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By
Eric Dybsand
Gamasutra
CGDC Roundtable Report, April
1997
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CGDC '97
Roundtable Reports

Artificial
Intelligence in Computer Games
Report #1
In the roundtables I moderated, one common
theme seemed to be present in all sessions, and that is that "less is
more" with regard to developing artificial intelligence (AI) in computer
games. This theme was relative to developers who felt that the human
player (HP) would often attribute "unplanned and unprogrammed" behavior
and intent to the actions of the non-player characters (NPCs) that were
being controlled by computer game AI. One often cited example of this
was the monsters in Quake running away from the player at times, giving
the impression that the monster was afraid of the weapon in use by the
HP, despite the fact that the AI programmer was doing nothing of the
sort, but instead was only randomly selecting a direction for the monster
to move.
Another key concern discussed, was how to use cheating to avoid "artificial
stupidity". Many AI developers revealed that using cheating by the AI,
was acceptable when used to make sure the NPCs did not act stupid. So
providing the NPC with the knowledge of a level, that would be used
to assist in pathfinding through that level, despite the fact that an
HP might not have that complete knowledge of the level, was an acceptable
form of cheating.
In three sessions, many, many more AI related topics were touched on.
Just some of them were uses of emergent behavior to produce more complex
behavior, uses of artificial life considerations to make NPCs more life-like,
getting the individual NPCs to cooperate in behavior and give the impression
of a higher level of control, strategic planning for NPC tactics that
can evolve with contact with the HPs, the use of scripting to facilitate
the control of NPCs, and the usage of the "soft AI" techinques of neural
networks and genetic algorithms in computer game AI.
An additional, cross-session topic, queried by all of us AI RT Moderators,
was a poll of the group, to identify the CPU usage that AI gets in individual
computer games, and the committment to developing "good AI" that computer
game designer/developer/publishers were making by dedicating a programmer
exclusively to AI issues. The responses suggested that the CPU usage
was very game genre specific, and ranged from 1% (Enemy Nations) to
25% (X-Com 3) with most of the 3D action games using about 8%-10%. The
responses further indicated that there were few dedicated AI programmers.
However since before in the past, there had been none, and now there
were some, that a possible trend towards making "good AI", by dedicating
a programer to AI (like dedicating a programmer to 3D graphics) was
emerging in the industry.
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