Game Behavior (AI)

Job for milkshape modeller

If any of you know a skinning tool well
enough to help me out with a small task
(for pay), let me know
AI in your design docs

Hand-to-hand combat:


Lemmings:



lemmings have some individual agency and
individualized goals/utility function
Do they improve over time?
Old West RPG:


Does NPC combatant have AI?
Are there townsfolk or highwaymen NPCs?
Is there a designated ‘ai’ member of each team,
or are you thinking about it as a group?
Brainstorming


What intelligent behavior do you like in
existing games?
How can you make the game world into a
smarter opponent?
Typical AI plan

Add some randomness to NPC strategy


Variation can be context-sensitive or just
randomized
Smart path planning/locomotion using
waypoints/grabpoints built into the world
AI possibilities

AI techniques used for:







Navigation and route-finding, path planning
intelligent hiding
Chat with an NPC
Learn better behavior over time
Adapt to a particular adversary
Infer unobservables, like the adversary’s
overall strategy
Cooperation among NPCs, emergent group
behaviors like flocking, maneuvers
Planning, goal-directed behavior
Ideas from AI/entertainment

Don’t let the NPCs have perfect
knowledge: they have to operate in the
environment like the players do

Perhaps they can communicate what they
learn
Things to think about




Don’t get in the way of story exposition
How much of a challenge do you want
NPCs to present? Should it be as smart as
you can make it?
Real AI often slow
Precompute everything: navigation mesh,
offline learning