Why is there almost no games with cool artificial intelligence? Other than rain world, stalker and F.E.A.R...

Why is there almost no games with cool artificial intelligence? Other than rain world, stalker and F.E.A.R. it's very rare to stumble on a game with ai that renders the illusion of life. Why is that so?

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>it's very rare to stumble on a game with ai that renders the illusion of life. Why is that so?
Same reason most games still treat damage as simple numbers and your character will play the exact same on 1% health as 100%, its way easier to design simple games and while very cool, unless ai plays some big role in the game its not necessary to focus time and energy on it to make a successful game.

I haven't played any of those games? what do you mean by this post? what makes those games special?

That's sad. Where's the ambition and hunger for evolution in this shit industry now? I remember companies trying to work for the betterment of the medium and trying new things during the PS1/PS2 days. Now only indie games try to establish new things.

It depends, regarding f.e.a.r there's a lot of things the soldiers do that are sensitive to context, level design and the player's action. They react to everything and talk to each other.
In stalker and rain world it's less focused but also more alive. There's factions and they remember your previous behavior and react accordingly, scavengers in rain world will turn less hostile and more curious if you lay low, drop your weapon in their vicinity, give them items and follow them around for example, but it's also more randomized and complex. Chaos has a presence in the game in the sense that you cannot predict what the AI is about to do at all.

>Rain world
creatures interact with eachother and player in a way that makes them feel very much alive, each of them has their own little quirks and sometimes even individual creatures of same species can feel like they have their own personalities. Most enemies also have ambitions beyond killing the player and will sometimes fight among eachother for the player like animals would for their meal.
It goes much deeper than that for certain enemies but thats the short explanation of the game's ai.
>S.T.A.L.K.E.R
Less advanced than rainworld but still very impressive for its time. Factions will send squads on missions that will travel the ingame map and the zone you are currently in, in real time. They also loot corpses, pick up weapons, report happenings over radio and sell their items to merchants. I havent looked into this as much as rainworld though so this is mostly based on what ive noticed while playing myself so its very likely ive missed some behaviors.
>F.E.A.R
Havent played it but from what ive seen the ai seems to work together as a group and will attempt to trick and flank the player on numerous occasions and also interact with the enviroment by kicking down tables and other objects for cover, breaching walls and breaking down windows for entry.

>Ah! There is one that I'll always remember...

>To start out the story, note that each of the limbs of the creatures can take damage. Like, if you hit a lizards arm or leg with a rock, it can cripple that limb, meaning that the lizard cant use it for locomotion; it will move slower, and if it is trying to climb a pole or something and it weighs too much for the other limbs to support it and will probably slide down, with its broken arm or leg dangling, etc.

>Another thing to note is that the creatures pathfinding will learn from its mistakes, so if it attempts a path a few times and is unable to for whatever reason, it will seek out alternate routes.

>SO! We are testing all this on a white lizard, which can normally walk on walls etc., making sure that when its limbs break, its pathfinding AI chooses a floor based route rather than trying to climb a wall and fall off over and over. We break the legs and then the arms and everything seems to be fine.

>What we DIDNT take into consideration was its tongue. White lizards have a long sticky tongue like a frogs that can be used to grab onto prey and into its jaws. So after the lizards legs are crippled and it should be just a pile of twitching meat, we notice the tongue starts flailing around. Then it starts sticking to things. Then the lizard starts PULLING ITSELF ALONG using its tongue, grabbing onto things, reeling itself over, etc etc. :O :O :O

>None of that was programmed or intended in any way. The pathfinding AI just found a way to solve the locomotion problem using the limbs it had available. But it was SPOOKY AF.

I think it's very neat

steamcommunity.com/app/312520/discussions/0/135512555423704858/

Implementing proper AI requires specialist domain knowledge and a lot of dev time and studies show that most players don't appreciate or notice it.

pretty much this. its not worth the devtime and effort to focus on ai, especially when most devs already struggle to meet deadlines.

We can't have anything good because of normies, got it.

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>S.T.A.L.K.E.R
The mutants can also have interesting AI moments. The blind dogs paying attention to the noises made by other blind dogs, moving the corpses around, faking attacks, some mutants actually ambushing you not in a scripted way, etc.

Also, in some prototype versions of S.T.A.L.K.E.R. another Stalker, some NPC, could take on the main story quests and finish the game instead of you. I don't know how much realised it was or if it was just marketing talk because it seems like a really bad idea if you need to compete with some tryhard NPCs instead of exploring at your own pace, but hey.

Pic related is a must-play NES game for effective use of AI. Every enemy has a distinct personality with neat details, some have relationships, you can anger them or make them run away and some can do sneaky shit like baiting you or faking you out and such. True work of love.

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The "illusion of life" is mostly in things like scripted reactions, hidden counters, RNG, and extra dialogue lines (stay out of the womens' restroom, JC). In other words, not intelligent at all.

A genuinely smart AI trying to accomplish their objective is just a bot with the settings turned up. Nobody likes those.

It's irrelevant to industry developers because the difference between an intelligent reaction and a well scripted sequence is only noticeable on replay and they don't get paid per playthrough

Kenshi
Stalker
Dwarf Fortress
Dragons Dogma

Sounds like a gimmick desu senpai.

Because it doesn't sell. The average normalfag won't ever notice it as he isn't really aware of just about anything, hell the AI is probably smarter than him at that point.

Since you gotta maximize returns, much better to put the money on marketing to the braindead cattle instead.

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I couldn't care less about the AI being truly "smart" or not as long as it looks alive. I played Elden Ring where every monsters and soldiers are basically having two different state: hostile and idling, and I'm tired of this shit, it's 2022 and games are on the same foot as games from 1980 regarding the AI.

no one lives forever 1 and 2 have similarly good AI to F.E.A.R, same devs

It's because the main character and bad guys are gimmick toys.

Also I forgot to mention that you attack by charging a projectile. Well, if you keep the projectile charged then you can threaten some enemies and make them fall back, while other enemies will be stuck in a wild west stand-off waiting for you to fire.

>I couldn't care less about the AI being truly "smart" or not as long as it looks alive
Alright, that makes sense. In fact I agree. I hate when reactive combat is reduced to rote memorization because the enemies are braindead. But we aren't the paypigs devs target. Where's the incentive?

Joe Schmoe doesn't like getting suckerpunched. Little Timmy doesn't like getting suckerpunched. There's a giant autistic community built around enemies doing the exact same thing at the same time every time so they can win as fast as possible, and they've got deep pockets and free advertising.

bump

I love dis game :)

Ok but if you are an indie dev how do you make some actually good AI without wasting years just on that single thing?

>turd world

when will a game capture the true intelligence of animals by having one hit instakill lizards camp important exits several lives in a row, just like they do in real life