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I think what he meant was a realistic AI, a perfect game logic for the role it needs to play, not a perfect solution for the task it does. Example: I want to ha
by tweakimp 5y ago
I think what he meant was a realistic AI, a perfect game logic for the role it needs to play, not a perfect solution for the task it does. Example: I want to have an AI for a monkey that behaves like a monkey would behave. And if that monkey sits in a drivers seat, I want the car to move like a monkey would drive, not like a perfect driver of cars.
- spywaregorilla 5y agoBut the issue isn't the AI, it's the interface that the AI has to the game. Monkey drivers is a little absurd so let's stick to monkeys in the forest. A real monkey would probably climb the trees. But if the game doesn't have climbing mechanics, then its unlikely that the game devs are going to implement them just so that the monkeys can do this. Making a behavior tree to utilize available actions is pretty easy to do. It's the implementation of the animations, game logic, and environment to allow such things to happen. Little things like letting an actor turn its head to look at things will make the AI feel more alive than a more advanced algorithm for behavior. And you definitely won't see any particular gains by trying to solve it with ML brains.