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Artificial Inteligance What Is an AI • An AI creates intelligent Behaviours for the Non-Playable characters (NPC). • An example of this is in a FPS game in where an NPC has near perfect aim where as yours maybe terrible. What is the purpose of the AI • The purpose of artificial intelligence is to make characters in the game that use simple algorithms to work out there area in the game level and then move to a new area without hitting the walls, AI may also be given other functionality such as firing weapons and special animations. How has the AI Advanced • During the golden age of arcade games, AI opponents was largly popularised frome the success of space invaders (1978) • In recent years the analysis and immediate adaptions for AI have grown. For example games like Façade (2005) which creates multiple dialogue ways help create a more entertaining gameplay. • Artificial Intelligence is there to instruct characters that are not controlled by players. (NPCs). The features of Artificial are endless, but generally the AI is programmed to respond to an action made by a player. When creating features of Artificial Intelligence the trick is to limit the AI’s skill. Games developers can’t release games with NPC’s above the level of human skill. (The game would be unplayable). The Artificial Intelligence has a responsibility to challenge the players, and also follow at set of commands after players have triggered them. For example early versions of AI were based around board games such as chess and checkers. Once a player takes their turn the AI would already be trying to predict their next move. History of AI • Over the years AI or artificial intelligence has become more of a focus within game engines and developed drastically. First AI was very basic, a system that kept NPC on a path or like some sort of pattern, giving the appearance that the NPC was clever then just basically a target that stood still. For example earlier games like Super Mario had enemy NPC walk up and down a selection of the platform, like they were patrolling an area but when they saw the player they didn’t react when in later years AI developed so when the player was in sight of the NPC’s direction, the NPC would react and would accelerate towards the player’s position on the screen. Another example the Fox Engine, Konami’s game engine for the Metal Gear franchise has always have a heavy focus on their AI. NPC would patrol an area and react to seeing the player, given the explanation mark on top of the head and having NPC’s body react to being surprised to seeing the player, gives an immersive experience for the player. • Developers over the years and incorporated an AI system into their game engines, making it a lot easier to apply an AI system to an NPC. Depending on the genre of games, developers should consider how the NPC reacts to situation like if the player attacked an NPC the AI should recognize the players is trying to start a combat phrase and should react if the health bar reaches zero. In some games, some NPC especially some modern day boss battles, after losing an amount of health the Boss would become more aggressive and increase the difficulty, giving the player more of a challenge. Developers should also consider if NPC should follow a pathway, giving the illusion of the NPC having a role within the game world, even though the NPC is just walking around and not really reacting with the world.