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 Post subject: AI
PostPosted: Sat Oct 14, 2006 11:18 pm 
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1) Will the AI coordinate it's efferts with other AI (flanking, for example)?

2) Will the AI use it's environment to it's advantage?

3) Will the AI be fully aware of events happening around it?

4) Will the AI be adaptive/reactive?


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 Post subject: Re: AI
PostPosted: Mon Oct 16, 2006 11:09 am 
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|_}UM{--}G{_|FeAR wrote:
1) Will the AI coordinate it's efferts with other AI (flanking, for example)?

2) Will the AI use it's environment to it's advantage?

3) Will the AI be fully aware of events happening around it?

4) Will the AI be adaptive/reactive?


1,2,4) Yes

3) There's no possible way I can answer that. How do you even quantify "fully aware" for an AI with regards to events that happen in the game world?

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PostPosted: Mon Oct 16, 2006 12:08 pm 
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i think he ment if you kill one of their buddies behind them will they turn around and things like that.

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 Post subject:
PostPosted: Mon Oct 16, 2006 2:09 pm 
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darkdragon wrote:
i think he ment if you kill one of their buddies behind them will they turn around and things like that.

So yes, obvious things that the AI should be aware of (such as its buddies getting slaughtered) it will be aware of. Where the line will fall between that and being fully aware is a different beast all together.

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 Post subject:
PostPosted: Mon Oct 16, 2006 3:13 pm 
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i enjoy killing 6 or 7 guys befor they notice i'm there as much as the next guy but thats in multiplay lol

i'm one of the most hated knifers and bashers in the games i play

hey sox will they hear you running up behind them

IE will there be any stealth action

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 Post subject:
PostPosted: Mon Oct 16, 2006 3:48 pm 
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I think Fear may also be trying to say, is that, id for instance, you breakthrough a roadblock in the city, and move on to a next one, will the survivors call in to the next roadblock and warn them. Then when you arrive at the next one, there are reinforcements.


Of course, that could be scripted to happen, but thats the best example I could come up with.

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 Post subject:
PostPosted: Mon Oct 16, 2006 3:57 pm 
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Spiffinz wrote:
I think Fear may also be trying to say, is that, id for instance, you breakthrough a roadblock in the city, and move on to a next one, will the survivors call in to the next roadblock and warn them. Then when you arrive at the next one, there are reinforcements.


Of course, that could be scripted to happen, but thats the best example I could come up with.


That's why it really has no answer... :) Everyone can interpret what that specifically means in a different way and it's not feasible for a bot to know "everything". Though we want it to have as comprehensive and realistic a world view as possible from which it will base its decisions.

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 Post subject:
PostPosted: Sun Oct 22, 2006 1:39 pm 
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Got some beter questions

1. Will the AI learn from your actions and ingame eventsand memorize information

2. If yes, will this be done by one AI or al the agents in the game seperatly.

3. Will all the npc function seperatly like individuals with there own AI or will they work acording to a masterplan made by a single AI.

4. Will they show emotion like fear or anger wich may make them do irrational things.


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 Post subject:
PostPosted: Mon Oct 23, 2006 12:07 pm 
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Frederickkay wrote:
Got some beter questions
1. Will the AI learn from your actions and in-game events and memorize information

Yes, but it's hard to quantify to what extent.

Frederickkay wrote:
2. If yes, will this be done by one AI or al the agents in the game seperatly.

Depends.

Frederickkay wrote:
3. Will all the npc function seperatly like individuals with there own AI or will they work acording to a masterplan made by a single AI.

They would each have their own AI.

Frederickkay wrote:
4. Will they show emotion like fear or anger wich may make them do irrational things.

They won't actually have any kind of emotions. However, whether or not you can expect reactions that would seem to be emotionally driven from what occurs to them in the game; yes, that will be the case.

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 Post subject:
PostPosted: Tue Oct 24, 2006 7:28 am 
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I have a ? about the AI.....in BF2 when playing a map with lots of foliage you the player have an obstructed view (trees,tall grass,etc) but the bots can still "see" no matter what the conditions (weather). Will there be some kind of system you employ to even that out or will it not be a factor? I only saw an urban environment in the video so here is an example using that; walking down a hall and and a flag,curtains, or something else pretty sheer is in your line of sight, will these visual impediments also hinder the bots? What about smoke.....there is nothing worse than being in a fire fight and throwing a smoke grenade for cover, then you change locations and still get hit with pinpoint accuracy; and from what I saw in the weather video the heavy flurries/wind effects were nice and will those type of effects be in the game on various levels and once again will it hinder the bots in any way? Will we have access to change elements like that in the game to up the difficulty even further? Thank you in advance for answering all these. :D


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 Post subject:
PostPosted: Tue Oct 24, 2006 3:40 pm 
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BigMac wrote:
I have a ? about the AI.....in BF2 when playing a map with lots of foliage you the player have an obstructed view (trees,tall grass,etc) but the bots can still "see" no matter what the conditions (weather). Will there be some kind of system you employ to even that out or will it not be a factor? I only saw an urban environment in the video so here is an example using that; walking down a hall and and a flag,curtains, or something else pretty sheer is in your line of sight, will these visual impediments also hinder the bots? What about smoke.....there is nothing worse than being in a fire fight and throwing a smoke grenade for cover, then you change locations and still get hit with pinpoint accuracy; and from what I saw in the weather video the heavy flurries/wind effects were nice and will those type of effects be in the game on various levels and once again will it hinder the bots in any way? Will we have access to change elements like that in the game to up the difficulty even further? Thank you in advance for answering all these. :D

Depends on what we can account for. For bots you have to simulate what they are able to see. As such, you have to use quick and dirty approaches to what interferes with their vision and try to get it to match the visual elements as closely as possible.

So, the only answer that I can give is that we're trying to account for as much as possible. Unfortunately, until you can render the scene from each bot's perspective at full resolution and then run a good image recognition program on it to know what the bot can actually see, it's impossible to make it such that what a player would see and a bot would see is exactly the same under all visual and lighting scenarios.

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 Post subject:
PostPosted: Tue Oct 31, 2006 9:50 am 
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Joined: Mon Jul 03, 2006 11:01 am
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Location: The Netherlands
In splintercell the system is pretty cool on that. If you are in the dark enemys cant see you. if you are in a bit of light the enemys can see you a bit and wil get suspicious. If you cant make the game so that the AI wil see what we see, then please make it so that you can hide in shadows and behind smoke and vegetation and that you can also be partialy visible. Because in a lot of games, (farcry, splinterell) this works really wel. Get the AI suspicious, draw them in close and take them out ninja style


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