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.
Any book recommendations for conventional game AI? (Particularly with the "game" part, as games always have interesting constraints.) Thanks in advance.
AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
51–57 of 57 posts
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#52Earlier quoted context omitted.
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.
That book has the latest edition in 2020. But yeah, A* is search space based, LLMs or DL I wouldn't call it search space based at all. It's function fitting.
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#53That 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
Thanks for this. I loved the ai in that game. Very few games are as good without cheating even today.
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#54Earlier 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.
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#55Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#56Earlier quoted context omitted.
Nice use case about Elixir! You should definitely write about it, I'm getting sick of the "We used Elixir/Phoenix/LiveView" articles out there. MMOs are one field where Erlang/Elixir can shine a lot due to their concurrency model, their fault tolerance, and especially no-downtime upgrades thanks to hot code reloading (very attractive to upgrade the server without disconnecting people).
I've been meaning to write a StarCraft 1 AI bot and put in the 24/7 SSCAIT tournament on Twitch but... never enough time. Elixir seems like the perfect fit, though it's unclear whether it can handle the computations when things get hectic.
Re: AI Toolkit: Give a brain to your game's NPCs, a header-only C++ library
#57Earlier quoted context omitted.
I've been meaning to write a StarCraft 1 AI bot and put in the 24/7 SSCAIT tournament on Twitch but... never enough time. Elixir seems like the perfect fit, though it's unclear whether it can handle the computations when things get hectic.
Elixir has nx project for numerical computing