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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

#22
post #9

Earlier 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 :)

Planning / A* search is hardly a bunch of ifs, and is a crucial component of these systems. Expert systems are closer to a bunch of ifs, but that overlooks that the challenge is in coming up with the conditions, not writing if statements.

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

#24
post #20

Earlier 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)

Emoji in readmes seem to be a fairly consistent trend in the generative AI/ML space.

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

#25

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.

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.

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

#26

That 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

#27
post #7

Author here, feel free to ask any question :)

I'm not a C or C++ programmer. Well, I know my way around, but I don't write real programs with it.

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

#28

That 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.

if you do, be sure to check PCGamingWiki to see what you should do to make it run as well as possible on modern machines—I ran into issues both with F.E.A.R. and Condemned: Criminal Origins, another title from the same developer https://www.pcgamingwiki.com/wiki/F.E.A.R.#Essential_improve...

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

#29

That 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

Yeah, F.E.A.R. left a lasting impression on me. NPCs charted a path around the level to sneak up behind me and kill me while I was in a protracted firefight with the rest of their buddies.

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

#30
post #25

Earlier 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.

Artificial Intelligence - a Modern Approach was published in 1995.

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.

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