Article

Your Examples of Intelligent Behaviors

Alex J. Champandard on July 6, 2007

What are examples of actor behaviors that impress you in a game?

This is an open question to all of you, so here’s chance for you to win a T-shirt from AiGameDev with your interesting comments!

Right now, I’m busy working on a Game::AI++, which almost ready for a closed beta (join the mailing list for notification). So I’m particularly interested in suggestions for a non-interactive console demo that shows off cool game AI. So, anything in the line of MUD dungeons is on the right track…

Discussion 6 Comments

krinosx on July 16th, 2007

Well... sometime ago..(heheh a bunch of years ago) I have seen a game where the player is the "dungeon master"... the player creates the Dungeon and the "traps", put the monsters, design the map, etc. Computer has the Character´s AI and try to solve the dungeon created by the player... well.. its the most interesting AI I have seen... because the player could change the dungeon after the game "begins" so.. the computer couldn´t calculate all the possibles paths and chalanges.... Consider that..:D

krinosx on July 16th, 2007

Well... sometime ago..(heheh a bunch of years ago) I have seen a game where the player is the "dungeon master"... the player creates the Dungeon and the "traps", put the monsters, design the map, etc. Computer has the Character´s AI and try to solve the dungeon created by the player... well.. its the most interesting AI I have seen... because the player could change the dungeon after the game "begins" so.. the computer couldn´t calculate all the possibles paths and chalanges.... Consider that..:D

Andrew on July 16th, 2007

MUD eh? Damn, I missed them during my early gameplaying years :) MUDs, of course can be graphically represented however - which is much more useful for players, since the AI can easily parse all text-based information. I wouldn't have thought it too easy to do it console-based for some advanced AI stuff, perhaps because I like to "see" it acting. Perhaps you can use a simple command line program to simply alter what is happening - spawn in things for the AI to fight (be them basic entities so they only do base behaviours), or choose things to happen to the AI to alter its decisions. I honestly can't say much more then a few ideas. You could I guess use something like (I've never played, perish the thought... :( ) Nethack or similar, which is singleplayer based. Its a pretty cool game that I fear playing for it will probably beat me. I don't know any others with AI though, although I presume there are some old MUD's which monsters you can fight. Nothing I can recall springs to mind that shows a "non-interactive console demo that shows off cool game AI" apart from Nethack which I've read about.

Andrew on July 16th, 2007

MUD eh? Damn, I missed them during my early gameplaying years :) MUDs, of course can be graphically represented however - which is much more useful for players, since the AI can easily parse all text-based information. I wouldn't have thought it too easy to do it console-based for some advanced AI stuff, perhaps because I like to "see" it acting. Perhaps you can use a simple command line program to simply alter what is happening - spawn in things for the AI to fight (be them basic entities so they only do base behaviours), or choose things to happen to the AI to alter its decisions. I honestly can't say much more then a few ideas. You could I guess use something like (I've never played, perish the thought... :( ) Nethack or similar, which is singleplayer based. Its a pretty cool game that I fear playing for it will probably beat me. I don't know any others with AI though, although I presume there are some old MUD's which monsters you can fight. Nothing I can recall springs to mind that shows a "non-interactive console demo that shows off cool game AI" apart from Nethack which I've read about.

Andrew on July 16th, 2007

Oh, and if you just wanted ideas for something, then a non-combat based console game would be easiest. Something like a way of simply inputting values ("be more aggressive by 10%, you're fighting 10 monsters") and automates a combat (or non-combat) scenario would do, since you could just output what the AI was thinking easily enough and do repeated tests and demos of how it chooses actions. Usually to make it *cool* you have to have some graphics to show it off in though, or something specifically happen that is really good. Very hard to show it saves developer time, or it really knows how to choose the right weapon to use if a small script would act the same way!

Andrew on July 16th, 2007

Oh, and if you just wanted ideas for something, then a non-combat based console game would be easiest. Something like a way of simply inputting values ("be more aggressive by 10%, you're fighting 10 monsters") and automates a combat (or non-combat) scenario would do, since you could just output what the AI was thinking easily enough and do repeated tests and demos of how it chooses actions. Usually to make it *cool* you have to have some graphics to show it off in though, or something specifically happen that is really good. Very hard to show it saves developer time, or it really knows how to choose the right weapon to use if a small script would act the same way!

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