Dave Mark's Expert Blogs
An examination of why what people THINK is bad game AI might not really be the fault of the AI programmer. (Yes, it is about Skyrim.)
What sorts of things you would like to hear about at the GDC AI Summit? Tell the AI Game Programmers Guild!
Why are we in the game business so afraid of good AI? Perhaps the AI in Ghost Recon: Future Soldier might help move us past our inhibitions.
Wherein I take some time the morning before E3 to ponder exactly what I expect to get out of what it has to offer me.
The football game, "Backbreaker" uses the Euphoria physics engine for its player motion. However, as one reviewer notes, if the player and coach AI is bad enough that the game is unplayable, it doesn't matter how good the physics look. I discuss.
Total War creator, The Creative Assembly, has announced the development of "Shogun 2" claiming that it features an AI system inspired by Sun Tzu's "The Art of War". While this is a nice idea, in large part, AI developers already use Sun Tzu's advice.
Usually, the technique of rubber-banding dynamically adjusts AI players to the player's skill and performance level in order to "keep things competitive". Sometimes, however, a game's core selling point requires rubber-banding to even exist in the game.
The 2nd year of the AI Summit at GDC promises to be just as amazing as the first. If you are involved in game AI as a programmer, designer, or even as a student, the AI Summit is the most important event of the year. Take a look at all 12 sessions inside!
There have been numerous posts on Gamasutra lately discussing various aspects of MMOs and how better AI can help. Coincidentally, this is the topic of my lecture at GDC Austin next week. As a sort of "coming attraction" I weigh in on these issues.
Why is it the arguably single most important element of many interactive games isn't prominently rated, judged, or given awards?