The Simplest AI Trick in the Book
Video Statistics and Information
Channel: GDC
Views: 268,005
Rating: undefined out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design
Id: iVBCBcEANBc
Channel Id: undefined
Length: 25min 19sec (1519 seconds)
Published: Mon Nov 07 2016
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Very interesting stuff. The biggest disclaimer here though is that this is pre-parkour 2.0.
I wonder if this system is still being used
That is why loot/ayatan stars and enemies spawn behind walls, cause we arent teaching them.
I like the implication this has. Maybe we could by just playing the game teach the AI how to become more effective against us.
If he can pull this off then why are so many of the game's enemies still so brain-dead?
I was at that talk :) I love DE's talks, though I'm not sure if I can make time for GDC next year.
It would have been possible had it simply been just wall running, but expecting an AI to be able to bullet jump and and bullet jump cancel. If they could ever even come remote close recognizing and utilizing half as many paths as a player could take, the stalker fight itself would be insane.
If Warframe had one good boss fight, I'd be so happy.
This is a cool find. Using multiple inputs from thousands of players to serve as learning tools for the bot. Allowing them to learn pattern and making their own judgements on how the bots can position themselves and traverse the terrains
Literally unplayable.
NPC should learn from players how to T-bag, so NPCs can teach new players how.