In the “old days” of the games industry, everyone built their whole AI around what the player did. Not only was it cheap to do, but it was also a great way to get bang-for-buck on your programming time, and it was very easy to build a game with a strong design. These days, however, when AI characters are built of hundreds of thousands of lines of script and hundreds of behaviors, that information gets lost amidst lots of AI-centric concerns such as embodiment, sensory systems, knowledge representation, memories, etc.
Is there a balance to be found here? Could “modern” AI be made more fun by going back to its roots and focusing more on what the player wants or needs?
Stay tuned next week for Part 2 of this highlight where goals and planners come into the picture. In the meantime, post your comments below!