Trackmaniack wrote:You guys don't know how to make a coherent argument. In one sentence you're saying that AI can be used for much broader things than a player-replacement, with you assume is what I'm proposing. And then in the other sentence you basically say the same thing I fear the AI will try to do (replace players), just using different words. Which is it? Is the AI merely going to be used for testing purposes or do you actually want it to be used in a singleplayer campaign? If it's the former, yes, the idea is feasible. You can have some rudimentary commands the AI can run through and therefore test your maps before you put them on the Shootmania Exchange. However, if you want the AI to be an actual substitute for a human player, i.e., in a singleplayer campaign, this is not the game for you. You cannot code the AI to be an adequate challenge while remaining adaptable to the sheer number of user-made maps that are going to come out. Well, yes, you can, but at that point it becomes exceedingly complex and the number of FloPS necessary to make it work becomes ridiculous.
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.
Trackmaniack wrote:And then in the other sentence you basically say the same thing I fear the AI will try to do (replace players), just using different words. Which is it?
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.
Trackmaniack wrote:However, if you want the AI to be an actual substitute for a human player, i.e., in a singleplayer campaign
No, I don't think anyone said that. They just suggested the tools for mapmakers to implement bots.
Trackmaniack wrote:You cannot code the AI to be an adequate challenge while remaining adaptable to the sheer number of user-made maps that are going to come out.
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.
Trackmaniack wrote:but at that point it becomes exceedingly complex and the number of FloPS necessary to make it work becomes ridiculous.
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.
Trackmaniack wrote:And to address your earlier reply, namus, I'm not the one restricting the game. I'm all for AI--IF it can function in the following manner:
And there you go assuming AI
has to meet your specific designation.
Trackmaniack wrote:Is scalable (has difficulty levels)
Irrelevant. Should be up to the Mapmaker what kind of AI he wants in his map and how hard it is.
Trackmaniack wrote:Is adaptable (has behaviors, not just preset routes)
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.
Trackmaniack wrote:Can "communicate" with AI squadmates, rather than just running around independently
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.
Trackmaniack wrote:
Can function smoothly and completely, no matter what kind of map is thrown at the code.
Again, depends on the map maker. A novice map maker will likely have problems making AI that seems smooth and natural.
Trackmaniack wrote:I don't foresee my request as being too gargantuan...most of those behaviors are present in any modern-day shooter. However, 99.9% of commercial modern shooters do -not- have an editor.
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.
Trackmaniack wrote:The AI's behavior is scripted off of known maps that the company themselves built, tested, and then packaged. However, with SM, that is not going to be the case. 90% of the maps are going to be -user created-, and therefore, if there -is- AI, it's going to have to function under any circumstance
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.
Trackmaniack wrote:. And, as a final note, Namus, if I was satisfied with two people standing in a room throwing rocks at each other, I'd've never progressed past doom, thank you very much. If that's all you see in a commercial shooter, what are you even doing 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.
Trackmaniack wrote:@Unit's last post: The waypoint and shootpoint system are already integrated into the game
This isn't directed at me, but I want to point out that you don't know that. At all.
Trackmaniack wrote: I'm saying that I don't think SM will even go that far, especially if you want a flexible AI that can be modified. It'll be up to the user to code behaviors, and then how and where those behaviors work. And that brings me to my previous point of not everyone's a programmer.
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.
Trackmaniack wrote:My data, facts, and info? Playing years of multiplayer games, both with mods and without, and seeing everything break at least once.
Your experience with MULTIPLAYER games sure is a testament of how much you know about AI in video games.