What Makes Good AI? | Game Maker's Toolkit
When we talk about good AI, we often think about highly efficient and aggressive enemies in shooters like FEAR and Halo. But surely there's more to good artificial intelligence than this?
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Sources
The Illusion of Intelligence | Bungie
http://halo.bungie.org/misc/gdc.2002.haloai/talk.html
New Doom's deceptively simple design | Gamasutra
http://www.gamasutra.com/view/news/295254/Make_me_think_make_me_move_New_Dooms_deceptively_simple_design.php
The Secrets Of Enemy AI In Uncharted 2 | Gamasutra
http://www.gamasutra.com/view/feature/134566/the_secrets_of_enemy_ai_in_.php
The Systemic AI of Far Cry | AI & Games
https://youtu.be/Q7of5BPmiUs
Arkham Intelligence | AI & Games
https://youtu.be/Oz04rH542l8
The Artificial Intelligence of Halo 2 | HowStuffWorks
http://electronics.howstuffworks.com/halo2-ai.htm
[ZIP] Designing to Promote Intentional Play | Clint Hocking
http://clicknothing.typepad.com/Design/hockingc_GDC06_Intentionality.zip
The Perfect Organism: The AI of Alien: Isolation | AI & Games
https://www.youtube.com/watch?v=Nt1XmiDwxhY
[PDF] The AI Systems of Left 4 Dead | Valve
http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf
Toru Iwatani Interview | MameWorld
http://www.mameworld.info/net/pacman/interview/interview1.html
Uncharted 4 is not as scripted as you might think | GamesIndustry.biz
http://www.gamesindustry.biz/articles/2016-11-04-uncharted-4-not-as-scripted-as-you-might-think
Find Out More
[PDF] Three States and a Plan | MIT Media Lab
http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
Managing Complexity in Halo 2 | GDC
http://www.gdcvault.com/play/1020270/Managing-Complexity-in-the-Halo
Modeling AI Perception and Awareness in Splinter Cell: Blacklist | GDC
http://www.gdcvault.com/play/1020436/Modeling-AI-Perception-and-Awareness
Understanding Pac-Man Ghost Behavior | GameInternals
http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior
Drivatar in Forza Motorsport | Microsoft Research
https://web.archive.org/web/20160302162556/http://research.microsoft.com:80/en-us/projects/drivatar/forza.aspx
MGS V Enemies Response System Guide | SegmentNext
http://segmentnext.com/2015/09/05/mgsv-phantom-pain-enemies-response-system-defense-vehicles-guide/
How Prompto's AI-drive selfie system in Final Fantasy XV was built | Gamasutra
http://www.gamasutra.com/view/news/292883/How_Promptos_AIdriven_selfie_system_in_Final_Fantasy_XV_was_built.php
Further Reading / Viewing:
Laments on Half-Life 2's AI and balance | Joe Wintergreen
https://www.youtube.com/watch?v=OsDM7GKb0xU
Game Development Myths: Players Want Smart Artificial Intelligence | Ask a Game Dev
http://askagamedev.tumblr.com/post/76972636953/game-development-myths-players-want-smart
Games shown in this episode (in order of appearance):
F.E.A.R. (Monolith Productions, 2005)
Halo 2 (Bungie, 2004)
Half-Life (Valve Corporation, 1998)
Halo: Combat Evolved (Bungie, 2001)
DOOM (id Software, 2016)
Alien: Isolation (The Creative Assembly, 2014)
Batman: Arkham Asylum (Rocksteady Studios, 2009)
Waking Mars (Tiger Style, 2012)
Final Fantasy XV (Square Enix, 2016)
The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
Splinter Cell: Blacklist (Ubisoft Toronto, 2013)
Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015)
The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011)
Uncharted 2: Among Thieves (Naughty Dog, 2009)
Far Cry 4 (Ubisoft Montreal, 2014)
The Swindle (Size Five Games, 2015)
Mark of the Ninja (Klei Entertainment, 2012)
Pac-Man (Namco, 1980)
Civilization V (Firaxis Games, 2010)
Far Cry 2 (Ubisoft Montreal, 2008)
Vanquish (PlatinumGames, 2010)
Hitman (iO Interactive, 2016)
Spelunky (Derek Yu, 2012)
BioShock (Irrational Games, 2007)
Prey (Arkane Studios, 2017)
Middle-earth: Shadow of Mordor (Monolith Productions, 2014)
Killer Instinct (Double Helix Games, 2013)
Forza Motorsport 6 (Turn 10 Studios, 2015)
Left 4 Dead (Turtle Rock / Valve, 2008)
Rain World (Videocult, 2017)
S.T.A.L.K.E.R.: Shadow of Chernobyl (GSC Game World, 2007)
BioShock Infinite (Irrational Games, 2013)
The Last Guardian (genDesign, 2016)
Event[0] (Ocelot Society, 2016)
Half-Life 2 (Valve Corporation, 2004)
The Last of Us (Naughty Dog, 2013)
Uncharted 4: A Thief's End (Naughty Dog, 2016)
Music used in this episode:
00:00 - Into the Red (Waking Mars)
02:25 - Title Screen (Please, Don't Touch Anything)
03:20 - Screen OFF (Please, Don't Touch Anything)
05:35 - Black Hole (Please, Don't Touch Anything)
06:46 - Reverse (Please, Don't Touch Anything)
07:54 - Language (Please, Don't Touch Anything)
10:32 - Judegment (Please, Don't Touch Anything)
11:44 - Ruins (Please, Don't Touch Anything)
13:31 - Into the Red (Waking Mars)