Archived from groups: comp.sys.ibm.pc.games.action (
More info?)
On Tue, 10 May 2005 22:31:09 -0400, "JoeSmooth" <f@ke.70053> wrote:
>John,
>
>In a nutshell for those of us too lazy to check the links and get into the
>techincal AI and processing stuff, what can we actually expect from the
>amped up AI in real gaming terms?
>
Bots that behave a lot more like real players. "Intelligent-agent AI"
is one of the terms used. Each individual bot is
algorithmically-endowed with the capability of sensing and
appropriately reacting to its environment and the actions of live
players or other bots. Group behavior can be superimposed. Far Cry
uses this technology. The action-adventure game "Outcast" (1999) was
the first PC game to employ it. I believe that UT2004 also uses a
variant. Scripted-AI (where the bots behave in accordance with a
strict set of rules set by the programmers and are not endowed with
any individual decision-making) breaks down in wide-open spaces, or if
the live player acts in a way not expected by the programmers. In the
original Splinter-Cell, at one point early in the game the live player
can throw a tin-can loudly down a set of stairs in a
perfectly-legitimate attempt to distract the bots and sneak past a
certain point - doesn't work, the bots all suffer momentary total
deafness with ZERO reaction to the clatter of the can, because the SC
programmers apparently never expected the player to try that trick. If
Splinter-Cell had "Intelligent-agent" AI, one or more of the bots
would have investigated the noise, while others might continue to be
on their guard at a higher level of alertness...
The penalty for intelligent-AI is significant CPU compute-cycles
to execute the appropriate algorithms. Hence, the benefit of
the dual-core CPUs.
John Lewis
>"John Lewis" <john.dsl@verizon.net> wrote in message
>news:4280fdef.3268610@news.verizon.net...
>> On Tue, 10 May 2005 15:42:05 +0100, "One Punch Mickey"
>> <fantantiddlyspan@hotmail.com> wrote:
>>
>> >
http://tinyurl.com/cckza (link to AMD site)
>> >
>> >Drool, slobber, etc.
>> >
>> >
>> >
>>
>>
>> Some additional comments following my previous posting:-
>>
>> Very little performance improvement with the move to 64-bit. Not
>> surprising with a 32-bit to 64-bit conversion of an existing game.
>> Better to put optimizing effort into future development, particularly
>> with dual-core just around the corner.
>>
>> I would love to see a version of Far Cry recompiled for AMD64 2X
>> 4400+, or 4800+ dual core, with Crytek throwing all of their
>> intelligent-AI ideas, (including any currently impractical due to
>> their CPU-cycle consumption dragging down the frame-rate ) at the
>> second core. Dual-core will be the key-enabler for truly-smart
>> open-space AI in single-player games, with the AI threaded to take
>> priority advantage of the parallel-computation capability.
>>
>> John Lewis
>
>