Earlier quoted context omitted.
The link is to the original. The scribd link is to the side and is automatically added by HN. (I never really liked scribd and with pdf.js it's clearly obsolete)
For PDFs at least, scribd seems purely parasitic.
The AI Systems of "Left 4 Dead" [pdf]
41–50 of 84 posts
Re: The AI Systems of "Left 4 Dead" [pdf]
#42That's hardly AI. It's just algorithms. Parametrized, using a probability distribution to randomize the environment, user programmed algorithms. EDIT: Well, if this AI in game development, then so be it. But it's still not AI in the generic way, IMHO. To downvoters: I didn't contest the fact that they don't work. I do enjoy this games a lot and I praise the programmers that make such games work.
That's what "AI" usually means in the context of game development.
Re: The AI Systems of "Left 4 Dead" [pdf]
#43Earlier quoted context omitted.
That's what "AI" usually means in the context of game development.
Thanks, I edited my comment. I am more in the field of general AI ( and the rest of pure definition of AI ). So normally what I saw is the intelligence of a programmer put into very clever algorithms. I don't see any learning effect , or persistence effect. In fact, once you shut down the game, it starts all over. I'd love a game that learns from the player ( like how to climb over an obstacle ). Or can anyone point…
Searching algorithms have always been part of the AI field.
Re: The AI Systems of "Left 4 Dead" [pdf]
#44Earlier quoted context omitted.
For PDFs at least, scribd seems purely parasitic.
I believe the intention of having the scribd links is to mirror the content if the original source goes down under the HN reader load, which has happened at times.
Re: The AI Systems of "Left 4 Dead" [pdf]
#45Question about the navigation mesh. I'm assuming that represents an entire open area (otherwise the path optimization makes no sense) and the dark stuff are the obstacles. In that case I'm wondering how the arrive at the actual grids and arrows (slide 12)
Disclaimer: I am a MSc student working on the above method for my final thesis (involving GPGPU steps and a true multi-tiled approach).
Re: The AI Systems of "Left 4 Dead" [pdf]
#46Earlier quoted context omitted.
For PDFs at least, scribd seems purely parasitic.
I believe the intention of having the scribd links is to mirror the content if the original source goes down under the HN reader load, which has happened at times.
Re: The AI Systems of "Left 4 Dead" [pdf]
#47Earlier quoted context omitted.
That's what "AI" usually means in the context of game development.
Exactly, AI in games solves a different problem than "traditional" AI. It's merely about creating the illusion of intelligence. Not unlike what happens in rigid body dynamics (approximated, not actual physics sim), graphics (plenty of tricks here, e.g. displacement maps vs actual geometry), animation (e.g. blending canned animations).
The difference is in the degree to which the illusion has to hold up. Game "AI" exist in a limited, artificial world; so they can get away with "simple" algorithms without any learning elements. General AI needs to operate in the real world (even if constrained to a particular domain), where the "rules" are too numerous and complex to program in advance; thus learning is an essential part of "traditional" AI.
Re: The AI Systems of "Left 4 Dead" [pdf]
#48no if only i could hire from that talent pool :)
Re: The AI Systems of "Left 4 Dead" [pdf]
#49Earlier quoted context omitted.
I always wished that I could tell the bot teammates "stick together", "fan out" or "help me" via the chat. That would give them an actual sense of social intelligence, and bring them closer to real players (to be 100% realistic they would then have to ask "where r u??" :)).
Oh man that would be so cool. I suppose if text based adventure games can "understand" meaning within text, there's no reason it couldn't be remodelled into a chat setting.
Re: The AI Systems of "Left 4 Dead" [pdf]
#50Earlier quoted context omitted.
Thanks, I edited my comment. I am more in the field of general AI ( and the rest of pure definition of AI ). So normally what I saw is the intelligence of a programmer put into very clever algorithms. I don't see any learning effect , or persistence effect. In fact, once you shut down the game, it starts all over. I'd love a game that learns from the player ( like how to climb over an obstacle ). Or can anyone point…
IIRC, there was a survival horror game that claimed to learn from and adapt to the player in order to provide a scarier experience (playing to the player's phobias and such). Not sure if that qualifies.
http://web.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf