Most Impressive Game AI? 398
togelius asks: "I have the feeling that when developers make the effort to put really sophisticated AI into a game, gamers frequently just don't notice (see e.g. Forza). Conversely, games that are lauded for their fantastic AI are sometimes based on very simple algorithms (e.g. Halo 1). For someone who wants to apply AI to games, it is very interesting to know what AI is really appreciated. What is the most impressive game AI you have come across? Have you ever encountered a situation where it really felt like the computer-controlled opponents were really thinking?"
Re:Fact or fable? (Score:5, Informative)
http://www.mameworld.net/pacman/patterns.html [mameworld.net]
Re:Come off as cheap (Score:3, Informative)
F.E.A.R (Score:5, Informative)
Re:ummm, Galactic Civilizations II? (Score:5, Informative)
I'm also very impressed with the AI in the original galactic civilizations. It does cheat at the higher levels, but up until that point (I think normal mode doesn't cheat either way) it's very impressive and it really does feel like the AI is thinking. More impressive is the fact that each major race has its own AI: not customized by arguments in the race, but specific, independent C++ code telling them what to do, written from scratch.
Re:ummm, Galactic Civilizations II? (Score:4, Informative)
Another very good one is freeciv. Freeciv may look much cheesier than the regular civilizations but in AI it surpasses it by far. I suppose it helps that it is developed by players of the game.
Re:Fact or fable? (Score:5, Informative)
"AI : We wanted to integrate in our game the original AI behavior of the ghosts (those that were in the original Pacman game). Without AI, the game was not interesting to play, since a random behavior is too simple to play. Each ghost has its own personality: Shadow is the red ghost and it chases Pacman all the time, using a straight forward tracking algorithm. Speedy is the pink ghost. It is very fast but moves in a random manner. Bashful is the blue ghost: it is shy at the beginning and escapes from pacman all the time, but if Pacman approaches him to much, then it is not shy anymore and begins to chase him (Pacman is then chased by two ghosts at the same time...). Pokey is the orange ghost and is slow and moves in a random manner. "
Not as complex as the story that I read, but apparently they don't follow a pre-planned course.
Battle for Wesnoth (Score:1, Informative)
Re:Simplfy the game and the AI gets better (Score:2, Informative)
Witness Kramnik's missing of a mate-in-one in the recent match against Deep Fritz. It was such an unusual pattern (opposing knight on the eighth rank) that he just completely missed it.
Chess programs are much more about brute force. They've got so good at brute force that it looks pretty intelligent now.
Re:ummm, Galactic Civilizations II? (Score:5, Informative)
Re:ummm, Galactic Civilizations II? (Score:1, Informative)
S.T.A.L.K.E.R (Score:2, Informative)
Re:F.E.A.R. (Score:1, Informative)
I agree. I remember the first time I played the F.E.A.R. demo. I was coming out of Doom 3, where I had gotten used to the old "get the enemy's attention, back up around a corner, wait for zombies to blindly follow you, pop their heads off with a shotgun" formula. I remember being very impressed with the fact that when I tried that after happening upon some guys in a room (I backed out) I found myself waiting, and waiting for them to follow - but they didn't! I peeked back in and they were nowhere to be seen - they'd actually taken cover! After the firefight started, one of the guys actually jumped out a window and rolled into cover behind a crate.
So I got the game itself and found the A.I. to be just as good. Best FPS A.I. I've seen yet - hands down.
Re:Actually, I really hate this (Score:3, Informative)
Key features in that game:
Ctrl-click/double-click/box selection, and assignment of keyboard shortcuts (stuff we're familiar with in all games)
The ability to set postures like do or die, retreat at half damage, retreat at 3/4 damage etc (again familiar stuff)
Repair facilities - buildings that would repair nearby units - but with a twist. Vehicles set to retreat at X damage would retreat to the nearest repair facility instead of just going back to base and sitting there.
Mobile repair vehicles that automatically sought out and repaired nearby damaged units
Build Order chaining - you could give your construction vehicles orders to build a barracks, then a missile silo, then a factory, then a wall.
Target chaining. You could give a battle group a series of targets that it would attack. Commonly in these games we want to concentrate firepower, and this makes that happen.
Battle field production - you can actually order new units be produced at any of your factories anywhere from the front lines.
Target designation units for airstrikes, and artillery bombardment, as well as 'counter target designation units'. For example, you can assign your aircraft to a designator tank unit. Then whatever that tank targets becomes the target of all the aircraft assigned to it. They'll fly in, fire off their munitions, return to base to refuel/reload, and then fly back...
Or, for example, if you have a counter designator in an area taking artillery fire, the artillery guns in your base will automatically fire back on the source of that fire, if they're in range. (and those guns have AMAZING range.)
General units - this is the ultimate innovation. These units form the focal point of your armies.
Generals are hard very tough to kill units with a long range targeting laser. They have dedicated gui features to select and cycle between them. Units assigned to the general go where the general goes. Whatever they paint the units assigned to them attack. So...
Naturally you can link units to your generals.
You can move a diverse battle group without having to setup keyboard shortcuts, box selection, etc. This comes in handy, because it frees your keyboard shortcuts for other tasks. And units don't get left behind.
You can order that diverse battle group to attack a target, or series of targets.
You can link factory production directly to generals. (And built units automatically join the battle group.)
If the battlegroup is set to retreat at half damage, damaged units automatically return to the repair facility, and upon being repaired, rejoin the battle group.
The power this gives you is sublime, you can actually effectively fight on 2 fronts while holding down base defenses or doing mop-up. In most RTSes as the battle progresses you'll start to wear your battlegroup out, production will languish, units will be left behind, and evenually you have to call off the attack, order/pickup new units, and re-organize for another push.
With Warzone 2100, you can order up replacements for your losses as they occur without leaving the front line, you group will self repair, and repaired units will automatically return to the battlegroup. That combined with target chaining, and other features allows you to leave a battle for a few seconds to focus on something else (e.g. switch between multiple fronts or handle some base construction) secure that your armie can take care of itself for a minute on its, and worst case will be forced to retreat.
The only real concerns is if you are completely outclassed and can't even survive retreating, or if your supply/resupply pathing gets intercepted (or the AI chooses to send your damaged units into the enemy to get to the nearest repair center).