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We don’t even want that. Human like AI in a game like this would be really annoying for that vast majority of players that absolutely suck. People who want to play against AI generally want something that’s really dumb.

Playing against an AI that's really dumb gets boring quickly. Playing against an AI that's way too good gets annoying quickly.

I want an AI that can play like a human at my level would, such that the game is competitive and fun.

You probably don’t though. It’s actually really unfun to lose 50% of matches against an AI, or worse, because it doesn’t get tired or tilted or distracted.

It’s much more fun to go against an AI that is dumber than you but generally more powerful.

Different kinds of AI are likely fun for different players. Games have difficulty levels partly because not everyone wants the same level of difficulty relative to their own skill level. Some may want something easily beatable for them, some may want something difficult for them to beat.
It's unfun if the AI feels like it's cheating.

In Counter Strike the AI can be super dumb and slow until progressively it becomes a dumb aimbot. It doesn't become a better player with gamesense ans tacticts, just raw aim (Try arms race if you wanna feel it yourself)

In Fear the AI is pretty advanced in a more organic way. It coordinates several enemies to locate you and engage with you in a way that sometimes feels totally human. That feels great and when you lose you try again thinking something like "I should have positioned myself better" instead of "I guess my aim is just not fast enough".

We just don't get enough of good AIs to know how good they can feel.

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.

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.

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