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	<title>Comments on: FEAR 2: Project Origin Talks AI</title>
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	<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/</link>
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		<title>By: dhex</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-2/#comment-119812</link>
		<dc:creator>dhex</dc:creator>
		<pubDate>Wed, 03 Dec 2008 21:22:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119812</guid>
		<description>not to too heartily defend the practice of putting producers in front of gametrailer pieces when they clearly shouldn&#039;t be anywhere near the front of a camera, but part of it is a way to make sure your beloved assets (from a managerial point of view) are shown to be doing...stuff. and things.

as the belts tighten, combined with the relatively low cost of shooting this stuff, this kind of exposure will continue to be vital. largely horrible to watch, but important for those folks into job keeping and whatnot.</description>
		<content:encoded><![CDATA[<p>not to too heartily defend the practice of putting producers in front of gametrailer pieces when they clearly shouldn&#8217;t be anywhere near the front of a camera, but part of it is a way to make sure your beloved assets (from a managerial point of view) are shown to be doing&#8230;stuff. and things.</p>
<p>as the belts tighten, combined with the relatively low cost of shooting this stuff, this kind of exposure will continue to be vital. largely horrible to watch, but important for those folks into job keeping and whatnot.</p>
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		<title>By: Maximum Fish</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-2/#comment-119801</link>
		<dc:creator>Maximum Fish</dc:creator>
		<pubDate>Wed, 03 Dec 2008 20:46:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119801</guid>
		<description>This technology is unbelievable.  I remember thinking back in the day the Doom had reached the pinnacle of game immersion, and that nothing could look or play as good ever again.  How wrong i was!   Seriously, i don&#039;t even think HAL 9000 would scream if set on fire, and he was super smart!  At this rate, we&#039;ll eventually have games in which the enemy AI even emotionally responds to getting shot a thousand times.  I don&#039;t know, maybe by cartwheeling over backwards, or bleeding a whole bunch, it&#039;s too early to say.</description>
		<content:encoded><![CDATA[<p>This technology is unbelievable.  I remember thinking back in the day the Doom had reached the pinnacle of game immersion, and that nothing could look or play as good ever again.  How wrong i was!   Seriously, i don&#8217;t even think HAL 9000 would scream if set on fire, and he was super smart!  At this rate, we&#8217;ll eventually have games in which the enemy AI even emotionally responds to getting shot a thousand times.  I don&#8217;t know, maybe by cartwheeling over backwards, or bleeding a whole bunch, it&#8217;s too early to say.</p>
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		<title>By: Bobsy</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-2/#comment-119645</link>
		<dc:creator>Bobsy</dc:creator>
		<pubDate>Wed, 03 Dec 2008 12:02:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119645</guid>
		<description>JK2 had the best AI everever, and man was it keen to show it.

&quot;Get behind him!&quot;
&quot;Flank him!&quot;
&quot;Run in a zig-zag!&quot;
&quot;No no! You have to climb a tree!&quot;
&quot;Jedis can climb trees too, you idiot!&quot;
&quot;Stay perfectly still! Their vision is based on movement!&quot;</description>
		<content:encoded><![CDATA[<p>JK2 had the best AI everever, and man was it keen to show it.</p>
<p>&#8220;Get behind him!&#8221;<br />
&#8220;Flank him!&#8221;<br />
&#8220;Run in a zig-zag!&#8221;<br />
&#8220;No no! You have to climb a tree!&#8221;<br />
&#8220;Jedis can climb trees too, you idiot!&#8221;<br />
&#8220;Stay perfectly still! Their vision is based on movement!&#8221;</p>
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		<title>By: Frye</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-2/#comment-119626</link>
		<dc:creator>Frye</dc:creator>
		<pubDate>Wed, 03 Dec 2008 10:48:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119626</guid>
		<description>FEAR with colors? Good enough for me. I will (try to) never play a game with COD4-like artificial stupidity anymore. No matter how pretty. What kills most games for me is unlimited respawns and the fact that player tactics become irrelevant since the AI will always know where you are. Even Crysis AI which i found wonderful in open areas could not handle stuff like ummm walls. Developers have been unable to create AI that judges geometry in real-time. Not with the limited CPU time the AI guys are getting. I can only hope this will change in this era of multi-core, because, frankly i am getting a bit bored with enemies popping out of a room i just cleared and seeing bullets hit an indoor wall next to me , fired by some outdoor mob that can&#039;t possibly know i am there.</description>
		<content:encoded><![CDATA[<p>FEAR with colors? Good enough for me. I will (try to) never play a game with COD4-like artificial stupidity anymore. No matter how pretty. What kills most games for me is unlimited respawns and the fact that player tactics become irrelevant since the AI will always know where you are. Even Crysis AI which i found wonderful in open areas could not handle stuff like ummm walls. Developers have been unable to create AI that judges geometry in real-time. Not with the limited CPU time the AI guys are getting. I can only hope this will change in this era of multi-core, because, frankly i am getting a bit bored with enemies popping out of a room i just cleared and seeing bullets hit an indoor wall next to me , fired by some outdoor mob that can&#8217;t possibly know i am there.</p>
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		<title>By: cliffski</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-2/#comment-119609</link>
		<dc:creator>cliffski</dc:creator>
		<pubDate>Wed, 03 Dec 2008 08:58:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119609</guid>
		<description>Looks like someone gave a 10 second lecture on AI to the marketing department, and they got excited over a liquid lunch.</description>
		<content:encoded><![CDATA[<p>Looks like someone gave a 10 second lecture on AI to the marketing department, and they got excited over a liquid lunch.</p>
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		<title>By: unique_identifier</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-2/#comment-119536</link>
		<dc:creator>unique_identifier</dc:creator>
		<pubDate>Wed, 03 Dec 2008 02:17:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119536</guid>
		<description>@ clovus: &quot;Also falling off buildings&quot;

zombies do this sometimes towards the higher bits of no mercy in left 4 dead. it is most amusing. but what do you expect from zombies anyway?</description>
		<content:encoded><![CDATA[<p>@ clovus: &#8220;Also falling off buildings&#8221;</p>
<p>zombies do this sometimes towards the higher bits of no mercy in left 4 dead. it is most amusing. but what do you expect from zombies anyway?</p>
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		<title>By: N</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-2/#comment-119531</link>
		<dc:creator>N</dc:creator>
		<pubDate>Wed, 03 Dec 2008 01:54:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119531</guid>
		<description>From what I understand the hl1 grunt marines always knew the position of the player, no matter where you were. That&#039;s how they nailed those grenade throws so well. 
 I know most people here consider Halo1 fucking retarded but I have to agree with the two other guys, bungie hit it dead on. They managed to create a pool of enemies that complete each other, from the flood to the covenant and the  marines. And the fights between these classes always looked damn good, and to think how old the damn thing is...  

A nice detail was how some overzealous marines would fire two-three shots at a covenant after it was dropped, shouting some meatheaded punchline...</description>
		<content:encoded><![CDATA[<p>From what I understand the hl1 grunt marines always knew the position of the player, no matter where you were. That&#8217;s how they nailed those grenade throws so well.<br />
 I know most people here consider Halo1 fucking retarded but I have to agree with the two other guys, bungie hit it dead on. They managed to create a pool of enemies that complete each other, from the flood to the covenant and the  marines. And the fights between these classes always looked damn good, and to think how old the damn thing is&#8230;  </p>
<p>A nice detail was how some overzealous marines would fire two-three shots at a covenant after it was dropped, shouting some meatheaded punchline&#8230;</p>
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		<title>By: Jetsetlemming</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-2/#comment-119527</link>
		<dc:creator>Jetsetlemming</dc:creator>
		<pubDate>Wed, 03 Dec 2008 01:43:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119527</guid>
		<description>STALKER&#039;s AI was good in some places, like for example that one building in the north of Dark Valley they used as a base, fighting in there was way fun and let the AI play around a lot. 
Unfortunately under some situations the AI really badly faltered. One place in particular- the under construction building in Wild Territory, with the three mercs on top of it. If you approach it from the back, by Yantar, and get up the stairs to the second floor where they are without them seeing you, they&#039;re stuck up there in a small area, with no way to maneuver. They end up just strafing back and forth, getting into view, shooting at you, then backing off. It looks silly. Even if they could throw grenades in STALKER 1, they couldn&#039;t have gotten me, since the stairway has no walls or backing. 
The real issue isn&#039;t that they couldn&#039;t decide how to attack me- the actual artificial intelligence was fine. The problem is the problem with most modern games- a lack of animated, scripted, working options for the AI to take. If those mercs could, say, roll a grenade underhanded. That would&#039;ve gotten me. If they could&#039;ve leaned down over the lip of the building, they couldn&#039;t gotten me. If they could&#039;ve worked together and charged me all at once, they could&#039;ve gotten me.

Instead, as they were, every time I went to Wild Territory I had three easy pickings for weapons and ammo sitting ducks on top a building waiting for me.</description>
		<content:encoded><![CDATA[<p>STALKER&#8217;s AI was good in some places, like for example that one building in the north of Dark Valley they used as a base, fighting in there was way fun and let the AI play around a lot.<br />
Unfortunately under some situations the AI really badly faltered. One place in particular- the under construction building in Wild Territory, with the three mercs on top of it. If you approach it from the back, by Yantar, and get up the stairs to the second floor where they are without them seeing you, they&#8217;re stuck up there in a small area, with no way to maneuver. They end up just strafing back and forth, getting into view, shooting at you, then backing off. It looks silly. Even if they could throw grenades in STALKER 1, they couldn&#8217;t have gotten me, since the stairway has no walls or backing.<br />
The real issue isn&#8217;t that they couldn&#8217;t decide how to attack me- the actual artificial intelligence was fine. The problem is the problem with most modern games- a lack of animated, scripted, working options for the AI to take. If those mercs could, say, roll a grenade underhanded. That would&#8217;ve gotten me. If they could&#8217;ve leaned down over the lip of the building, they couldn&#8217;t gotten me. If they could&#8217;ve worked together and charged me all at once, they could&#8217;ve gotten me.</p>
<p>Instead, as they were, every time I went to Wild Territory I had three easy pickings for weapons and ammo sitting ducks on top a building waiting for me.</p>
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		<title>By: Valentin Galea</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-2/#comment-119518</link>
		<dc:creator>Valentin Galea</dc:creator>
		<pubDate>Wed, 03 Dec 2008 00:52:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119518</guid>
		<description>The Quake3 Bots - now that&#039;s AI. Everything else nowadays is scripted &amp; triggered stuff.</description>
		<content:encoded><![CDATA[<p>The Quake3 Bots &#8211; now that&#8217;s AI. Everything else nowadays is scripted &amp; triggered stuff.</p>
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		<title>By: Funky Badger</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-1/#comment-119515</link>
		<dc:creator>Funky Badger</dc:creator>
		<pubDate>Wed, 03 Dec 2008 00:40:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119515</guid>
		<description>&lt;i&gt;The problem is, consoles will severely hamper this. With in-order processing, smaller processors, less RAM, etc, it’ll be AGES before consoles can come close to what PC’s are at, even now.&lt;/i&gt;

Halo, Gears and R6V al have good AI and are all console games - Far Cry 2 and FEAR were ported to consoles.

I understand the AI on L4D works the same across the divide as well.</description>
		<content:encoded><![CDATA[<p><i>The problem is, consoles will severely hamper this. With in-order processing, smaller processors, less RAM, etc, it’ll be AGES before consoles can come close to what PC’s are at, even now.</i></p>
<p>Halo, Gears and R6V al have good AI and are all console games &#8211; Far Cry 2 and FEAR were ported to consoles.</p>
<p>I understand the AI on L4D works the same across the divide as well.</p>
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		<title>By: Ted</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-1/#comment-119511</link>
		<dc:creator>Ted</dc:creator>
		<pubDate>Wed, 03 Dec 2008 00:18:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119511</guid>
		<description>What&#039;s so great about STALKER&#039;s AI?  I&#039;m playing it now, and it basically comes down to run to the tree nearest the bad guys, lean out from behind it, wait for the AI guys to get bored and leave their cover to come after you, then blast them when they&#039;re out in the open and you&#039;re half way behind a tree.  It&#039;s a fun game, but I&#039;m not seeing anything noticeably impressive in the AI.</description>
		<content:encoded><![CDATA[<p>What&#8217;s so great about STALKER&#8217;s AI?  I&#8217;m playing it now, and it basically comes down to run to the tree nearest the bad guys, lean out from behind it, wait for the AI guys to get bored and leave their cover to come after you, then blast them when they&#8217;re out in the open and you&#8217;re half way behind a tree.  It&#8217;s a fun game, but I&#8217;m not seeing anything noticeably impressive in the AI.</p>
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		<title>By: That1GuyNess</title>
		<link>http://www.rockpapershotgun.com/2008/12/02/fear-2-project-origin-talks-ai/comment-page-1/#comment-119509</link>
		<dc:creator>That1GuyNess</dc:creator>
		<pubDate>Wed, 03 Dec 2008 00:12:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=5753#comment-119509</guid>
		<description>What ai is IS a bunch of careful scripting. And it seems people fail to understand that. The ai in fear was amazing for it&#039;s time and even now impresses compared to other games. It&#039;s difficult to design an ai that will actively flank you and move around you in a three dimensional way rather than sit behind cover 20 feet down the road like in BiA or Cod. It&#039;s much more difficult then you&#039;d think it is and anyone commenting that it&#039;s &quot;just a bunch of careful scripting&quot; doesn&#039;t know how ai actually works. What do you think Stalker or Half-Life was? Have you ever designed a goldsrc map? If you had you&#039;d understand that that&#039;s all any ai is. Careful scripting and designing the level around it&#039;s strengths.</description>
		<content:encoded><![CDATA[<p>What ai is IS a bunch of careful scripting. And it seems people fail to understand that. The ai in fear was amazing for it&#8217;s time and even now impresses compared to other games. It&#8217;s difficult to design an ai that will actively flank you and move around you in a three dimensional way rather than sit behind cover 20 feet down the road like in BiA or Cod. It&#8217;s much more difficult then you&#8217;d think it is and anyone commenting that it&#8217;s &#8220;just a bunch of careful scripting&#8221; doesn&#8217;t know how ai actually works. What do you think Stalker or Half-Life was? Have you ever designed a goldsrc map? If you had you&#8217;d understand that that&#8217;s all any ai is. Careful scripting and designing the level around it&#8217;s strengths.</p>
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