3 ms·
Scripted enemies are "non-player-controlled entity behavior", yet they are not AI. For NPC behaviours to be considered game AI, there needs to be some calculati
by TuringTest 3y ago
Scripted enemies are "non-player-controlled entity behavior", yet they are not AI. For NPC behaviours to be considered game AI, there needs to be some calculation depending on the current state of the game and objectives of the character. What makes a game behaviour "AI" is its feedback with the player actions and/or events evolving in the game.
Super Mario mushrooms and turtles are not AI controlled; Pac-Man ghosts are. (Possibly the earliest and simplest form of game AI, but quite effective for its purpose).
- 8note 3y agoSuper Mario mushrooms have an ai component. When they hit walls, they change direction
- munificent 3y ago> Scripted enemies are "non-player-controlled entity behavior", yet they are not AI. I've worked on and seen games and game engines where scripted NPC behavior was lumped under the "AI" umbrella and implemented by the same people and systems that support the non-scripted behavior. Architecturally, it doesn't make that much sense to separate out scripted behavior from non-scripted, because non-scripted behavior has most of the same needs to playing animations, triggering, audio, interact with physics, etc. Scripted behavior is just an "AI" that happens to not read any inputs before deciding its outputs.