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Artificial Intelligence in Gaming
Here's a little article I found interesting where Peter Molyneux and Steve Grand discuss the importance of quality AI in today's next gen games, and how it can be accomplished.
to read the rest in full, look here:
The Hard-Thought Race for Intelligent Gaming
				
			Here's a little article I found interesting where Peter Molyneux and Steve Grand discuss the importance of quality AI in today's next gen games, and how it can be accomplished.
Peter Molyneux said:"If I as a player can do stuff in the world that is outside what the designer expects, and the game or game characters react appropriately, that's incredibly powerful. Suddenly, you think, 'Well, this isn't something that's just waiting for me to press the B-button; it's evolving around what I'm doing.' That is very emotionally compelling and, if you get it right, it can often be quite spooky."
Steve Grand said:As graphics have improved, the behaviour of characters has got more and more embarrassing. When characters looked cartoon-like, any vaguely lifelike behaviour was impressive, but now that characters have fluid movements, realistic textures and complex facial expressions, they tend to engage different circuits in the players' brains. The better the graphics become, the worse the behaviour looks. So the need for good AI is well-appreciated. The snag is that none of us knows how to make it work yet."
Steve Grand said:If you want to reach for the moon you have to go to the trouble to build yourself a space rocket, but if you only want to lift yourself three feet off the ground you might as well jump. There are easier ways to make the kind of intelligence most present-day games require, even though these techniques will never lead anywhere."
to read the rest in full, look here:
The Hard-Thought Race for Intelligent Gaming