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Hey!

This was a fun one to make - I did loads of research, and ended up with more info than I could fit in one episode. I plan to do a follow-up bonus video with more on how AI actually works. And I'll give you guys and gals the rest of the research, too. So, more to come on this topic.

Cheers!

Mark

Files

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? Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit 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)

Comments

Anonymous

Fantastic video Mark. I thought this was one of your best. Another example I saw in BoTW recently (I'm lttp) was that when you pull out a bow or prepare to throw something, the enemies begin strafing around you and zig-zagging. This may be smart AI, but more importantly it makes the ranged combat just as interesting as the melee combat because there are still atomic decisions to be made (cribbed that term from this video <a href="https://www.youtube.com/watch?v=5kFqrI11xTc&amp;t=2s" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=5kFqrI11xTc&amp;t=2s</a> ). Also, was that an homage to Every Frame A Painting at 7 mins in?

Anonymous

Great video! I'm a narrative designer who writes barks for a living, and I also happen to be working with the designer who wrote the specific barks you highlighted from Splinter Cell: Blacklist. (He was thrilled when I showed him the video!) Using voiceover to communicate AI capability is very challenging work, especially because it's so hard to make those barks sound natural and in-character, but when nobody notices, it means we've done our jobs well. I really appreciate the way you emphasize that "good AI" combines the efforts of many different people, some of whom couldn't program their way out of a paper bag. ;)

Daniel Haas

The AI for Mr. Freeze in Arkham City was a particular favorite of mine for doing what you call out in MGS5 and Alien Isolation as tricks to give the appearance of learning. Made for a very memorable boss fight.

Anonymous

Probably my most favourite video thus far. I love the topic and how much research you have dedicated to really exploring it - just looking through these 2002 (!) GDC slides was really interesting! Also: great writing! It's really informative but at the same time funny what makes for a really entertaining mixture (that Instant Replay though :D) . And I couldn't help but enjoy the jab against the inherent sexism of most of the "damsel in distress"-escort missions ;) You are doing great work - I am happy to somehow be part of that :)

Germanos

Great video again. A bit offtopic question: have you considered sorting the patreons list before adding it to the video? ^^. Excel can do it for you in a sec :P

GameMakersToolkit (edited)

Comment edits

2023-05-07 21:26:48 同人誌は探してみたものの腐界に飲み込まれて見つからなかった😖買って一回し読まなかった記憶が懐かしいw…すみません付いていけませんでした🙇
2017-06-01 05:12:03 How should I sort it? Should I jumble it up randomly each episode, do you think?

How should I sort it? Should I jumble it up randomly each episode, do you think?

Film Vagabond

7:30 Best part of the video :) thanks for making me laugh

Anonymous

Simply a great video. I've been watching GMT for a while now, but i NEED to be a patreon after this one. haha. Keep up the awesome work, Mark

Anonymous

Really awesome work Mark, I was curios I didn't see you mention anything about the A.I. in the dark souls game. Are those just enemies with simple behavior and lots of aggression? Would love to hear your thoughts. Also I was wondering if you would consider doing a comment response video for your patrons with each of your GMTK videos.

GameMakersToolkit

On DS - I mean, they have some clever tendencies but the fact you can cheese them and circle strafe around for the backstab makes them a bit dumb at times. There's a rumour that From uses a similar type of AI architecture to FEAR, which is weird. As for comment response videos - not something I had ever considered but I'll give it some thought.

Anonymous

I think this is your best video.