| "and simulating full sense perception for something like a soldier in a shooter game is very computationally expensive, so "smart" opponents tend to feel like cheaters since they are thinking in terms of the underlying representations instead of behaving or reacting in a believable way." I am not saying it is easy. But today, we got some more cpu power to throw at the problem. And even if you simplify a lot, you would still get better results, than plain cheating, which breaks immersion for me too, when they all storm my position, they could not know exactly. "In contrast making soldiers that are satisfying opponents requires a blend of assets: carefully managing their positioning, animation states and voice callouts" And here is the crux: there are tons of ressources thrown at the animation states and voice callouts, which is even more frustrating, when their behavior is as dumb as allways. And not everything is expensive to simulate: in allmost every game with stealth elements for example: you can kill some enemies and the others are looking for you for some time - and then they go back to their default state with "ah, it must have been nothing", even though they might have been already wounded by you and witnessed comrades fallen. Here you would not need more cpu power, but simply a third state: where they can still give up the search, but remain on guard. (And tend to their wounds, etc. ) |