An AI from BF2 threw grenade into building, and entered before it explodes.
An AI from BF2 threw grenade into building, and entered before it explodes.
Arcanum: followers equiping cursed armor (and blocking doorways)
Minecraft: cats affinity for cliffs and lava
And yeah, that arma 2 vehicle behaviour... it took me an hour to realise that I WAS giving the correct command and they just can't drive :/
Yeah.
I love making fun of people playing coops vs. AI. All the tactical sneaking and whatnot, and then they all die because bots can see through obstacles. It's also quite amusing when AI gets under fire, it usually just lays down on the ground and thinks about the meaning of artificial life.
Obviously, the more you ask AI to do, the stupider it will look. We always talk about the great AI in Unreal Tournament 99, but they don't really have to do much... and benefited from a style of gameplay where bots can be fun to play against.
Brink is actually the most impressive AI that I have personally witnessed. I've always been disappointed by AI in RTS, or objective-based FPS. Brink's is kind of amazing...but that doesn't mean it can play like a human. I don't think any AI is advanced enough to play Brink like a human.
Splash Damage's main mistake was calling botmatch a "Campaign." If they called it "Training mode", then nobody would complain, just like no one would complain about Nuclear Dawn's "training mode."
In comparison, Killzone 2's botmatch AI was about as ambitious as Brink's. And it was good.... very good. And yet, it isn't nearly as good as Brink's AI, which is much faster, more aggressive, and more decisive. But, Killzone 2's botmatch AI was praised, and was the 2009 Vote Winner for aigamedev.com... while Brink's was heavily criticized.
The reason for this, I believe, is that one was offered as a practice mode, and the other was offered as a single player campaign where players wanted the AI to perform as well as the scripted AI in linear FPS campaigns.
The other mistake was how Splash Damage tweaks the intelligence of the AI throughout a single player match. It's nice that the bots are able to scale up and down, not just in their accuracy like bots in other games, but in their decisiveness.... but because of this, Splash Damage ended up making their AI look a lot weaker than it really was.
At the start of the game, the defensive AI is turned up, and the offensive AI is turned down. As the objective timer counts down, this equals out, and in the last few minutes, the offensive AI is turned way up, and the defensive AI is turned way down to try and get a dramatic Overtime finish. Making the offensive AI more intelligent is somewhat needed, because AI can defend a lot better than it can attack..(defending just doesn't require the kind of nuanced decision making that attacking does.) But this resulted in a lot of "stupid AI behavior" when the player's team has been scaled down for the sake of difficulty or drama.
If you play defense on Hard, you will see just how damn good the Brink AI can be. They don't mill around like they do when you are on offense... they do objectives very fast. The moment an area is clear, the objective is done. You will find that on a lot of maps, the offensive AI can actually beat you on Hard. This is helped by the fact that the bots on your team have been scaled down, and just can't keep control of the objective zone. But it is still amazing how fast they are at performing the objectives the moment there is an opportunity.
By far, the most impressive thing about Brink's AI, to me, is how they group up at spawn and attack together as well as the positions they take once they have control of an objective area. Most of the time they will attack head on...but occasionally they will try to sneak through the vents as a team on Reactor...or go under the tunnel on Shipyard...or split-push. The best way to play botmatches in Brink, is to adapt to what your bot teammates are doing, instead of expecting them to adapt to you. Don't push on your own... Join them when they group up, and support them. Don't run at the front of the pack...stay behind them...try to stay alive, and support them as much as you can.
Last edited by tangoliber; 02-07-2012 at 04:41 AM.
Heh you almost make me want to play Brink again. That game deserved so much more than what it got. Think the main problem was that people expected CoD/BF combined with Mirror's Edge, while the actually was Team Fortress 2 combined with Mirror's Edge. The sucky launch and few occasions of terrible map design didn't help either. But really it's a great objective based team game that throws the pseudo realism out the window.
Quake Wars had great AI too. Hell, they were better teamplayers than most people on pubs. Great game.
Couldn't stand Brink though. The art was crap, the UI was a mess, the maps all looked and played the same, etc.