Earlier quoted context omitted.
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.
Or, the intention of having Scribd links is to boost SEO for and awareness of Scribd, thus increasing the value of Y Combinator's equity stake.
The AI Systems of "Left 4 Dead" [pdf]
51–60 of 84 posts
Re: The AI Systems of "Left 4 Dead" [pdf]
#52Earlier quoted context omitted.
Or, the intention of having Scribd links is to boost SEO for and awareness of Scribd, thus increasing the value of Y Combinator's equity stake.
This is news. ycombinator .com. I don't begrudge that.
EDIT: as pointed out below, it doesn't. Belay this comment.
Re: The AI Systems of "Left 4 Dead" [pdf]
#53Re: The AI Systems of "Left 4 Dead" [pdf]
#54I love this game, one of the last FPSes I still play other than Team Fortress 2...unfortunately, like TF2, it's not very playable unless everyone in the round is amenable to being a team player. The multiplayer deathmatch allows one team to take the role of monsters, who have the backing of the zombie horde to make up for lack of guns. Playing it really provides some interesting insights to how the AI effectively fun…
Amen. TF2 and L4D are two games that I consistently play years after the fact which is unlike other games I have.
Unless you're playing with people you know, both games are equally frustrating. Specifically in TF2, it's those who go and play support classes when there are already enough of those in play on the map on your team that makes it frustrating.
Re: The AI Systems of "Left 4 Dead" [pdf]
#55in the past few months i started to learn a little bit about AI, including algorithms in planning (like PDDL) and logic engines. the more i learned the more i saw what the gaming companies, and that entire community, are doing and how they are some of the biggest consumers of these technologies. i have to say that it's impressed me, and it seems like the gaming companies are on the forefront of multiple areas of tech…
I wish I was taught more about neural networks, machine learning, data mining techniques... and less about classic (and failed) AI algorithms. The most I learnt about these techniques was from teaching myself, even for the last year.
Perhaps we attend the same classes?
[sorry for the OT guys, no PMs in Hacker News!]
Re: The AI Systems of "Left 4 Dead" [pdf]
#56I love this game, one of the last FPSes I still play other than Team Fortress 2...unfortunately, like TF2, it's not very playable unless everyone in the round is amenable to being a team player. The multiplayer deathmatch allows one team to take the role of monsters, who have the backing of the zombie horde to make up for lack of guns. Playing it really provides some interesting insights to how the AI effectively fun…
So while I liked the team-based nature, I found it actually didn't help longevity - for me, at least. Well, more relevantly, this is also the case for my friends - individually I'm a poor data point as L4D was the last game I took any real interest in at all.
Re: The AI Systems of "Left 4 Dead" [pdf]
#57I love this game, one of the last FPSes I still play other than Team Fortress 2...unfortunately, like TF2, it's not very playable unless everyone in the round is amenable to being a team player. The multiplayer deathmatch allows one team to take the role of monsters, who have the backing of the zombie horde to make up for lack of guns. Playing it really provides some interesting insights to how the AI effectively fun…
I have often wished that Valve would make the player-bots more explicitly customizable (particularly because I only play team vs environment modes, and occasional really bad bot decisions make the game harder in a not-fun way.)
There are several settings available through the console, but they can only be tweaked if the server has SV_CHEATS on. At one point I had a list of 4 or 5 minor changes that made the bots substantially more competent, the main one being reducing their following distance to about a third of what it previously was. My most wished for change, which I have not been able to find a setting to control, is the threshold at which AIs will use their healthpacks on themselves or actual humans.
Re: The AI Systems of "Left 4 Dead" [pdf]
#58I love this game, one of the last FPSes I still play other than Team Fortress 2...unfortunately, like TF2, it's not very playable unless everyone in the round is amenable to being a team player. The multiplayer deathmatch allows one team to take the role of monsters, who have the backing of the zombie horde to make up for lack of guns. Playing it really provides some interesting insights to how the AI effectively fun…
Tying this back to the article, the L4D bot AI, in my opinion, is intended to just be good enough to get you enough experience to play online reasonably competently. Multiplayer is the real game, and perhaps PvP is the real real game (I haven't played it much.) Bots are pretty poor at tactics, just bunching up by the player. They also don't use throwables at all.
Re: The AI Systems of "Left 4 Dead" [pdf]
#59Earlier quoted context omitted.
This is news. ycombinator .com. I don't begrudge that.
It wouldn't bug me if it didn't decrease the utility of the PDF links. EDIT: as pointed out below, it doesn't. Belay this comment.
Re: The AI Systems of "Left 4 Dead" [pdf]
#60Earlier quoted context omitted.
It wouldn't bug me if it didn't decrease the utility of the PDF links. EDIT: as pointed out below, it doesn't. Belay this comment.
It doesn't. If you don't want to see Scribd then don't click on the "[Scribd]" - the rest of the title takes you straight to the PDF itself.
Thanks.