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by bee_rider 693 days ago
I think what people really want is a “human”-like AI that is worse than them, maybe quite a bit worse. But maybe not exactly what this type of dataset can offer. Which is to say:

I want to play against an AI that is dumb enough for me to beat it, but is dumb in human-ish ways. Depending on the genre of the game, I want it to make the sort of mistakes that actual people make in wars, but more often. Or I might want it to make the types of mistakes that the baddies make in action movies.

Human players in videogames might provide a little bit of a signal, but they do engage in a lot of game-y and not “realistic” movements, so point taken there. Some people are less familiar with games I think, so they tend to make less gamey movements. Anyone who’s been playing games since the 90’s will bounce around and circle strafe, so they need to be filtered out somehow, haha. Maybe they can provide training data for some sort of advanced “robot” enemy.

But the existing AI characters also make some pretty non-human mistakes. Like often it seems that AI difficulty slider is just like: I’m going to stand stupidly in the middle of the road either way, but on easy I’ll spray bullets randomly around you, and in very hard I’ll zap you with lightning reflex headshots.

Moves like examining a tree of possible movements, flanking, cover, better coordination, that sort of stuff would be more interesting. Maybe the player data-set can provide some of that? I’m actually not sure.

As far as I can think, early Halo games and the FEAR series had be best AI. It’s been a while. Time to advance.

1 comments

Yeah but the AI in the games you like was good because it was fun, not because they were circle strafing or doing movement mechanics that are explicitly effective but not realistic. Doing these things would make those AI much less fun as well as immersion breaking.