Artifical Soldiers smarter then they're supose to be.
Posted: 2003-12-15 10:14pm
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In the case with the early Massive tests for Lord of the Rings (which was being developed early in production, as it was used for the Last Alliance battle in the beginning of the 1st film), the AI was actually a bit too stupid and myopic to know which direction the battle was taking place, so that if they got turned around and couldn't see any enemies in front of them (naturally, since they were facing the wrong way), they'd simply start running, with the assumption that they'd run into an enemy eventually. I think this was solved with a bit of modifications to intelligence and behavior (and also adding simulated sound and hearing, I beleive, unless that had already been implemented).Exonerate wrote:They had that problem with TTT too. I remember reading about it in Time or something...
YOU BASTARD! I just got done watching that bit on the TTT DVD!Darth Utsanomiko wrote: In the case with the early Massive tests for Lord of the Rings (which was being developed early in production, as it was used for the Last Alliance battle in the beginning of the 1st film), the AI was actually a bit too stupid and myopic to know which direction the battle was taking place, so that if they got turned around and couldn't see any enemies in front of them (naturally, since they were facing the wrong way), they'd simply start running, with the assumption that they'd run into an enemy eventually.
I doubt its real user, or system requirements friendly.Raoul Duke, Jr. wrote:My only question is, when is a version of Massive going to hit the gaming industry?
I mean, holy gods! Friendly and enemy AI can interacts with the environment on the same level human players do, instead of following dumb-as-toast pathfinding maps! Hoo-YAH!
Well, wait a few decades and you'll be able to play it on a laptop...Sea Skimmer wrote:I doubt its real user, or system requirements friendly.Raoul Duke, Jr. wrote:My only question is, when is a version of Massive going to hit the gaming industry?
I mean, holy gods! Friendly and enemy AI can interacts with the environment on the same level human players do, instead of following dumb-as-toast pathfinding maps! Hoo-YAH!
True, unless they rush each other in the first few minutes, and then both retreat off the map.Admiral Valdemar wrote:It'd make watching the computer fight itself in C&C for instance much more fun.
AI refusing to fight is nothing new. Even the AI on a Super Nintendo cartridge can see when your numbers look too good compared to his and refuse to engage. Sometimes, they even make pretty good retreat decisions. Sometimes they just huddle together - which doesn't stop you from killing them, but by not suffering the counterattack turn for minimal gain, they last just that bit longer.BlkbrryTheGreat wrote:http://www.canada.com/montreal/montreal ... EFCC111ACC
I'm thinking squad-based FPS like the Rainbow Six series and EA's Battlefield: 1942 and Battlefield: Vietnam.ArmorPierce wrote:I'm thinking that that would be very laggy. Besides, that makes it so that the player army would pretty much fight by themselves with little input by the player.
I never get tired of that article.Darth-Garfield wrote:For me it brought back memories of this article I once read.
But there it's the opposite, the AI attacks when it should run away
Gee, sounds like Full Spectrum Warrior.Raoul Duke, Jr. wrote: Can you imagine how much more fun it would be to issue an order to your AI squad and have them carry it out, instead of stumbling around, clotted up in a doorway?