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This document explores innovative AI concepts for enhancing non-player character (NPC) behavior in games. It covers topics such as individual agency in characters, hand-to-hand combat strategies, and the importance of randomness in NPC tactics. Suggestions for smart path planning, adaptive learning, and emergent group behaviors are included. The potential for NPCs to evolve and improve over time is discussed, alongside considerations for balancing challenge and story progression. This is essential for creating a more immersive and engaging game experience.
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AI in your design docs • Hand-to-hand combat: • Does NPC combatant have AI? • Lemmings: • lemmings have some individual agency and individualized goals/utility function • Do they improve over time? • Old West RPG: • 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