F.E.A.R. enemies are very good for their time period, but there’s also quite a lot of smoke and mirrors involved that make them appear much smarter than they actually are. The voice lines are a great example, making you think they’re actually much more coordinated and intelligent than they are. The combat arenas are also very deliberately designed in tandem with the AI, both to maximise the efficiency of the AI that exists, but also to give them a bunch of opportunities to do manoeuvres that were unusual for the time - again to further the illusion. Good examples are ledges they can jump over and windows they can smash. It’s a much less smart and dynamic AI than it appears, but these small interactions give the impression of a highly intelligent enemy that interacts with the environment a lot.
They still do do some cool things sometimes though, like retreat and close the door behind them and wait in ambush.
It was mentioned elsewhere but the S.T.A.L.KE.R. original trilogy and S.T.A.L.K.E.R. Anomaly has pretty good AI. I guess Clear Sky has a little too much grenade spam but Shadow of Chernobyl and Call of Pripyat both have good AI, though I haven’t sat down and made exact A-B testing with F.E.A.R… Anomaly has a bunch of mods too that make the AI even better.
That’s all videogame “AI”, though. It’s all basic algorithms that provide an illusion. That’s why it’s so great when they nail it.
Hell, even the real “AI” like Claude is still just an illusion, and there are WAY too many dumbass ELIZA effect suffering motherfuckers on this planet…
Yes of course, I’m not suggesting any video game has any sentient actual intelligence. I’m just using the old terminology where “AI” means “whatever controls enemy and NPC behaviour in the game”.
My point is that even F.E.A.R.'s “Goal Oriented Action Planning” is much less sophisticated and complex than it first appears, thanks to excellent design and clever illusions.
F.E.A.R. enemies are very good for their time period, but there’s also quite a lot of smoke and mirrors involved that make them appear much smarter than they actually are. The voice lines are a great example, making you think they’re actually much more coordinated and intelligent than they are. The combat arenas are also very deliberately designed in tandem with the AI, both to maximise the efficiency of the AI that exists, but also to give them a bunch of opportunities to do manoeuvres that were unusual for the time - again to further the illusion. Good examples are ledges they can jump over and windows they can smash. It’s a much less smart and dynamic AI than it appears, but these small interactions give the impression of a highly intelligent enemy that interacts with the environment a lot.
They still do do some cool things sometimes though, like retreat and close the door behind them and wait in ambush.
Well, illusion or not, all I see today is zombies or monster rushing you or soldiers beelining to the objective and stopping to shoot.
Find me better soldiers/bots to fight in single player games and you’ll make my day :)
It was mentioned elsewhere but the S.T.A.L.KE.R. original trilogy and S.T.A.L.K.E.R. Anomaly has pretty good AI. I guess Clear Sky has a little too much grenade spam but Shadow of Chernobyl and Call of Pripyat both have good AI, though I haven’t sat down and made exact A-B testing with F.E.A.R… Anomaly has a bunch of mods too that make the AI even better.
That’s all videogame “AI”, though. It’s all basic algorithms that provide an illusion. That’s why it’s so great when they nail it.
Hell, even the real “AI” like Claude is still just an illusion, and there are WAY too many dumbass ELIZA effect suffering motherfuckers on this planet…
Yes of course, I’m not suggesting any video game has any sentient actual intelligence. I’m just using the old terminology where “AI” means “whatever controls enemy and NPC behaviour in the game”.
My point is that even F.E.A.R.'s “Goal Oriented Action Planning” is much less sophisticated and complex than it first appears, thanks to excellent design and clever illusions.