To be clear, this is conventional game AI and does not involve any ML. Still a cool project, though! Very compact.
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
#22Earlier quoted context omitted.
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
#23That is a very clean GOAP implementation. FYI, GOAP was what made F.E.A.R such a cool game: https://www.youtube.com/watch?v=PaOLBOuyswI https://archive.org/details/GDC2006Orkin
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#24Earlier quoted context omitted.
How is this different from https://github.com/AkshitIreddy/Interactive-LLM-Powered-NPCs ?
The number of emojis in that readme is ridiculous. It non-sarcastically makes me doubt the quality of the project. (although having the repo URL point to a LinkedIn page is probably worse)
The generative AI/ML scene seems to be very meme-y, from that, to all of the anime related stuff, to Mistral releasing models as torrents with warez-scene style .nfos, etc.
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#25Earlier 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.
Both A* and deep learning explores a search space based on a goal. The difference is DL explores when it's training and learns to use the right moves for a given input.
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#26That is a very clean GOAP implementation. FYI, GOAP was what made F.E.A.R such a cool game: https://www.youtube.com/watch?v=PaOLBOuyswI https://archive.org/details/GDC2006Orkin
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#27Author here, feel free to ask any question :)
Here's my potentially dumb question: what's the benefit of header-only libraries versus regular C/C++ code?
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#28That is a very clean GOAP implementation. FYI, GOAP was what made F.E.A.R such a cool game: https://www.youtube.com/watch?v=PaOLBOuyswI https://archive.org/details/GDC2006Orkin
I now have a strong need to go and replay F.E.A.R and see how well it holds up! I remember back in the day comparing it favorably to Half Life 2, which still holds up well.
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#29That is a very clean GOAP implementation. FYI, GOAP was what made F.E.A.R such a cool game: https://www.youtube.com/watch?v=PaOLBOuyswI https://archive.org/details/GDC2006Orkin
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#30Earlier quoted context omitted.
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.
All AI systems (including A* and LLMs) can be thought of as a system that explores a search space to obtain a certain goal. At least this is what I understood from reading artificial intelligence -a modern approach by Peter norvig. Both A* and deep learning explores a search space based on a goal. The difference is DL explores when it's training and learns to use the right moves for a given input.
It should be fairly obvious that what we think of as 'conventional AI' might have changed in the last 28 years, even if we hadn't just been living through a twelve month or so explosion in the availability and power of generative AI models that transformed what people associate the term with.