What Makes Good AI?

  • Published on May 30, 2017
  • When we talk about good AI, we often think about highly efficient and aggressive enemies in shooters like FEAR and Halo. But surely there's more to good artificial intelligence than this?

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    The Illusion of Intelligence | Bungie

    New Doom's deceptively simple design | Gamasutra

    The Secrets Of Enemy AI In Uncharted 2 | Gamasutra

    The Systemic AI of Far Cry | AI & Games

    Arkham Intelligence | AI & Games

    The Artificial Intelligence of Halo 2 | HowStuffWorks

    [ZIP] Designing to Promote Intentional Play | Clint Hocking

    The Perfect Organism: The AI of Alien: Isolation | AI & Games

    [PDF] The AI Systems of Left 4 Dead | Valve

    Toru Iwatani Interview | MameWorld

    Uncharted 4 is not as scripted as you might think | GamesIndustry.biz

    Find Out More

    [PDF] Three States and a Plan | MIT Media Lab

    Managing Complexity in Halo 2 | GDC

    Modeling AI Perception and Awareness in Splinter Cell: Blacklist | GDC

    Understanding Pac-Man Ghost Behavior | GameInternals

    Drivatar in Forza Motorsport | Microsoft Research

    MGS V Enemies Response System Guide | SegmentNext

    How Prompto's AI-drive selfie system in Final Fantasy XV was built | Gamasutra

    Further Reading / Viewing:

    Laments on Half-Life 2's AI and balance | Joe Wintergreen

    Game Development Myths: Players Want Smart Artificial Intelligence | Ask a Game Dev

    Games shown in this episode (in order of appearance):

    F.E.A.R. (Monolith Productions, 2005)
    Halo 2 (Bungie, 2004)
    Half-Life (Valve Corporation, 1998)
    Halo: Combat Evolved (Bungie, 2001)
    DOOM (id Software, 2016)
    Alien: Isolation (The Creative Assembly, 2014)
    Batman: Arkham Asylum (Rocksteady Studios, 2009)
    Waking Mars (Tiger Style, 2012)
    Final Fantasy XV (Square Enix, 2016)
    The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
    Splinter Cell: Blacklist (Ubisoft Toronto, 2013)
    Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015)
    The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011)
    Uncharted 2: Among Thieves (Naughty Dog, 2009)
    Far Cry 4 (Ubisoft Montreal, 2014)
    The Swindle (Size Five Games, 2015)
    Mark of the Ninja (Klei Entertainment, 2012)
    Pac-Man (Namco, 1980)
    Civilization V (Firaxis Games, 2010)
    Far Cry 2 (Ubisoft Montreal, 2008)
    Vanquish (PlatinumGames, 2010)
    Hitman (iO Interactive, 2016)
    Spelunky (Derek Yu, 2012)
    BioShock (Irrational Games, 2007)
    Prey (Arkane Studios, 2017)
    Middle-earth: Shadow of Mordor (Monolith Productions, 2014)
    Killer Instinct (Double Helix Games, 2013)
    Forza Motorsport 6 (Turn 10 Studios, 2015)
    Left 4 Dead (Turtle Rock / Valve, 2008)
    Rain World (Videocult, 2017)
    S.T.A.L.K.E.R.: Shadow of Chernobyl (GSC Game World, 2007)
    BioShock Infinite (Irrational Games, 2013)
    The Last Guardian (genDesign, 2016)
    Event[0] (Ocelot Society, 2016)
    Half-Life 2 (Valve Corporation, 2004)
    The Last of Us (Naughty Dog, 2013)
    Uncharted 4: A Thief's End (Naughty Dog, 2016)

    Music used in this episode:

    Waking Mars OST
    Please, Don't Touch Anything OST

    Contribute translated subtitles - amara.org/v/C3BFA/
  • GamingGaming

Comments • 2 623

  • Shibaboo
    Shibaboo 4 years ago +3938

    The amount of source material on your description deserves a shout-out, holy shit. Thanks for the good work

    • JasherOne
      JasherOne 7 months ago

      Did they delete the source materials or am I missing something? All the description I can see is "When we talk about good AI, we often think about highly efficient and aggressive enemies in shooters like FEAR and Halo. But surely there's more to good artificial intelligence than this?"

      I CAN SPELLE Year ago

      The bar is really low on youtube lmao

    • Jaydev Raol
      Jaydev Raol Year ago


    • effexon
      effexon Year ago

      Sometimes I wonder if youtube is masters degree or other way round for creators... Most masters degree thesis(?) papers clock at 100 pages but lack any quality, compared to these.

    • Peepock
      Peepock Year ago

      Game Maker's Toolkit
      Nor a toolkit

  • Adrian Bik
    Adrian Bik Year ago +1831

    * Two guards in Skyrim sitting by a bonfire *
    Me: *Kills one with an arrow*
    The second guard: *"Must have been the wind"*

    • Gaming for fun
      Gaming for fun 2 months ago +1

      Good learning algorithm. but also programming, take any game, Skyrim, Witcher for example, even in rain people are still sitting on benches outside or next to a fireplace that still mysteriously burns in a huge rain storm

    • wolfboyft
      wolfboyft 4 months ago

      Hey watch it I'm trying to play that game here lol

    • Lo Lee
      Lo Lee 6 months ago

      Don't joke about Skyrim's enemies A.I. Would you like to be joked about your mental disabilities? Shame on you,, people!!!

    • Richard Tucker
      Richard Tucker 6 months ago +1

      @DoubleMonk050607 Mendoza its funny you say that actually because that was what i believe Aristotle or Socrates (Greek philospher at least) first theorized.

    • Alchemyst
      Alchemyst 6 months ago +1

      Or more interestingly:
      Me: Shoots a guard with an arrow.
      The guard, arrow still sticking out of their head, 10 seconds later: "Must have been the wind"

  • Cullen Hutchison
    Cullen Hutchison Year ago +229

    I had never really considered that "good AI" and "smart AI" would be different. I guess it depends on the game/situation whether they are the same thing or not.

    • Gabriel Andy
      Gabriel Andy 10 months ago +4

      ​@True Fiasco if its a competitive game like bots for offline play Ai that don't use cheats and play very good is good...... but if it use cheats its bad/crap, so alpha go or open ai five is kinda the goal for bots that replace humans. i think theres a huge differencve betwen a single player adventure story game Ai where it could cheat and tyr to make the game fun from one that is replacing a human function, on the other example everything in this videos apply, but for the ones that are replacing a human its different.

    • True Fiasco
      True Fiasco Year ago +3

      if all npcs had ai on the level of alpha go no one would ever win.

  • 이태진
    이태진 3 years ago +3611

    Aaaand... there's NPCs who walk slower than player's running but faster than walking in escort missions.

    Developers designed this WILL go to gaming hell.

    • Nikolai Markov
      Nikolai Markov 4 months ago

      In Yakuza 0 there is actually a clever way Sega solved this. When following Oda through Chinatown in chapter 8 (or 9? I think)9I've done so much in that game's chapter 10, that I kinda forgot [save number 165]). So, when following Oda, we get an opportunity to press a button to follow him at his exact speed, and it was just like being in the best place ever

    • Usual Unusual Kid
      Usual Unusual Kid 8 months ago

      That is not ai though, is it?

    • Zeus The Greek
      Zeus The Greek 9 months ago +1

      LOL, thank you for this comment. Haven't heard anyone mention it before. I'm glad its not just me being infuriated by that.

    • enki
      enki 10 months ago +1

      literally opt for a hold hands button like in ICO. technology has existed for two decades man

    • Sleepy Goblin
      Sleepy Goblin 11 months ago +1

      Player walking speed 10
      Player running speed 20
      NPC movement speed 15

  • ism
    ism 2 years ago +410

    It's like in a movie where, when you analyze how the battle was won from a third, uninvolved perspective, you realize that the reason the hero won was just that the enemies didn't attack to their full extent.

    • CommanderLeo
      CommanderLeo 3 months ago +1

      @Ary when in doubt just insult a person's intelligence, right?

    • Ary
      Ary 5 months ago +2

      @Binnie B "Those movies are terrible except Heath Ledger" Sorry but are you a fucking moron that just doesnt understand good movies?

    • Garrett Touring
      Garrett Touring 9 months ago

      @Binnie B god I miss Heath Ledger. His amazing portrayal of the joker was the only reason I watched the movie.

    • Binnie B
      Binnie B Year ago +10

      @Noisy Planet all those bad action movies get to me.

      also don't even get me started on how bad the Nolen Batman trilogy is. Heath Ledger saved that man, those moves are TERRIBLE except for one absolutely stellar acting performance and it killed the guy to do it.

    • Noisy Planet
      Noisy Planet Year ago +9

      @Binnie B LOOOL that shit also happens with Batman, that's why I don't bother with his movies. They piss me off.

  • Haxor inator
    Haxor inator 4 years ago +3509

    FEAR always amazes me about how the AI reacts. Especially for a decade + old game. Especially when compared to modern shooters like BF or CoD

    1. They notice flashlights
    2. They scan the room, when their head turns to you you’re spotted
    3. They use ordinary objects as cover (they flip tables and chairs for cover!)
    4. They toss grenades when you’re in a tight area or cornered
    5. They FAKE DEATH!
    6. They change position as soon as you look away to reload
    7. They swarm you from different angles/sight lines
    8. Did I mention they feign death?

    Never have a played a shooter where I really felt hunted but not powerless

    • Devilforce988
      Devilforce988 6 months ago +1

      @Travis Schpeltinger quite early in the game I opened a door which made noise but didnt alert the replica then turned my light on and they responded and flocked over like moths

    • Travis Schpeltinger
      Travis Schpeltinger 6 months ago

      I don't think they notice flashlights honestly

    • Jhon At buckle
      Jhon At buckle 6 months ago +1

      Try rdr2

    • Poli T. Heliu
      Poli T. Heliu 11 months ago +1

      Halo CE has that “faking death” thing with the flood, and I genuinely loved that.

      You were scared of the Flood in CE because they were seemingly unkillable.

    • Jaydev Raol
      Jaydev Raol Year ago +1

      That sounds pretty cool.

  • Commentur The Great
    Commentur The Great 3 years ago +1950

    In Bioshock infinite it makes total sense that Elizabeth is "invincible". The enemy has a motive to keep her alive.

    • Secret Agent
      Secret Agent 3 months ago

      I frequently watch Elizabeth porn

    • haha hey
      haha hey 4 months ago +1

      @DeepFried IceCream none of what you said justifies that bioshock isnt a lazy game.

    • Commentur The Great
      Commentur The Great 7 months ago

      ​@The Meme Lord Wait a minute, are you suggesting that my opinions are not perfect in every way? Heretic!

    • The Meme Lord
      The Meme Lord 7 months ago +2

      This entire reply chain is people not being able to understand that people have differing opinions

      FRANKLIN Z 8 months ago +1

      Protecting someone in a videogame is much much harder than protecting someone in real life. When the friendly character is off your screen they are out of your hands, although they might be actually standing right next to you.

  • deadfr0g
    deadfr0g 2 years ago +813

    Half-Life: just some soldier guys: “Target MUST BE ELIMINATED. Find, pursue, and destroy at all cost.”

    Doom: vicious, abominable monsters from the depths of space hell: “We’re all a bit shy, actually.”

    • Jody Roane
      Jody Roane Year ago +74

      That's because in doom you play as the special event world boss and the enemies are your typical raiding guilds getting wiped.

    • Томас Андерсон
      Томас Андерсон Year ago +101

      In the lore, Doomguy was sent to hell for a while and was the one thing that demons were absolutely terrified of. So it actually makes sense that they'd be shy and try and keep their distance.

    • Diadomergaming555
      Diadomergaming555 2 years ago +164

      I mean hecu thought gordon was a nerd with a suit. Doom demons are fighting an entity that has been slaughtering their kin for eons.

  • M Something
    M Something 3 years ago +1059

    "Enemy - looks at player"
    "Enemy - move forward"
    Developer - Is this the Artificial Intelligence?

    • CrimsonFnb
      CrimsonFnb 20 days ago

      @Veraliot yeah can i get that in blueprint 😂😂

    • Veraliot
      Veraliot 3 months ago

      @Emerson Rivas yo welcome m8

    • Emerson Rivas
      Emerson Rivas 3 months ago

      @Veraliot Thanks for the code

    • bruh
      bruh 8 months ago +2

      @v8wr //need more comment to remind about semicolons

    • Veraliot
      Veraliot Year ago +20

      @v8wr if (distance > 30)
      Seeplayer = false
      Void Lateupdate
      Distance = this.vector3.distance;
      Debug.log("THAT'S WHY IA ARE BLIND")
      // I love you're comments btw and have a nice dah

  • Duchess Van Hoof
    Duchess Van Hoof 3 years ago +783

    FEAR really really impressed me. I had mentally counted the number of enemies I killed and one was missing so I began searching for him. Turns out that he had went the long way around and was pursuing me from behind, and then he shot me in the back.

    Another game that impressed me was Killzone 2. If you shoot enemies they take cover, and if you keep shooting they don't pop up and shoot. Instead they lift their guns above the cover and fire blindly in the direction they think you are in. If you stop firing they quickly check by popping out their heads. So what I did was that I sprinted around a bunch of junk and came up beside the guy. He still turned around and checked behind himself to see if I was still there. Then he turned his head towards me and stated "SHIT."

    A third example is in Crysis, the most tense and immersive fight I ever had in an FPS. There is this small cemetry in the forest where you are supposed to extract. Yet in this area there are four enemies with nanosuits, sniper rifles and SMGs. In case you are unaware of what this means, they are invisible and once you shoot them they switch to armour. Taking a whole magazine of bullets without dropping. But since I was already aware of them being in the area I cloaked and snuck towards the place. Lying beneath a bush and trying to spot the camoflaged enemies through the damp mist.
    Occasionally I could see someone in the distance, sitting as their nanosuit regained its energy. More often I heard their footsteps but couldn't see them. If you make any noise they begin to quitely track you down. And if you are revealed you can expect fire from all direction and die. It probably took over an hour as I tried to sneak closer and closer to an individual enemy, then broke stealth and emptied a magazine of incendiary ammo into one. Then stealthed as I snuck away to hide under another bush. One by one, bush and tree, step by step until I had found every single one.
    This enemy was intelligent and had the proper tools to fight you on equal terms. It was terrifying and enjoyable.

    • Zjp Darkblaze
      Zjp Darkblaze Year ago +4

      Try sniper elite 4. When a group of enemies spotted and try to pursue you while you plant mines then run and hide they always move with one man always farther in front of others so when that guy in front steps on a mine and die the others would stop and observe then pursue again with one man still farther in front of them. If you got pursued by 5 enemies and only got 3 mines then you have to deal with 2 others with head on gun action after 3 of them got killed by mines.

    • Airborne Filip
      Airborne Filip 2 years ago +19

      That Crysis mission made me pause playing the game for a week or so. Decided to do my first ever playthrough on Delta difficulty and boy did it take hours to finish. :D That mission took at least 2 hours of trying out things.
      What's funny is that I accidentally finished it when I was showing it to my friend and while complaining that I just can't make it work. :D And boom, mission done.

    • Thành Vinh Nguyên Tô
      Thành Vinh Nguyên Tô 2 years ago +5

      Wow the killzone one is surprising

    • Naꜰɪsa Bᴀʜ
      Naꜰɪsa Bᴀʜ 2 years ago +18

      It is interesting that those are all older games to my knowledge but have very good ai. Crysis really stands alone in so many ways. Great game

    • Iulian Girbea
      Iulian Girbea 3 years ago +8

      You should really give a try to brothers in arms good ai you have to flank them

  • DFC/ Double fudge cookiees
    DFC/ Double fudge cookiees 9 months ago +15

    Subnautica, the AI is amazing because of its ability to instill terror instead of fear by acting like a true predator. Stalking, watching, fleeing when the loss out weighs the gain, being territorial and being less like an enemy, and more like an obstacle.

    • Bug Smith
      Bug Smith 5 months ago +1

      ah, i see you watched the "terror vs fear" video

  • Ethribin
    Ethribin Year ago +185

    "In a game, a patroling guards goal isnt to find the player. Its to provide interesting gameplay."
    Truest of words.

    • Terra
      Terra Year ago +3

      @jackthegamer Far Cry New Dawn does stealth pretty badly, if you even get spotted for a second, every guard in the area is suddenly aware of you.

    • jackthegamer
      jackthegamer Year ago +16

      exactly and when they start to chase dow nthe player, its when cracks start to show, like when could EVERY guards in a area know your exact position even when hiding, those moments can hurt the game so much

  • Inquisitor Shepard
    Inquisitor Shepard 3 years ago +2038

    Ye, civ5 does not have it.
    Japan: "hi wanna be my friend."
    Me: "sure thing."
    5 turns later.
    Japan: "THIS IS WAR!"
    Me: "ok?"
    Japan doesn't send any armies the whole duration of the war, so I just keep my borders safe just in case.
    War ends.
    Japan: "Imma tell everyone you cannot be trusted."
    Me: "..."
    5 turns later.
    Japan: "hey wanna be my friend?"

    • Nova Star
      Nova Star 4 months ago

      Don't forget the Nuclear Ghandi

    • Amistrophy
      Amistrophy 5 months ago

      Kinda like real life. Japan sent diplomats the day before Pearl Harbor was attacked

    • DuskDaUmbreon
      DuskDaUmbreon 7 months ago

      @Lyubimov89 Centuries, early on, and the absolute shortest turn is still 6 months.

    • FatheredPuma81
      FatheredPuma81 7 months ago +1

      I mean if you look at the Civ V AI chart it makes sense. Japan is fairly forgiving, has a high willingness to ally, is very bold, really likes units, likes expansion, but most importantly they rank last in Loyalty and rank fairly high in Deception.
      So essentially Japan is tied for the biggest backstabber in the game with France.

    • RelishedDeli
      RelishedDeli Year ago

      civ6 is like this but slower

  • pyr666
    pyr666 Year ago +81

    changing hp/damage does change how "intelligent" an AI actually is. they don't just feel that way because they're more lethal, but because intelligence deals with understanding and using resources well.

    a light combat vehicle will try to flee if attacked. a tank will turn and shoot back.

    • Kenshkrix
      Kenshkrix 11 months ago +36

      @Václav Jebavý Flip it around and it makes sense. It's the context which makes a decision good or bad.
      If you have low health and die easily a direct attack is obviously suicidal so it's a stupid plan.
      If you have a lot of health and don't die easily a direct attack is a less stupid plan.
      The actual decision doesn't need to change, but it was made to appear smarter by changing the context instead.

    • Václav Jebavý
      Václav Jebavý Year ago +8

      So if an aggressive enemy has low health and dies easily, he's not as intelligent as if he had higher health and could be aggressive more effectively, even though the AI is the same?

  • Scotvince
    Scotvince 2 years ago +66

    Totally agree about "the AI able to interact with the game's system."

    ATL RIOT Year ago +14

    I remember respawning in Halo and watching the AI fight each other from a distance and the out comes would be different every time. It was a long time ago but at the time it amazed me.

  • Horny Fruit Flies
    Horny Fruit Flies Year ago +17

    Half-Life 1 and 2 are classic examples, where the AI in Half-Life 2 is objectively smarter, but the NPCs have significantly less health, deal less damage, and move slower and so they feel "dumber"

    • Charkit
      Charkit Year ago +2

      Not to mention the awesome AI of Striders

  • Diesemauto Kerl
    Diesemauto Kerl Year ago +27

    3:21 I'm so glad you mentioned that

    I remember playing Hitman Absolution on the hardest difficulty, was in a shootout, one doorway to me behind cover and me going outside to shoot them was deadly to me, basically whoever was attacking first had the disadvantage.

    Then an A.I goon said "GUYS GUYS OKAY, WAIT FOR *HIM*, TO COME TO US"

    That level of A.I really makes it feel more real and that you're not just finding mindless models

  • Waitwhat469
    Waitwhat469 Year ago +4

    The cannibal tribes in The Forrest are still some my favorite AI in a game. Trying to figure out what they are thinking, and what makes them do certain things really adds some nuance to the game. In some circumstances it's terrifying, as they sneak around your fire, and try to surrond you, in others it satisfying as you realize you've become the monster they fear in dark.

    Not to mention some of the other less straightforward options that the AI present you, that you might not even catch without reading the wiki, or lots of gameplay (and some serious curiosity!)

  • aWESomness
    aWESomness Year ago +15

    I remember when I was younger I thought the computer players in games like Mario Kart and Mario Party might have been cheating because they were part of the computer and had access to the game's code and stuff and could easily manipulate the game to win.

    • FlameUser64
      FlameUser64 3 months ago +5

      I mean, you're right on the money there. Some Mario Kart games have rubberbanding, actively making the AI faster while they're offscreen if you're in the lead, and on higher difficulties Mario Party AI has BS luck.

  • Kaeporo
    Kaeporo 4 years ago +24

    Glad to see Rain World mentioned. That game has phenomenal AI.

  • - Lalaoz -
    - Lalaoz - 2 years ago +31

    specifically in metal gear solid 5, when enemies start doing the things that counter your play style. you can usually swap to a different play style to nullify it. however something i genuinely enjoyed was how if you really wanted to. you could still play the way you have been. it'll just be harder. and you'll find yourself saying "ok so he has a helmet.. but HE doesnt.. so i'll take him out first. that guy will see him but its fine because then i'll be able to run up and cqc him" since theres nobody else here
    basically making you play the same way with some variation.
    or how about the fact that your buddy quiet can litteraly snipe the helmets off of enemies. if your looking at an enemy she does this to the game goes into reflex mode (slow motion basically) allowing you to capitalize on the moment and take him out instantly.

  • Jace Cavacini
    Jace Cavacini 3 years ago +151

    I hate game AI that leads to INSTANT targeted shooting when an NPC “becomes aware” of the player character (Crysis 2, if I’m remembering correctly) was awful with this). More along that line, there desperately needs to be VERTICAL line of sight in NPCs. I love Deus Ex: Human Revolution, but the lack of this kind of line of sight is really obvious. There needs to be more behavioral modeling done in game “AI”. The lack of context adjustment often makes them seem like world class idiots with world class reflexes. In the real world, we have to scan the environment for the cause of a noise, not just instantly know what it is and be responding to it. We need to adjust our line of sight in two dimensions, and then focus our eyes. Then we need a moment to cognitively deal with “what is that”, prepare our responses, etc. Is there any behavioral modeling done at all in game AI, or is it all just simple rules as shown in this video?

    • Томас Андерсон
      Томас Андерсон Year ago +1

      People would quickly learn to abuse that sort of AI because it'd be way too blind.

    • Goulart
      Goulart 2 years ago

      @PharEye "mid game shadow of war AI is the best AI ever created" Why?

    • Amunak
      Amunak 2 years ago +3

      All Crysis games (well not sure about 1, don't remember that) also suffer from incredibly bad collision detection. Like, many opaque walls and objects are just invisible to the AI, which regularly leads to them shooting you through walls and cover even though they had no way to see, hear or otherwise know about you. Extremely annoying.

    • PharEye
      PharEye 2 years ago +11

      This is why I love the uruks' AI in Shadow of War. The uruks will talk, say stuff like "Is someone sneaking around?" and "I swear I heard something.". Beyond that, the game tells you if they hear something with 4 modes and everything in-between, starting with them having no idea you're there, then "something's there, I know it" (when they will search but not that well) continuing to "Is the ranger (player) here?" (they search very well around where they heard you) and finally they found you (they will attack), all with a little marker above their heads that goes from nonexistent to changing to yellow to changing to red and then gone with them attacking you. And when they spot you, *THEY TAKE A MOMENT TO REACT AND PROCESS WHAT'S HAPPENING*, as well as calling out that you're there, getting all other uruks in a certain radius to look at the fist uruk while taking their weapons out, and THEN start attacking. ALSO, if you're in an outpost and the alarm has been pulled, newly arriving uruks don't immediately know where you are, starting with a yellow marker and going vaguely towards the noise. Oh, and I tell you that this is just for the basic foot-soldiers of the uruk army whose AI pales in comparison to the captains' endlessly complex yet somehow manageable and understandable AI that seems just like a real person, that practically can't be exploited no-matter what you do?

      *Mid-game Shadow of War captain AI is the best AI humanity has ever created, not just in video games, and I will Defend that claim until I have no more breath to do so with.*

      Sorry for the wall of text, TL;DR, Shadow of War did good AI-wise.

    • Anase Skyrider
      Anase Skyrider 2 years ago +9

      Some games work this problem to their advantage, though. In the indie game Heat Signature, AI actually react to you very quickly, and a lot of the things you can do in the game are rather quick. What they do to counteract how quickly an enemy can notice you and shoot you with precision is they give you the ability to slow down time and give you a lot of tools for dispatching enemies. The game plays with a fairly handled balance of stealth and action, where speedy action requires you have a strong toolkit and have a good plan, and otherwise stealth is required. And stealth in and of itself also requires a toolkit for some of the more difficult stealth missions.

  • ghost
    ghost 11 months ago +7

    It would be great when you have an unusual superpower and some enemy soldier get shot on the leg and want to spare because you are overpowered. So you spare and near end the game they make a new village because they finally escape from their utopian city

  • Kyle Hart
    Kyle Hart 2 years ago +20

    I have an subconscious aversion to barks in stealth sections because it reminds me of how awful Skyrim's stealth system is. In my opinion, if you're trying to be stealthy and an enemy sees their friend's dead body, they should NEVER stop scouring every corner until they find you. Stealth sections should force you to act quickly, not wait in a corner for the cycles to be in your favor. Especially when the player makes a mistake, allowing them to complete a section by slowing the game down to a crawl is a massive design flaw.

    • FlameUser64
      FlameUser64 3 months ago

      I mean, the really logical thing for them to do when they see their dead friend's body is leave to get reinforcements to scour the area for you.

    • madformuse
      madformuse 5 months ago +2

      EXACTLY! Any enemy who saw their dead friend would never go "eh nevermind" and move on

  • iMeta4
    iMeta4 2 years ago +2

    Thank you for this presentation. I find that a part of my enjoyment (either playing or watching) of a game comes from changes that have to be made around both the competition and the allies. What I have found most interesting in my viewership of Dark Souls plays is that human players can change the difficulty of your campaign. And that variability is more welcomed (like God Hand's adjustment) than an enemy who is intentionally designed to be overwhelming or impossible to make it difficult, especially if it does not fit the narrative of the player's journey.

  • TheKotti
    TheKotti 4 years ago +1204

    Five minutes into the video I've screamed "YES!" so, so many times. Back in July the new Hitman got a patch that made the AI wildly unpredictable and just about ruined the otherwise outstanding game for me and I've since been trying to explain to people, the developers included, why it's such a terrible change. Unfortunately it seems that a lot of people think that unpredictable is realistic and that realistic is good.

    • Andrés Celis
      Andrés Celis Month ago

      Hitman was always shitty

    • thefran901
      thefran901 Year ago

      If the AI is unpredictable, it encourages you to make a plan B in case they don't react as you'd expect. That would be realistic, but also fun. Realistic is not always more fun, but sometimes it is. There's not a direct correlation between realistic and fun, it depends on the aspect of the game, sometimes unrealistic results in more fun, sometimes it's the opposite. Don't label it as black and white.

      MMMHOTCHEEZE 2 years ago

      ​@koosa583622 It depends what type of game as well. Personally, I'd like to see much more realistic AI in sports games. Instead what we have is tiers of difficulties that either allows your AI players to "cheat" while the opponents can't and vice versa for higher difficulties. It never seems like I ever win a sports game through actually being better than the AI players, which is something that I think needs to change.

    • Taser Tag
      Taser Tag 3 years ago +1

      This comment thread is just the result of poor parenting.

    • Kerry Sun
      Kerry Sun 3 years ago

      I personally think the patch on hitman was an improvement and didn’t ruin the game for me. Gone were the days where guards had literally zero peripheral vision.

  • Lasket
    Lasket 3 years ago +21

    I feel like SWAT 4 should also get some credit for its AI, seeing as they reacted to about everything the player does (hearing lockpicking? Let's go check that door).

    If they see the whole SWAT unit of you, they might decide to run to some other friendlies into cover.

    • Cosplayzine
      Cosplayzine 2 months ago

      Best ai game ever imo

    • videogiocatore3
      videogiocatore3 Year ago

      Also when they decide to run away from you, they always go camping behind a door or stuff like that to get and advantage, which also encourages you to play more carefully

  • ExE Boss
    ExE Boss 2 years ago +6

    You should talk about the AI in *CrossCode,* which is really good.

    I’m mostly talking about the party member AI, which is made to act like a real player would.

    BLOOD WOLF 3 years ago +3

    Would also be nice if developers implemented an aggro system like what was done in Army of Two: The 40th Day (if they are planning on giving you useless team mates). It is so overdone and frustrating with every shooter's AI always focusing fire on the player only. And useless teammates who won't or rarely kill the enemy, even when an enemy is crouching not 6ft away from and staring directly at your team mate (Battlefield: Bad Company).

  • Weebs Are Pedos
    Weebs Are Pedos Year ago +9

    Alien: Isolation is the first game i think of when someone mentions ”good ai”. They did a great job with that game

  • Sato
    Sato 4 years ago +808

    You're approaching a great balance between 'serious, informative' and 'lighthearted, funny' with the small gags and jokes here and there, I'm loving it. It keeps my mind from wanting to zone out after a long stretch of straight info.

    • Durende nmp
      Durende nmp 2 years ago +6

      @pierre117 Pretty good, how's that keyboard warrioring working out?

    • pierre117
      pierre117 3 years ago

      Hows that ADD working out

    • K1naku5ana3R1ka
      K1naku5ana3R1ka 3 years ago +15

      How true; even more serious educational material needs to keep your interest. A few zingers here and there won’t hurt.

  • genericsavings
    genericsavings Year ago +15

    Doom 2016 impressed me with its AI mid game.

    I was fighting against an aggressive Hell Knight and I turned a corner.

    I was thinking:

    “I’ll camp on one side and get the jump on this douchebag when he chases me and I’ll supershotgun him.”

    The Hell Knight takes a longer/higher route to get at me from overhead.
    Little things like that made me crack a smile and love this game even more.

  • the_master_coder;
    the_master_coder; 2 years ago +231

    my life just changed when i realized you can rob people in skyrim like that

    • pjdarkwolf 005
      pjdarkwolf 005 Year ago +20

      me too i never know that
      guess i'm gonna play the game again and wake up on that old Imperial wagon one more time
      "Hey, you. You're finally awake..."

  • Johan Liebert
    Johan Liebert Year ago +69

    The only games I’ve played where friendly AI actually helped me with enemies were Uncharted 4, The Last Of Us and Red Dead Redemption 2.
    Devs need to put more work into friendly AI because it still mostly feels like the player does all the work

    • GTAVictor9128
      GTAVictor9128 3 months ago

      Viva La Dirt League even made a parody of this:


    • FT Kingfish
      FT Kingfish 6 months ago

      quake 4 is also a great about it, there are friendly soldier npcs that when interacted will regenerate your health and armor from 0 to 100 although for price they need to be kept alive. Also friendly AI sometimes in big fights can do the same damage you do and can get 40 percent of all kills.

    • Lizzie Kieser
      Lizzie Kieser 10 months ago +1

      @Hacker Gaming On hard mode she can be killed really easily after the elevator in Nova Prospekt.

    • Hacker Gaming
      Hacker Gaming 10 months ago

      @Lizzie Kieser Alyx is pretty helpful

    • Chris Smith
      Chris Smith Year ago +3

      I like to look at Republic Commando for inspiration on how to do ally A.I.
      Your squamates are pretty tough and smart, but spend most of the game using the default weapon which means they are doing less damage than you, thus you still feel like the biggest badass on the team. The exception is when you order them to take up a sniping/heavy weapons position, which you can only do at certain points which while plentiful, are not SO plentiful that you'll have one in every battle, then they pull out their Sniper Rifle/Grenade Launcher and go to town.

  • Xander Murdock
    Xander Murdock 2 years ago +4

    I'm surprised you didn't talk more about F.E.A.R. The AI there act like real soldiers, and act in groups and teams, throw down objects for cover, break open walls, crawl under rubble to surprise you, and provide covering fire for their teammates.

  • Jake Townend
    Jake Townend 4 months ago

    I remember when I was doing my degree, one of the teachers told us a story about when he was told to design an ai for an RTS game. He found that players don't want a smart ai, in fact when he made a fantastic so that min maxed systems in the game players just assumed it was cheating. The moral was don't waste your time making a great RTS ai because players will assume it cheats anyway, so you might as well save some time and just cheat when it comes to resource management.

  • La Ñonga
    La Ñonga 4 months ago +1

    AI has evolved a lot and its impressive, this information makes me more hyped with Hello Neighbour 2, where the AI is neural network based and learns from how you avoid him, if you ten to do a specific pattern when avoiding the AI by turning around an object, the AI changes direction and bait u to go to the other side to then turn around and catch you, it learns from your past runs, i hope some day a stealth game is created where u dont get helpers at all, the enemies dont tell you what they are thinking and organize to catch u

  • Matteo Francesco Giusti
    Matteo Francesco Giusti 9 months ago +1

    I have just subscribed to your channel! I’m writing my final university essay and I was surfing the net in search of something about the main argument I choose so “NPC A.I”. I was a little bit upset cause I didn’t find what I expected and than I found your video...Simply amazing. The quality, the fact that u cited sources, the knowledge...everything! You deserve the best, millions and millions of subscribers, cause this is the quality TheXvid needs! Congratulations for your work and effort! 👍🏻

  • Monolith Preacher
    Monolith Preacher 2 years ago +27

    >FEAR enemies have a lot of HP
    Tell that to my kung fu strats.
    Also, it's interesting that lots of people talk about FEAR AI. I always mention it but I wasn't aware others did as well. Nice to know that game gets the credit it so rightly deserves.
    I also disagree w/ a lot of these points, as I love RNG and not knowing what the AI is going to do in any specific scenario. Maybe I'm in the minority here, but I love the unpredictability of Hotline Miami more than the predictability of MGSV.

    • v
      v 11 months ago +2

      The AI of FEAR is even more memorable due to the unique setting of the game imho. Synergy on the epic scale.

  • Matt Ward
    Matt Ward 4 years ago +411

    One thing that Half-Life did right that games RARELY do was if soldiers take enough damage, they start limping/running away.
    That sort of realistic behavior helped make the soldiers seem more genuine even if their behavior was goofy at other times.
    It's a real shame that Half-Life 2 got rid of that concept.

    • GameBreaker
      GameBreaker Year ago +2

      Karl Gustafsson However in cases like D&D , it is up to the game master when those enemies should flee. However games don’t quite have a ‘game master’ that is telling the enemies to flee in groups in such a scenario. The AI is most often a part of the enemy itself and just sends data to other enemies or the enemy itself has data which causes it to take its own action. Having a game master of sorts might be good for overarching decisions like fleeing as a group though. Might be an interesting mechanic to look into.

    • Karl Gustafsson
      Karl Gustafsson Year ago +1

      Proper tabletop murderhobos quickly pick up that morale is a factor. An encounter typically has a morale value you need to roll under, or it breaks.

      Encounters that break are essentially in panic and rout. They leave formation and leg it, and break up into individuals fleeing the scene. They take the closest path away or surrender.

      Encounters can decide to do an orderly retreat even if they retain morale. They just logically reach the conclusion that withdrawing and regrouping is a better plan for the moment.

    • Odysseus in Space
      Odysseus in Space Year ago +2

      SoupMan Jones
      *Hammers down the E key*

    • DeepFried IceCream
      DeepFried IceCream Year ago +9

      Metro Exodus: when shot either in the leg or with a high powered weapon, they limp away to cover to die. They also continue to struggle and desperately try to fire their weapon in an effort to kill you. Enemies will also quit fighting you when overwhelmed and beg you not to shoot them
      Far Cry 2: behaves similarly to Metro Exodus where they will run off to cover and sit down and pull out a side arm as a last ditch effort to kill you
      Fallout: there is a crippling system in the game where different broken limbs cause different animations to play when an NPC is walking or trying to run away.
      Elder scrolls: enemies yield in combat and will run away, some holding their leg in pain
      Grand Theft Auto 4 and 5: the police in gta will drag downed officers to cover. When enough damage is dealt, some NPCs will limp away and eventually die, falling to the ground
      Call of Duty: enemies that haven’t been killed but are injured use the final stand perk.
      Far Cry 5: enemies will trip when shot and sometimes fall but will get back up. But if you shoot an animal and chase it down, it eventually cannot sprint anymore and will limp away and die

      A lot of games do it but I agree, it is very interesting to see the AI react to damage even if it’s scripted and should really be in a lot of games because it enhances the experience so much

    • PokéDaily
      PokéDaily 2 years ago +3

      Goldeneye kinda did that

  • William Corson
    William Corson Year ago +1

    The first game with great AI that jumped into my head was the guards in the Metal Gear Solid series. Each one set a new bar for enemy AI other games had to meet. Am I the only one who had MGS as their immediate thought?

  • MogamiKyoko13
    MogamiKyoko13 2 years ago +2

    I do a lot of running in and out of combat areas or hovering just on the edge of where enemies are able to attack me in games like Horizon Zero Dawn and Breath of the Wild to cheese the AI and give myself a better advantage in combat, mostly because I'm so bad at it.

    But one of my favorite manipulating-the-AI moments was in Uncharted: The Lost Legacy. I commandeered a bush that was slightly on the edge of the combat area but also was next to most of the enemies' patrol routes and proceeded to stealth kill every one of them that passed my bush. Some of them would notice that someone had gone missing and would look for them, and then pass my bush. At the end, I had like 6 or 7 enemies piled into that bush. It was a lot of fun to see how many of the enemies I could stealth kill, even if it was pretty ridiculous that I was able to do the same thing so many times in the same spot.

  • Adam Taylor
    Adam Taylor Year ago

    FEAR and Half-Life did do amazing jobs with their AI. Making them feel like you were actually fighting opponents and not just trying to kill walking guns that mindless shot at you.
    Having enemies take (and make) cover, use flanking or grenades to try and get the drop on you, fall back to heal or get backup... stuff like that makes combat in those games fun and interesting.

    Most shooters are pretty lazy with AI. Enemies basically just either stand in the open like idiots or they auto-stick to cover and keep firing even though you're moving closer to them (and they should be repositioning or changing tactics).

    Sadly, ally AI has been pretty garbage in most games. You either get invincible buddies who are just a crutch, or you have frustrating escort quests where your allies just walk to their death over and over. I'd like to find games with good ally AI. A game that makes it almost feel like you have another player there with you.

  • Kaida Tong
    Kaida Tong 3 years ago +2

    What's strange about the the tougher enemies using the same melee/charger ai but feeling smarter? Tanky characters should go in front while the fragile ones stay back.

  • redsohc
    redsohc 3 years ago +1

    The one game AI that truly amazed me was FEAR (forgot which version). At that time i was used to AI enemies just rushing you out in the open in single file, so it was a really fresh experience when the enemies would call for reinforcements behind cover and avoid LOS while flanking you.

  • Goldie Tamamo
    Goldie Tamamo 3 years ago +7

    My favorite bit of the Half-Life 1 marines' AI is when they throw their hand-grenade, it doesn't go anywhere, and then they take cover from it, right on top of it, sparing me the trouble of needing to fight them.

    Oh dear.

  • Hoot Boi
    Hoot Boi 3 years ago

    i absolutely love these development videos...i really never appreciated the intelligence of game design before watching these vids....btw can u make an episode about how to add good secrets into a game ?

  • joew 123
    joew 123 Year ago +1

    Instead of 'predictable' I like to say a good AI needs to be 'beatable'. Making an AI that can perfectly defeat the player is a straightforward task, after all the AI has access to all the information about the player and their possible interactions. The challenge is in making the AI good enough to pose a challenge, but still 'bad' enough for the player to be able to overcome them.

  • VHenrik
    VHenrik Year ago +1

    I can totally recommend blackout club for a perfect example of interesting AI. There is a hive-kind of AI in it which evolves and the more tasks you do, the more it evolves, and so many other things if you dive deeper, but I don't want to spoil. It's just a brilliant game.

  • Will.
    Will. 3 years ago

    How you made a 15 minute video feel like an entire hour is amazing. Good job

  • Cold_Chili
    Cold_Chili Year ago +1

    I'm glad you mentioned Halo at the start of the video. This series has always stood out as having exceptional AI to me.

  • Stud_moofin
    Stud_moofin 3 years ago +1

    Watching your videos is seriously inspiring me to put in the time to do Video game Designing. Getting a better understanding

  • Supgamer
    Supgamer 2 years ago +1

    i will say, the bow lynels in botw def caught me off guard when it shot up into the air and sniped me from around corners. now that i actually liked. makes you know that the usual strategies arent effective against them.

  • Le-Johnny
    Le-Johnny 2 years ago +1

    I love AI in mgs, because in dire situations they will keep firing at the player's hiding spot, even if he is not there. It makes sense to a degree, it's like firing at a corner you know the enemy might peek at.

  • LimticRage
    LimticRage 2 years ago +1

    the Fear AI is amazing because you can make the same fight multiple times and it will be different each time

  • Anon Anon
    Anon Anon 2 years ago +2

    I love how the enemies in botw change the way they attack based on you play style to counter it.

  • Joseph K.
    Joseph K. 3 years ago

    Great video ! A lot to think about for an overlooked topic !
    A specific case of AI that I found pretty underestimated is Bloodborne's bosses. I think that the RPG side of the game makes up for a full understading of those bosses and the game has difficulties to convey the depth of those fights. While I was playing under restrictions (no roll specificly), I actually realised that their behavior was impressive, encompasing position of the player, inputs reading, dense reactions to the (brilliant) "breaking limbs" mechanic, involving some "animation cancel" notions (sometimes borderline bullshit, it's still From Software), to the point where you can actually behave like a true hunter, being able to control to great extend the boss depending on the tools you use. This is something that actually emmerged when analysing the boss movesets as you feel rewarded to spot "luring strategies", attacks with great recovery that you actually triggered by taking risks. Rarely I was actualy confronted whith bosses having (for the most part) so much character, so much life in them.

  • Angel Starr Mauas
    Angel Starr Mauas 2 years ago +1

    What a brilliant video!
    Absolutely fantastic. Couldn't thank you enough.

  • RAY hill
    RAY hill 3 years ago +1

    Thanks for this! Really wanted to play a game with interesting ai and when i bought rain world i was not dissapointed!

  • FloatWave
    FloatWave 3 years ago +9

    "Enemies doesn't have to be smart, they just have to look smart" -Julian Gollop (original X-COM creator)

  • EliasFrost
    EliasFrost 4 years ago +126

    The half life 2 clip with the bottle reminded me of how in that game, they script the AI in such a way that when the characters miss their targets, they will actually search the immediate surrounding for "interesting things" to shoot at instead of their target, like props in the background. This in order to make the firefights look and sound more interesting. Thought I'd share that since it's actually pretty ingenious.

    • RandomCatDude
      RandomCatDude Year ago

      I'm pretty sure that it's actually only the sniper AI that shoots at other props and stuff like that.

    • JCDenton 2187
      JCDenton 2187 3 years ago


    • EeveeMart
      EeveeMart 3 years ago +2

      @JCDenton 2187 man those hunters were so much fun to fight. Such a shame we only got one short(ish) game with them

    • JCDenton 2187
      JCDenton 2187 3 years ago +13

      Half Life 2 has a lot of great AI in the Combine Soldiers, it's largely marred by level design and gameplay balance working against them quite a bit. The Episodes improve this with better level design and the fact that soldiers with the AR2 are slightly more accurate than in HL2. And of course there is the fantastic Hunter

    • JCDenton 2187
      JCDenton 2187 3 years ago +12

      It's worth mentioning that the only reason that trick even works is because of how their line of sight against the player works and the fact that they don't try to shoot you through props. the devs probably just never expected somebody to try using a single jar for cover like that

  • Bennett Fender
    Bennett Fender 2 years ago +3

    I think Halo 2 and 3 did the marines quite well they aren't as good as the enemies but they can hold their own especially when given great weapons like sniper rifles and rocket launchers.

    • BioGoji 1989
      BioGoji 1989 2 years ago +1

      Yeah... except when they're in tight quarters together... or when the Marines in Halo 2 try to crouch walk towards enemies out in the open, allowing themselves to get killed easily. Other than that, though, Halo games really do have some of the best AI. My favorite AI is in Combat Evolved though, in particular the Flood and Covenant AI. In Two Betrayals and Keyes, there are occasions where I'll just sit back and watch the two factions fight each other before picking off the winner. This is where Halo's AI truly shines, because you now get to watch the different factions' AI work against each other.

  • Matthew Canales
    Matthew Canales 3 years ago +1

    I have never before seen content of this quality. A resounding thanks to you, my sir.

  • Ablu DungeonMaster

    This is a great video. Its noteworthy that this system requires utility AI. Something Unreal doesn't support out of the box; and I literally had to create a system for it for ue4.

  • Feline Discipline
    Feline Discipline 3 years ago

    I've been playing video games for a while now,(7+ years) and I've seen some pretty funny and smart game AI's in video games, some examples are The Last of Us with it's enemies fighting tactics, Left 4 Dead infected movements, and Sleeping Dogs police driving, each example is plausible to some extent toward intelligent AI's.

    Depending on the difficulty in The Last Of Us depends on the enemies movement styles, Higher difficulty makes human enemies rush and infected dodge your shot more often, this often results in you getting suckerpunched by a hunter or infected.
    Policemen in Sleeping Dogs are so annoying, they drive in speed that the player can't even reach while driving the same car, and then brake when in front of you to stop you.
    L4D infected are more strategic in higher difficulties, they hide and stick together, attacking at the same time to confuse the survivors.

  • Patrick
    Patrick 3 years ago

    I understand where you're coming from with AI needing to feel predictable to plan your approach in games, but I kinda like the times when volatile, unpredictable enemy movement forces me to react on the fly, as opposed to waiting for an enemy to make their rounds and know exactly when to make a move. I was so excited by the idea of herds of robots migrating in Horizon and suddenly bigger robots coming in and altering your plans when they first showed that game off at E3, but was disappointed to get the final game and the enemies be sequestered into their own zones on a track. Sure, that gave me the information to attack them strategically, but that's kinda boring compared to the holy crap moment of dealing with something coming outta nowhere.

  • Jude Eisenhandlek
    Jude Eisenhandlek Year ago +1

    I’m all for “chicken-boneing,”
    But you could also use it to describe any enemy getting indirectly screwed over by the player(s)

  • Thang Nguyen
    Thang Nguyen 3 years ago

    Good A.I is when enemies can process and react to different situations, they are dynamic. I think Age of Empires 2 is a good example: Enemies bring different unit combinations to counter yours, if you build a wall they will bring catapults, if you attack their allies they rush to help etc... it's different every time. HITMAN is a good one too. However I don't think great A.I is a must for every game. Dark Souls games don't need complicated A.I, enemies just aggressively attack you. It's more about the design and learning attack patterns.

  • kalega311
    kalega311 3 years ago

    First game I thought as the video started was FEAR. I remember thinking that AI was incredible. It's kinda funny that the clips in the video just show them walking around outside of cover, tho lol.

    I think an interesting study to have included in the "predictable" subject part of the video is bosses. I had this discussion in my Metroidvania group who some MV's have bosses (and regular mob enemies too) that have their move/ability algorithm set to react to you and other MV's seem to have bosses (and regular mob enemies too) on a completely random design, doing the same move 10x in a row or not even in regards to your placement, etc. It was interesting, b/c MV designers were in the chat (it was maybe 5 of us) and the group seemed almost split on what was better for bosses - randomness or predictability/reactionary.

  • Atomic Merp
    Atomic Merp 5 months ago

    One game I remember having pretty good friendly AI was Delta Squad in Star Wars: Republic Commando. Never felt so backed up by AI partners before in a video game.

  • serd müller
    serd müller Year ago

    7:55 In Ark on low levels I always chicken-boned stronger aggressive Dinos to attack some nearby Bronto by letting them attack me nearby their feet. Sure that was risky 'cause Brontos sweeping tail attack is not really a surgeons tool and also hurt me but it resulted often in those Dinos fighting the big ones and die, until they change the aggression system in a way that both AI' s didn't get hostile and Bronto didn't react. While maybe being more balanced because I wouldn't get kills on foes way out of my level range it certainly felt unfair and less logical and some Carno would easily be allowed to camp and grief me on spawn.

  • Q'own Son
    Q'own Son 2 years ago

    Unpredictability when you least expect it can either come as a welcome surprise but more often than not, comes as a kind of awful feature where you feel the game wronged you by not doing what it always does. If it were always unpredictable, it would be fine. Then it would be predictably random.

    Which I like, more games should make every NPC random, procedurally generated traits, like walking speed, or being fast, slower than expected, silent, or a randomly generated enemy that is always random, even after generation...which would be annoying...at first.

    I guess it would come down to adjustable game difficulty at that point.

  • Trader Of Goods
    Trader Of Goods 6 days ago

    This makes absolute sense when considering the search bots in FNAF Security Breach.
    Their movement is entirely unpredictable and players Truly have to play very Very carefully in order to avoid them.
    And yeah, getting caught by them is Very frustrating to happen over and over and over.

  • DrearierSpider1
    DrearierSpider1 4 years ago +210

    Thief: The Dark Project doesn't get nearly enough credit for its contributions to AI advancement. It basically invented the AI for stealth games as we've come to know it (reacting to light & sound, barks, etc.)

    • Jason Fenton
      Jason Fenton 4 years ago

      Tilde White I think it was a design compromise. It's a quick way to make the ai competent at searching. Irl, the guard would look for an intruder in the shadowy alcove, but I assume they couldn't make the guards recognize logical hiding spaces. The game was in production hell, I think it was a quick fix to get the game out the door and it mostly works.

    • Multi Hardcore
      Multi Hardcore 4 years ago +1

      Not to be the hottest take on the block, but I hate the AI in the first two Thief games. They always have a general idea of where you, the player, are when something bad happens, and while trying to search for you in the dark, they'll somehow beeline it to your direct position. Sure, it makes it more challenging, but it feels like I wasted my time getting away from the event in the first place.

    • t850terminator
      t850terminator 4 years ago

      The Metal Age is one of the best stealth games of all time.
      Funny how console gaming still struggle with shit PC gaming achieved years ago.

    • InfernalMonsoon
      InfernalMonsoon 4 years ago

      It's really great stuff - I think the open, labyrinthine level design just wouldn't have worked whatsoever without the AI being as well made as it is.

    • laseede17
      laseede17 4 years ago +13

      I'm sure he'll talk about it in his upcoming stealth video.

  • Андрей Марк
    Андрей Марк 3 years ago +393

    stalker has the best AI in any game ever made.

    ...when it works.

    • 419chris419
      419chris419 Year ago

      @Peter Yes. GO BUY IT. You can buy all three for 10 bucks on discount during christmas.

    • 419chris419
      419chris419 Year ago

      @100quan 003 I don't think you know what pretense means.

    • 419chris419
      419chris419 Year ago +1

      Very true. Stalker AI made the game felt so immersive.

    • loot6
      loot6 Year ago

      "when it works" is the classification of bad AI really. I'm making a game myself and generally the AI is fine, but sometimes they do completely weird and crazy stuff....so I see I still have work to do.

    • Adam Barczynski
      Adam Barczynski Year ago +1

      don't know what he meant "it was buggy and required mods" - for years I played all 3 games without any mods, Clear Sky was f*cked up, but SOC and COP worked fine without much problems, some glitches did pop up once I moved to newer Direct X, but apart from that I can't say I agree with that statement - Stalkers still are far superior to most similar games

  • Touchzero
    Touchzero Day ago

    STALKER had some great combat AI. The guys would always flank you, surround the area and move in accordingly. Yes it was a bit janky at times but for me as a kid, that was very cool.

  • anesto
    anesto Year ago

    I clicked on this video expecting to see at least a clip of the Xenomorph in Alien: Isolation. I am not an expert on the subject but I've played a lot of stealth based games and this one truly impressed me with its behaviour.

  • Minimeister317
    Minimeister317 2 years ago

    I remember one time whilst playing Crysis 1 on the hardest difficulty where a guard in a tower would climb down the ladder, run out the gate and cross the entire field to where I was sitting in stealth mode. It was so ridculous that I fell off my chair laughing.

    The best AI in games that I've seen was Necromorphs in Dead Space 1, where if you shot off their legs, sometimes they'd play dead. Something they sadly removed in the second and third game.

  • Trenton
    Trenton 4 years ago +161

    I think my favorite AI from the past few years was the xenomorph in Alien Isolation. In that instance the unpredictability made it feel much more realistic, like it was a real creature. Also #chickenboning

    • wowthersnonamesleft
      wowthersnonamesleft 3 years ago +2

      That would actually be a genius way for ai to be in a campaign driven rpgfps such as fallout or other similar games, only a lot more complicated so as to not have all the enemies in one area coming down on you at once, only the enemies in your immediate vicinity, it would also be neat to give them more human responses and tactics based on their intelligence level or preset in-game and the difficulty, as complex as it might be.

    • wowthersnonamesleft
      wowthersnonamesleft 3 years ago +3

      angelowl89 so basically the first ai only has control of the aliens senses, while the second ai had control over its movement/actions. And based on how much sound you make the first ai would lead the second ai to you.

    • Harry Chu
      Harry Chu 3 years ago

      Similar to AI in RTS games, they always know what your location is and what you're doing, but they got a code to ignore them so you'll feel like you're playing against a player.

    • Duchess Van Hoof
      Duchess Van Hoof 3 years ago +11

      It is actually a neat trick. The alien had two separate AIs. One always knew your location, the other could only track by your noise. But the first one dropped hints to the latter as to where it should search for you.

    • Tome4kkkk
      Tome4kkkk 4 years ago +7

      It was not unpredictable. Hence the popularity of the "unpredictable alien MOD". The stock xenomorph is a fucking leg-humping golden retriever!

  • Sergey
    Sergey 2 years ago

    I really like AI in Uncharted 4. Also, I really like how the guards in Dishonored 2 notice the open doors which were supposed to be closed and such.

  • Diamondpython
    Diamondpython 6 months ago

    That remark about ai letting the player cheat struck a chord with me. One of my favorite games right now, the new hitman series, is really good at this - the way you get better at the game is by learning to exploit the various quirks of the ai in order to get away with basically anything you want. You can distract a guard with a coin toss long enough to sneak by him, or walk into a target’s guard over and over to separate them. These quirks of the ai make them seem poorly coded, but the game is intentionally allowing you to do these things and it makes for a super fun experience all around.

  • Ishvallan Newgate

    One of the worst enemy AI's I've seen comes from one of my favorite games- Borderlands, really the whole series but at its worst in the original. In a matter of 2 seconds enemies can spawn behind you in an area you thought you cleared, and suddenly you are surrounded by a hail of bullets you can't even see where it comes from. They can pinpoint snipe you with pistols from outside the accurate range of your best sniper rifle. They will stop and change direction inches before they would have crossed your crosshair for a lined up critical shot and will generally zig zag back and forth on a dime to avoid your shots, or will manage to strafe JUST faster than your crosshairs can catch up to them while they prefectly track your every movement. Hide behind cover and try to reappear somewhere the enemy wasn't looking? Too bad, you got back into line of sight and they have a perfect aim lock and hair trigger to resume shooting you. It stops feeling like AI and starts feeling like aimbot (which it literally is, but like the problematic kind of aimbot).

    But funny enough once you hit the games where you are facing literal in game robots, they just stand there and let you shoot them.

  • Art Izon
    Art Izon 3 years ago

    Interesting, a lot of good insights here. I usually simplify the construction of game AI down to three factors: Determinism, Randomness, and Reactivity. The only experience I have with designing game AI is for bosses in action RPG settings, but generally I think Kingdom Hearts 2 provides one of the best possible templates for that sort of thing, as the game's systems blend together what I feel is just the right mix of Determinism, Randomness, and Reactivity.

  • Curt
    Curt 4 years ago +75

    9:55 I think that's also a great way to give the game a sense of pacing too, since L4D can seem like constant action at times. Really smart design by Valve.

    • wowthersnonamesleft
      wowthersnonamesleft 3 years ago

      rmsgrey I like how you took the time to either type that out or copy paste it just for that silly guy's silly question, also informative, even though I already knew it, but I have one question, why do the UK add milk to tea? I've never tried it and I rather prefer not to mix the two in case I don't like it.

    • rmsgrey
      rmsgrey 4 years ago +1

      "tea" has three or four meanings in British English.

      The root meaning is a drink made by adding (usually dried) leaves of a particular herb to boiling water and allowing the resulting mixture to steep for a few minutes before straining off the fluid. Adding milk and/or sugar is optional but common.

      The herb is also called "tea", from the drink.

      "Tea" also refers to an early evening meal or a light meal/snack at just about any time of day (see also: "cream tea"). Generally, "tea time" is between 1700 and 1900 (give or take).

      There are also "herbal teas" and "fruit teas", where "tea" is used as a generic term for a drink made by adding bits of plant to hot water. Coffee might be argued to fit this definition, but is never referred to as a tea.

    • Dover
      Dover 4 years ago

      Sure, but what's tea?

    • Game Maker's Toolkit
      Game Maker's Toolkit  4 years ago +23

      That is a very accurate definition

    • Adam Funk
      Adam Funk 4 years ago +6

      American here -
      Are tea towels a thing? Does one use it to clean tea-making instruments, or oneself after drinking wantonly and vigorously, are the Brits are so often wont to do? Is it akin to a napkin?
      Will it work against a ravenous bugblatter beast of Traal?
      So many questions.

  • Apof
    Apof Year ago

    I'm really looking forward to better conversation AI, because in games I often struggle with lack of information or I'm interested in knowing more and in real life you can always ask

  • A. Theil
    A. Theil 3 years ago +1

    Ah man, F.E.A.R. had some damn good AI. Felt like you were actually fighting real trained soldiers

  • Emily E
    Emily E 3 years ago

    I loved the video, and agree with a lot of points, especially about the AI needing to be somewhat predictable.

    It's interesting that AI in non-combat oriented games isn't talked about as much. I'm excited for developments in AI in those games especially, because it seems like it's lagged behind combat AI. You touched on this a little with the Skyrim example, and games like Fable have had really interesting friendly/neutral characters doing daily tasks, but overall NPCs tend to just have a few voice lines and a walking path. Hopefully the technological limitations are lessened in the future and those worlds can become even more immersive and interactive!

  • Swivel
    Swivel 3 years ago +1

    i like halos A.I, like how the grunts sometimes go suicidal, or the elites get enraged when they're last man standing or taken enough damage, it just adds to the experience.

  • Trapper
    Trapper Year ago +1

    I would like to try a game where for example the guard sometimes DOES hunt you down. Maybe that’s way more interesting gameplay


    Great series, a fan of how little it talks about personal anecdotes and focuses on usable information. It is really helping with my own dev process.

  • Janblu The Derg
    Janblu The Derg 5 months ago

    Heck, the whole infighting system in the original Doom games works to get that. Sure, the demons are super simple with their behaviours ("Shoot, move, follow player") but the infighting makes it feel like they are demons in a hierarchy, since they get pissed at each other to the point of murdering each other (making pacifist runs possible).

  • Christopher Malloway
    Christopher Malloway 3 years ago

    Honestly "Horizon: Zero Dawn" has a lot of these good implementations of AI that has been deemed good through this video. The versatility and manipulation of the AI was well done and overall the interactivity of each AI was done to a point of almost an emersive experience. I'm sure more RPG will come out with better AI, but from the time this was posted I thought that this was a good RPG that flaunted all of its AI in a certain way that deemed it an almost emersive gameplay.

  • pinky
    pinky 2 years ago +1

    would really like to see a video about overarching AI,
    not just npc AI, especially not just hostile npc AI

  • MsSomeonenew
    MsSomeonenew 3 years ago

    In the specific case of Doom 2016 the biggest problem comes from claustrophobic maps, you essentially have nowhere to move if an enemy comes at you.
    I'm really don't think making passive enemies improved that core issue, but at least now I know why they act so dopey and non threatening.

  • Dylan Kelly
    Dylan Kelly 10 months ago

    A thing that makes an AI feel smart is with fluent movement making every move it makes feel intentional.

  • BioGoji 1989
    BioGoji 1989 2 years ago

    I think one of the best examples of AI having its own goals would be in the Halo games, especially Combat Evolved and Halo 2, where you can see the Covenant Fighting against the Flood and the player simultaneously, as all three factions are trying to achieve their goals. The Covenant are trying to stop the Flood and kill the Master Chief in order to secure the ring. The Flood are trying to kill the Covenant and the player so that they can infect them and add more bodies to their horrifying collective. And then you have the Forerunner Sentinels, which fight Flood, Covenant, AND the Player on certain occasions. This allows the player to sometimes just let the AI fight each other, and it's really fun because the outcome is never exactly the same each time you let them fight... except when its Covenant versus Sentinels, because the Covenant's energy weapons will make short work of the Sentinels. But otherwise, especially in Combat Evolved, it's simply fascinating to watch the game's AI interact with each other without interference from the player.

  • Q. B
    Q. B Year ago

    Some of the best AI I ever played was actually in Killzone 2. Even in the beta they felt like they were giving me a very organic FPS challenge. That’s part of why It’s one of my favorite games ever and a real underrated gem. It should have never been compared to halo. Its its own beast entirely

  • Arcaryon
    Arcaryon 2 years ago

    First of all, great video.
    While it obviously depends on the game, to me persoanlly a good AI in many shooters/fantasy titles aso usually is a very reactive AI, making this the most important point. An example - when I hid in a store in GTA V, mindlessly killing police officers who tried to enter the room, them using a tactical smoke grenade came as a welcome surprise. Barks are an option but only if the action of the enemy may go unnoticed by the player.
    I'm GTA AI reacted to my playstyle and used a logical solution to counter it - the audio cue was not even necessary in this example. Leaving doors open is a diffrent story but take people seeing you in a mirror in Hitman 2 - if the player thinks interaction is possible, it should be possible for an AI as well - again good AI mainly needs to be reactive. It also doesn't hurt if it isn't completly incapable of damaging you - meaning that using cover and actually having to use recourses thoughtfully to achieve victory becomes mandatory.
    A lot of good AI also isn't "superior" but feels human (cheating is also not necessary unless the effect is desired, like a feeling for superior aim). A gangster crying out for his dead comrades, shivering in fear while you hide in the shadows makes an AI feel alive which is an often overlooked aspect and again is tied to reactivity, the prime principle one can make out in this topic. Sumed up; good AI *ALWAYS* reacts to the environment and the player, uses tools in a logical and innovative manner and is able to adapt to a challange - the way enemies in AC titles were unable to follow you onto the roofs in AC Unity due to realism was fixed via trapdoors allowing enemies and allies alike to follow and react to the players actions. If the player for example is able to do one thing, say to use an ability like a heavy blow, a good AI not only comments and reacts to this action but might be able to predict the ability or stop you from using it with a tool that fits the world - or countering it which can also be used to establish difficulty.
    And perhaps most importantly - the behavior needs to fit the scenario. If you want to make the player feel empowered, the AI must give the player the room to do so. (Doom example) but if an AI feels too harmless, fights for example can loose tension. Balance is therefore also a major contributor to a working AI. It's also important to have diffrent AI roles that feel flashed out. A sniper changing to a small fire arm and laying down mines to stop you from engaging is a great addition to creating an AI body that feels alive, just like a tank that protects a healer, mirroring a classic RPG role mechanic. Too many games make the mistake of overburdening enemies making them either feel far too complex to actually react to (for honor AI on higher difficulties) or just dumping too much diffrent weapons on an underdeveloped AI that doesn't do anything with these weapons. An AI is more than a single spider, it's an invisible web that exists everywhere. An AI calling reinforcements that change depending on your playstyle can make an AI feel smarter.
    Enough said; I think I made my point. Have a lovley day.

  • Masterboa
    Masterboa Year ago

    In a video I watched once, the youtuber was fighting skeletons. He managed to beat them using firework archers. In the next wave, the skeletons had "thought that fire was good, but work was a little too much"(to quote the youtuber) and went with fire archers instead.