I may not need correcting, Naimis...except on the spelling of your name previous, and I do apologize for this.Naimisrepus wrote: After this paragraph, I'm having trouble believing that you worked with any sort of AI system at all and I'm not even sure where I should begin correcting you.
Because that's what I was led to believe. Between you, Unit, and the few others that wanted AI in SM, I was under the (apparently incorrect) assumption that the AI was going to be a fully functional side-by-side to a human player, so that one could code singleplayer campaigns. When I see the word "AI" I see Artificial Intelligence, which boils down to strings of code that program behaviors in an artificial being not controlled by the player. These behaviors can range from how often they blink their eyes in a given time period to how a zombie (since everyone seems to be on about zombie-mod) reacts to a player entering their field of vision.I'm saying you believe this, and you're wrong. which is something you admit to. You seriously think, seriously, seriously seriously think that the AI is in any way a replacement for players. This is wrong. It's a supplement for the map maker. AI can be used in a multitude of ways. They can range from being extraordinarily complex (like AI teammates, AI adversaries) or being incredibly simple (nothing more complex than "see player, kill player). Honestly I'm not sure what you think of when you see the word "AI". They're not replacements for humans. Even AI in strictly-verses multiplayer games is just there to curb boredom or act as a pacifier.
No, I don't think anyone said that. They just suggested the tools for mapmakers to implement bots.
Again, if no one truly said this, then I apologize for assuming...however, I was not led to believe this.
I'll concede this to you...makes sense, but then see my later points to why this becomes complicated.That's why you give the tools for AI to be successful over to the map makers. I don't think anyone was ever suggesting anything different.
I don't exactly get how you think that FloPS have nothing to do with AI...FloPS are the number of calculations the computer can do per second, which translates up into the number of lines of code it can read per cycle, which then translates up into how fast an AI character can "read" its code of behaviors and then respond accordingly. The more complex the code, the more adaptable the AI, but then the longer it takes to read and react. Still in the millisecond time given the fast nature of our computers, but it becomes notable to the human brain.FLOPS has nothing to do with anything when regarding AI. AI is usually made using dynamically generated coordinates and waypoints based on zones and pathing. I don't know where this even came from and has nothing to do with the conversation at hand.
This is hardly -my- designation...I'm merely taking general points from what works in other games.And there you go assuming AI has to meet your specific designation.
Fair enough. I'll give you that. But even in TM there were medal-levels...kinda like difficulty levels if you think about it.Irrelevant. Should be up to the Mapmaker what kind of AI he wants in his map and how hard it is.
I'm glad we can agree on something.Okay, I can agree. It shouldn't be hard to make different AI types. Or at least give people the tools to modify or add on to those types.
Everything communicates, Naimis. I'm not talking about real world communication like through a headset to a squadmate, I'm talking coded communication within the CPU from AI to AI. Everything communicates--heck, the rocks communicate with your player's foot so it can display a collision (read; contact) animation when it gets within contact range.Irrelevant. Depends on the type of AI. Zombies aren't going to communicate. Soldiers are going to communicate and will likely do so in a way that will not involve any visible communication.
Then possibly the AI should only serve as testing purposes, as have been discussed previous.Again, depends on the map maker. A novice map maker will likely have problems making AI that seems smooth and natural.
Then you and I differ on what is called an "editor". What you call an editor, I would call an in-house program.This is so incredibly wrong that I'm not even sure what universe it came from. ALL shooters, even most non-shooter games, have an editor of some sort. It is how the heavy work of games are made. It just so happens that the editor is never released to the general public because it would require heavy hacking to make any additions functional anyway.
An AI that can be run by simple waypoints and objectives would require massive coding on the dev end to be functional. Just look up "black box game code" and "white box game code" and you'll see what I mean.You just proved my point. Give the users the ability to script AI functions and place AI waypoints and objectives and the problem solves itself. No one is expecting AI and bots that are 100% functional on warped and ill-defined. This way, the AI bots work under all circumstances granted the map designer planned for it.
I'll give that to you. But, conversely, there are some players (me) that would like to play as a modern-war, or even WWII era soldier with the Nadeo flair. I'm not saying that's all I play, but considering I don't like large amounts of blood and gore, I tend to stay away from what you would define as a "unique" shooter, such as FEAR or Bioshock. Therefore, I hope they don't restrict the editor to be merely something we haven't seen before. I'm going to be as giddy about it as you are, believe me, but I also like some realism. Just like in TM. All those cars are based off of real models--you don't see anything like in Minority report or I, Robot, some weird car that's still got four "wheels", but that's it...there's a sense of realism there. Just like I'm hoping we see here.Because this game has the potential to not be another generic commercial shooter. This appeals to me.
Too many designers now feel that adding bullets and guns to an unworkable, hardly playable system is what makes a AAA game. Nadeo understands that user-created content is the core of many highly successful workable systems. If an FPS comes out that is based on user-created content with a workable editor, I want to be all over that because it sounds awesome.
And where did you get your source on this one? Did you get ESP when I wasn't looking?This isn't directed at me, but I want to point out that you don't know that. At all.
Again, this comes back to the clarification that you and Unit were unclear as to what purpose you wanted the AI to serve. If it's merely going to serve as a testbed before you put your map online with multiplayer functionality, then your ideas will be top-rate, and I'll stand behind you 100%. But, if you want the AI functionality to be challenging enough for a single player campaign, then I feel I must bring up these points that I have mentioned previously.Then not everyone should be making maps that have AI in them.
You're acting as if making AI is some dark and shadowy art that few understand. But it's not. There were systems for making dynamic user-specified AI in an editor back in the Warcraft 2 days. If Nadeo just gives us basic AI actions and maybe some templates, maps with AI integrated in them will come out and be great. End of story.
*blinks* And what exactly does that mean? You're assuming I've never played a singleplayer game in my life, I would fathom?Your experience with MULTIPLAYER games sure is a testament of how much you know about AI in video games.