As I’ve argued in previous posts, the quest to create authentically humanly intelligent AI has been a quixotic failure to this point, and will probably be so for the foreseeable future. Nor do good games generally result from the assumption that the player is a moron. It may well be true–given that the mean statistical distribution of stupidity in the general population is quite high–but if you design a game around that belief it tends to produce really bad games. Or a bestseller by id software. Whichever.
Posts Tagged ‘Game AI’
Situational Awareness, Part 1: Theory
Posted: November 17, 2009 by Twitchdoctor in Game AI, game designTags: computer games, Game AI, situational awareness
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Game Difficulty and Achievement Systems
Posted: September 25, 2009 by waltersthegreat in Game AITags: computer games, Game AI, game design, game development, game rewards, video games
Maybe there will never be an independent developer or development firm passionate enough to build the perfect bot, but there already have been productive alternatives that distract from this. The achievement systems used by Xbox and “World of Warcraft” are two successful examples.
Good AI, Bad AI
Posted: September 21, 2009 by Twitchdoctor in Game AITags: computer games, Game AI, game design, game development, video games
Especially for gaming purposes what counts is not how smart the AI really is but how smart it appears to be.
Will this be on the test? (Part 2)
Posted: September 16, 2009 by Twitchdoctor in Game AITags: botprize, computer games, Game AI, Turing Test, video games
Now on the face of it the botprize looks like a very simple challenge. Whichever player kills you and then takes the time to teabag you, that’s the human.
