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AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library

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Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library

#4
post #2

To be clear, this is conventional game AI and does not involve any ML. Still a cool project, though! Very compact.

What do you mean by non-conventional game AI?

Not the person you're asking, but I think it's clear from context that they meant "no artificial neural networks" and other forms of AI that are trained from data. From the Github repo:

  It provides:
    Finite State Machines
    Behavior Tree
    Utility AI
    Goal Oriented Action Planning
All of these are "AI", but handcrafted ones.

Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library

#6
post #2

To be clear, this is conventional game AI and does not involve any ML. Still a cool project, though! Very compact.

What do you mean by non-conventional game AI?

Conventional game AI is usually search algorithms for movement (like A*) + finite state machines for behavior. No network calls to LLMs, no machine learning, etc. At the fringes, throw in the odd markov chain for procedural text generation.

Basically AI post 2019 usually means LLM, and they're making the distinction that this is not that.

Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library

#8
post #4

Earlier quoted context omitted.

What do you mean by non-conventional game AI?

Not the person you're asking, but I think it's clear from context that they meant "no artificial neural networks" and other forms of AI that are trained from data. From the Github repo: It provides: Finite State Machines Behavior Tree Utility AI Goal Oriented Action Planning All of these are "AI", but handcrafted ones.

I'm not aware of any DL based game AIs.

I'm not sure you can really design a well put together experience around a DL agent, but if you can, it might as well just be handcrafted with some of these abstractions anyway.

Because in the end, you essentially need high understanding/constraints of how it will behave otherwise you've lost control over the experience as the designer.

Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library

#9

Earlier quoted context omitted.

What do you mean by non-conventional game AI?

Conventional game AI is usually search algorithms for movement (like A*) + finite state machines for behavior. No network calls to LLMs, no machine learning, etc. At the fringes, throw in the odd markov chain for procedural text generation. Basically AI post 2019 usually means LLM, and they're making the distinction that this is not that.

Yup, conventional game AI is just bunch of ifs :)

Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library

#10
post #4

Earlier quoted context omitted.

Not the person you're asking, but I think it's clear from context that they meant "no artificial neural networks" and other forms of AI that are trained from data. From the Github repo: It provides: Finite State Machines Behavior Tree Utility AI Goal Oriented Action Planning All of these are "AI", but handcrafted ones.

I'm not aware of any DL based game AIs. I'm not sure you can really design a well put together experience around a DL agent, but if you can, it might as well just be handcrafted with some of these abstractions anyway. Because in the end, you essentially need high understanding/constraints of how it will behave otherwise you've lost control over the experience as the designer.

You can use Q-Learning which is simple enough to have an AI that "learns".

IANAPGD (I Am Not A Professional Game Dev), I haven't seen this as a gameplay mechanic either.

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