What is the Best A.I. Game so far?

TechBoyJK

Lifer
Oct 17, 2002
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Originally posted by: johnleeRIP
Without a doubt the best GRAPHICAL game of 2007/2008 is Crysis.
But what about A.I.? What is the Best A.I. Game so far?

crysis AI on delta was pretty good. don't judge the game's AI if you don't play it on Delta..

 

johnleeRIP

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Jul 15, 2008
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Basically I am talking about a game in which even NPC's can become aware of their own self-awareness (however limited or crude implementation of real life). Where embodied qualia is modeled and transcends the game into interactive dynamic real time immersive holographic beingness. Basically where higher level "brain" functions within each individual character is not given access to its lower level computations and thus rendering the need for a higher "consciousness space" as an overlay workspace where all the elements of different senses along with past experience, memories, and future expectations can blend together in a holistic way to give an over impulse , a state of feeling and emotion and an averaged out "path and choice" to take... A true neural network implementation of character consciousness and awareness, not at all scripted or random, but modeling the aspects of human psychology and the human mind itself.

Not only accurate speech recognition engine, (so we can TALK to the characters) but also a fully blown natural language syntax interpretator that places meaning of words, phrases, sentences and entire paragraphs of speech in context based on the immediate enviroment, the surrounding actions and events, the mental state of the character AND the gamer etc...

To have NPC's that questions their own actions, to implement "doubt" modules, "awareness" modules, etc...

We already have graphics engines that mimic real life (Crysis) that can pass a Visual Turing Test. GTAIV with its Euphoria and NaturalMotion engine implements character motion and physique / physics as accurately as anything I have ever seen. However from a pure interpersonal AI aspect we still have nothing.

We need the ability to actually have a real conversation with a character, one that has memories, expectations, hopes, and reactions accordingly to all of the above.

Basically an implementation(however crude) where the character can rise above the sum of its intial programming and come to realize within the game that it is just a character of the game, and try to take advantage of that fact to fight the gamer. For example: a NPC nows that it is in a game, and that it cannot see behind itself, so to avoid the fact that a user/gamer might sneak up on it the NPC will randomly at intervals turn around and do a crazy ivan to check to see if anyone is behind him.... A NPC that takes advantages of glitches and bugs within the game to "cheat" the user, as the user currently does with "dummy" NPC's of this generation of games. Characters that are just "AWARE" of the fact that they are aware.. even without the need for language or speech or goals or objectives, just a pure "awareness" module implemented from the top down level where consciousness is taken to be as fundamental as graphics and physics and gameplay itself, where everything suddenly becomes "real" and "alive" and not just a static world with pretty graphics and physics, but one full of awareness and conciousness and most importantly one that brings that quality and essence out of the gamer him/herself.

 

nerp

Diamond Member
Dec 31, 2005
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Sim Transcendental Meditiation isn't out yet.
** you're also forgetting Seaman. You actually talked to that thing.
 

TC91

Golden Member
Jul 9, 2007
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the chessmaster ai (using the hardest difficulty), it doesnt cheat or get a handicap or anything and will beat most chess players out there.
 

johnleeRIP

Member
Jul 15, 2008
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Originally posted by: TC91
the chessmaster ai (using the hardest difficulty), it doesnt cheat or get a handicap or anything and will beat most chess players out there.

Personally I think the Chess community hails Rybka as the smartest most "life like" chess engine of the current generation of AI CHESS ..

 

bullbert

Senior member
May 24, 2004
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Originally posted by: johnleeRIP
Basically I am talking about a game in which even NPC's can become aware of their own self-awareness (however limited or crude implementation of real life).

Professor James Moriarty, ST-TNG: "Elementary, Dear Data"

Of course, I doubt if any of us has the hardware required to run that game, at least not at an acceptable frame rate.

edit: also "Ship in a Bottle"
 

Modeps

Lifer
Oct 24, 2000
17,254
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You left out the best example of AI from your pole... Galapagos: Mendel's Escape.
 

CP5670

Diamond Member
Jun 24, 2004
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If you're talking about FPSs and similar games, I would say Descent 3 and any of the UT games, especially UT3.

In most FPS games, even if the AI is good, the gameplay and combat mechanics don't allow them to stand out or even be particularly noticeable. The above games are exceptions to that.
 

AstroManLuca

Lifer
Jun 24, 2004
15,628
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I found the AI in the Halo series to be pretty good, at least on Legendary, but the AI in the original game is what struck me the most (even though I'm sure it was the least sophisticated). Probably because in the later games they jacked up the difficulty by making you take more damage than by making the enemy AI smarter. But I do remember Elites being particularly good at dodging thrown sticky grenades. They were also good at flushing you out and forcing you to fight rather than hide (in some cases at least).

I have a feeling almost all of that behavior was scripted, though, and that they were privy to information about the player that they wouldn't realistically have access to in order to make them smarter.
 

Zenoth

Diamond Member
Jan 29, 2005
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- Half-Life

Back in 1998, the Marines' A.I in Half-Life was about the best you could get in a first-person-shooter (or any 3D game) on the PC platform. By today's standards it's very basic of course, but it was definitely something to see back in the days.

- Halo: Combat Evolved

Another game that really got my attention with its superb A.I (for the Covenant, mostly for the Elites) back in the days. I do believe that Halo 2 and Halo 3's A.I are respectively even better than the previous, but H:CE's A.I was another great step forward for first-person-shooters which always had a reputation of featuring enemies and/or allies with brain-dead A.I (which is sadly still true today despite the few exceptions around).

- F.E.A.R.

Very good use of cover and team-work by the enemies' A.I all around, not limited to a specific type of enemy.

- S.T.A.L.K.E.R.: Shadow of Chernobyl

Both extremes are in that game, sometimes it feels like it's as good as Doom's A.I, and sometimes you wonder if those Stalkers and those Mutants are just living beings trapped in a virtual world. When the good side of S.T.A.L.K.E.R.'s A.I show up it's very good even by today's standards.

- Rise of Nations: Thrones & Patriots

In my opinion the best overall balanced, out-of-the-box, non-modified A.I for any RTS on the PC platform. It would be very long to describe, but I do not fear comparing that game's A.I and saying it's even more efficient at analyzing and reacting and counter-attacking than even Company of Heroes' and Supreme Commander's A.Is. It must be played a few times on high difficulty levels to truly appreciate and understand why I'm saying this.

- Command & Conquer 3: Kane's Wrath

The expansion's A.I is surprisingly much better than C&C 3's. I don't know why, maybe EA had more time to work on the A.I this time around, but in Kane's Wrath I haven't seen any counter-attacks during skirmishes that made no sense to me. It's using proper units, it's also using all of them, it's doing all its researches, it's playing properly according to the chosen A.I profile (assault, defensive, guerrilla tactics, turtling, etc). I would say that it's probably the single most underrated part of the expansion.
 

Sureshot324

Diamond Member
Feb 4, 2003
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Originally posted by: irishScott
Company of Heroes hands down. On Expert.

I actually wasn't that impressed with the AI in COH. It doesn't seem much harder on expert then normal. In fact, the Opposing Fronts expansion, they gave the AI units 50% more HP on expert just because it wasn't hard enough compared to normal.

It still doesn't know how to establish a solid defensive position at a choke point or launch a coordinated attack.
 

SPARTAN VI

Senior member
Oct 13, 2005
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Originally posted by: Sureshot324
Originally posted by: irishScott
Company of Heroes hands down. On Expert.

I actually wasn't that impressed with the AI in COH. It doesn't seem much harder on expert then normal. In fact, the Opposing Fronts expansion, they gave the AI units 50% more HP on expert just because it wasn't hard enough compared to normal.

It still doesn't know how to establish a solid defensive position at a choke point or launch a coordinated attack.

Agreed, CoH expert AI is about as easy as some noobs online (noob-er than me anyway). I swear they don't know how to play VP games.

As far as "transcending the sum of their original programming" don't think we're there yet. Even then, how would WE observe this?

The first game that surprised me with their AI had to be Halo for Xbox 1. Since then, everything's felt pretty much standard. I liked FEAR's AI, but it seemed they'd move toward obstacles just to jump over them and crawl under them at times especially at times when it's not tactically sound to be crawling around (ie I have a shotgun and standing 2 feet away).
 

CP5670

Diamond Member
Jun 24, 2004
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Originally posted by: Zenoth
- Command & Conquer 3: Kane's Wrath

The expansion's A.I is surprisingly much better than C&C 3's. I don't know why, maybe EA had more time to work on the A.I this time around, but in Kane's Wrath I haven't seen any counter-attacks during skirmishes that made no sense to me. It's using proper units, it's also using all of them, it's doing all its researches, it's playing properly according to the chosen A.I profile (assault, defensive, guerrilla tactics, turtling, etc). I would say that it's probably the single most underrated part of the expansion.

I have played many skirmish and co-op games with this and the AI is generally pretty good (on hard or brutal), but it has a few glaring issues with certain sides. The recent patch also reportedly screws up the AI a lot, which can't adapt to the big economy-related changes.

The GDI AI frequently builds huge swarms of slingshots early in the game, even when you don't have any air units. You can see this with any of the GDI factions. The Nod AI also has some glitches, like not firing his nukes at times or a more serious bug where his harvesters all fall asleep a few minutes into the game on custom maps, although not on official EA maps. I think the Scrin AI is the hardest one by some distance. They always seem to build good combinations of units and tech up rapidly, especially building their super unit a lot more often than the GDI or Nod AIs do.

Also, all the AIs basically go dumb when the map runs out of tiberium and don't make any attempt to conserve their units or resources. This seems to be the best way to beat the brutal AIs; turtle and hold off their attacks until the map runs out of money, at which point they become highly vulnerable.