.... you aren't really working on your game. i.e., you're not writing storylines, creating visuals, audio, programming general interaction, etc. Machine learning (if you don't have a ton of experience) can be super time consuming and unless your game is 100% based around the sole idea that it is ML.. all of that time is taken away from the rest of your game.
Re: Ask HN: Game devs, what is the hardest part about designing an AI for your game?
#3Re: Ask HN: Game devs, what is the hardest part about designing an AI for your game?
#4Re: Ask HN: Game devs, what is the hardest part about designing an AI for your game?
#5I've been thinking about this a lot, too! Honestly, I think the most challenging factor is that when you are working on machine learning for your game.... you aren't really working on your game. i.e., you're not writing storylines, creating visuals, audio, programming general interaction, etc. Machine learning (if you don't have a ton of experience) can be super time consuming and unless your game is 100% based aroun…
Re: Ask HN: Game devs, what is the hardest part about designing an AI for your game?
#6Re: Ask HN: Game devs, what is the hardest part about designing an AI for your game?
#7Machine learning isn't really a great fit for this, as it is neither predictable nor understandable, and thus the player can't plan around it or try to outsmart it.
Re: Ask HN: Game devs, what is the hardest part about designing an AI for your game?
#8Game AI is mostly pathfinding (which basically falls down to creating navigation meshes for levels), and very basic decision making skills, which is usually a weighted decision tree (e.g. if they're getting shot at, cover might be weighted at 80%, shooting back at 20%). You don't want to actually create something actually smart to fight, you want something with understandable, predictable logic for the player and som…
Re: Ask HN: Game devs, what is the hardest part about designing an AI for your game?
#9Game AI is mostly pathfinding (which basically falls down to creating navigation meshes for levels), and very basic decision making skills, which is usually a weighted decision tree (e.g. if they're getting shot at, cover might be weighted at 80%, shooting back at 20%). You don't want to actually create something actually smart to fight, you want something with understandable, predictable logic for the player and som…
Re: Ask HN: Game devs, what is the hardest part about designing an AI for your game?
#10Game AI is mostly pathfinding (which basically falls down to creating navigation meshes for levels), and very basic decision making skills, which is usually a weighted decision tree (e.g. if they're getting shot at, cover might be weighted at 80%, shooting back at 20%). You don't want to actually create something actually smart to fight, you want something with understandable, predictable logic for the player and som…
I'm curious about that. Keeping it dumb of course makes sense for adversarial uses - if the AI is you enemy. But I could imagine there are scenarios where the AI is on your side - e.g., as a support player, NPC or pet. Would a smarter approach be more useful in such a game?