The Low-Tech AI of Elden Ring
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Re: The Low-Tech AI of Elden Ring
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#4Low tech AI? Its sounds like standard game AI. I would really like to hear what the author would deem high tech game AI.
My vote for "high tech game AI" would probably be this old mod for Fallout 4:
>PANPC (Pack Attack NPC Edition) is a unique scripted AI management system for Fallout 4. Rather than treating each enemy as an individual proximity-based reaction agent (basically, a mine with a gun), this system generates social feedback between NPCs belonging to the same or allied factions.
>Enemies factor the overhaul health and success of their “team” into their tactical decisions, adjusting their strategies based on their social and threat awareness. As a result, they will switch between ranged, melee, defensive, and offensive tactics based on their perceptions of team advantage and individual risk.
https://fallout.wiki/wiki/Mod:PANPC_(Pack_Attack:_NPC_Editio...
Re: The Low-Tech AI of Elden Ring
#5It’s all part of the Fromsoft experience but man, who writes these things?
Re: The Low-Tech AI of Elden Ring
#6Low tech AI? Its sounds like standard game AI. I would really like to hear what the author would deem high tech game AI.
Re: The Low-Tech AI of Elden Ring
#7Re: The Low-Tech AI of Elden Ring
#8Low tech AI? Its sounds like standard game AI. I would really like to hear what the author would deem high tech game AI.
My favorite high tech AI was Crysis. Might have been an update after it was originally released. The enemies will aggressively attack but then get quiet after you've taken cover. Eventually you'll realize some of them are flanking you while others keep suppressing fire on you to stop you from moving. You can hear them yelling to one another. Very cool touches.
Re: The Low-Tech AI of Elden Ring
#9Low tech AI? Its sounds like standard game AI. I would really like to hear what the author would deem high tech game AI.
Re: The Low-Tech AI of Elden Ring
#10This is behaviour trees. What you’re describing is behaviour trees. Edit: I see later you say it isn’t a behaviour tree but this is how a lot of BTs are implemented. They don’t always loop from the root. A lot of the time according to state the root is redefined off of a branch and that sub tree is looped until going further down the tree or even into a different tree. Much like the stack you are describing.
(See the end)