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blahblahblah said:You have none of those problems with a fully dynamic AI, which probably won't happen for another 10 years or so.
tCh said:Is there any AI engines kinda like Havoks physics engine but just for AI?
Lucifer Crass said:AI has nothing to do with scripted sequences. Why do you think they do? Ther eis nothing similar between them.
AI tells the computer where to move the opponent to get the advanteage over you.
Scripting tells the computer to move the character to do something specific, like hug or something.
newbs.
tCH said:If a group of people did just specificaly AI and liscensed it... We would probably see a lot better AI.. or at least I hope
blahblahblah said:Yes, programmers could probably implement some sort of flanking consideration in the AI's routine. But, using scripting will save all of the programming time of having to write that routine that may only be used once or twice in a game.
Dead-Inside said:Actually I believe Half-Life 2 will use it more then 50 times in your gaming experience. That doesn't really apply to Half-Life 2 (About the scripting). However there might be places where, as mentioned by VALVe, the AI will be hinted to do something, as flank, for gameplay reasons. But there will never be exact orders/scripts apart from dialogs and such - That's been stated by VALVe.
The problem is, AI is often game specific. It would be very difficult to create a general purpose AI package the way Havok has done with physics.blahblahblah said:Yes, if there is a company that focused exclusively on AI, AI would get better because that is all they would focus on. That would be a great business to start.
Mountain Man said:Fully autonomous and dynamic AI, while good in theory, could quickly lead to a very dull game with no "set piece" moments. Autonomous AI that operates intependent of the player would be great for populating an RPG world but not for a straight up action game like Half-Life 2.
I think Valve is striking the right balance by creating reactive AI (that is, AI that responds appropriately to the player's actions) and "hints", such as things the AI can interact with or waypoints so it can more effeciently navigate. This is not "scripting" in the traditional sense. Scripting says that the AI entity always goes down that ally in order to flank the player. Half-Life 2's "hint" system says that the AI entity knows about the ally but will only traverse it if appropriate for the situation.