View Full Version : How much improvements will the enemy AI have?
ZA_Corax
07-01-2005, 10:54 AM
What I would like to see with GRAW NPC AI (AI + realistic and believable behaviour of NPCs).
A) Enemy NPC AI that will retreat and gather reinforcements.
B) NPC AI that runs for cover, and waits until an opportunity arises. Soldiers should be able to use their surroundings; take cover behind trees, hills and rocks, take control of mounted machine guns or vehicles nearby, know when to hide/retreat and when to attack and be able to work as a team (Far Cry).
C) Smarter enemy NPC AI that will stalk you and perhaps set up an ambush or trap.
D) Enemy NPC AI that will supress, support offensive attacks, and will maintain & try to control an area.
E) Enemy NPC AI that will wait you out, instead of gravitating towards your position.
F) Depending on NPC AI (characteristic) the soldier should react the way they were trained. For instance guerilla fighters should react differently to army trained personel.
G) Co-ordinated enemy NPC AI offensive attacks, long-range, flanking, supported and un-supported.
H) In close combat NPC AI should switch to smaller fire arms or perform melee attacks.
I) NPC AI actions should vary depending on time of day and environmental conditions.
J) Soldiers should get suspicious/alerted when finding an allied killed by you (Return to Castle Wolfenstein).
K) No cheating and no sixth sense! i.e. NPCs should only be able to see the player if he/she is in their line of sight, and they should have a limited hearing range. Even if the player is in an enemy's line of sight, it should take some time for the enemy to notice the player if he/she is far away, or partly covered in vegetation.
L) If an enemy NPC finds a heap of dead comrades ahead of him/her, it should not just run into that area to meet the same destiny as its allies, but take a more cautious approach or just retreat...
M) If a player flees into a house and close the door, some NPC enemies should be able to open doors or break windows (Half-Life2).
N) The player should fight the enemy soldiers AI, not their resistance against gunshots or lightning fast reactions.
O) If enemy soldiers can't see or hear you right now, but they heard you the moment before, they should go searching for you in bushes, etc., all the while commenting on what they do so the player understands they are actually searching, doing an "intelligent" action, not just taking a random walk (Far Cry).
babydave
07-01-2005, 01:52 PM
enemy AI wont act like they are SAS sharpshooters taking out people with AK's at 1km range.
id like to see friendly AI use secondary and greandes more
spm1138
07-02-2005, 03:29 PM
AI that don't instantly know where you are no matter how far away you are.
In GR2 notice that you take (and return if you order your guys to "supress" the area) fire at far beyond visual range.
OK there's conefire at work at longer ranges but there's no degree of uncertainty. That I'd like to see.
Some sort of "Help! they're shooting at me maybe I should put my head down!" reaction from them might be nice too. I got the feeling like in GR2 you were supposed to be supressed them or something but it never really worked like that.
I'd also like to see the AI have to stop and aim and not be able to shoot me from the hip on the run from 50 metres away.
Perhaps some higher level of enemy AI (Squad and Platoon for example) might be nice so say if you quickly and efficiently take out one squad you then have to think about getting away before another turns up.
Friendly AI wise, I liked the squad formation system you had in First To Fight (each member of your fireteam covered a direction and they even understood stuff like doorways and junctions).
Something like that would be neato.
Psychology would be nice too. SWAT3 did it and I haven't seen any game do it since. Do I really need to kill every single soldier in the opposition army? Should some of them not run away? http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif
buddhiraja
07-06-2005, 12:55 AM
It should be really DIFFICULT TO OVERCOME a group of enemies. The difficulty SHOULD NOT be because of UNNATURAL QUALITIES like super aim, super reaction time, movement speed or unnaturally good detection abilities of the enemies.
The DIFFICULTY WOULD ARISE BECAUSE the enemies would utilize cover, adopt realistic battle strategies and would try to preserve themselves at all costs.
To OVERCOME the group of enemies, we have to adopt some STRATEGY or use superior technology, and it would NOT be possible to simply shoot them as they stand in the open, ready to die for their motherland. WE CAN HAVE A TRUE TACTICAL SHOOTER, ONLY IF THIS FEATURE IS INCLUDED.
For this purpose, it is very essential to have a very EFFICIENT AND DETAILED SQUAD CONROL MECHANISM. My squadmates should follow orders very strictly and not get killed easily.
Also, the AI should REACT TO COVERING FIRE. The AI should use covering fire, flanking and occasional grenades. The NUMBER of enemies that my team comes across, in individual firefights, should not be too many.
In a NUTSHELL, in the hardest or realistic difficulty setting, we would be forced to use tactics and strategies to diffuse a situation, because the enemies are SMART and we should have an efficient squad to carry out the plans. ( using strategies, against enemies who can be shot at the rate of 5 per minute, because we are playing a tactical shooter, is the biggest waste of energy http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif )
And .... as I have said before, I would like to see a LARGE % OF FREE ROAMING AI GROUPS, like Island Thunder, with whom I can have firefights at different spots on the map. Also, RANDOMLY PLACED enemy GROUPS, who appear at different places every time we play the game, is really desireable.
buddhiraja
07-15-2005, 02:33 AM
I am eagerly waiting for the information that UBI has said it would release about the AI in GR3 pc.
I hope the enemy AI groups would use various STRATEGIES depending on my actions as well as the situation they are in and the terrain involved. They would change their strategies if I change mine and they come to know of it. I am hopeful of this because the GR series has always stressed on enemy group behavior and done so at a time when others could not think of it.
I would also like to see individual enemies react differently i.e they should have various reactions, and not one kind of behavior only, when they spot me.
Bad_Boy561
07-15-2005, 08:27 AM
I hope they don’t spend as much time on AI as they do the multiplayer aspect of the game, cause they can make the AI only as smart as current technology will allow but there is nothing like playing your buddies in an online match. Their number one priority should be multiplayer game play.
WhiteKnight77
07-15-2005, 08:30 AM
Originally posted by Bad_Boy561:
I hope they don’t spend as much time on AI as they do the multiplayer aspect of the game, cause they can make the AI only as smart as current technology will allow but there is nothing like playing your buddies in an online match. Their number one priority should be multiplayer game play.
Remember not everyone matches and plays Coop instead (there are even Coop tournaments for those who prefer to play Coop). I am one of them. AI needs to be believeable for us along with those who play only SP.
Bad_Boy561
07-15-2005, 08:43 AM
Yeah that is true but the SP part of the game, if that is best part, won’t keep it running for four years. Now don’t get me wrong I do agree to make the AI better but I don’t think MP should suffer for it. Take the original GR for an example the AI was dumb as a brick but the MP aspect of the game kept it alive for four years.
BSR_Dude
07-15-2005, 09:24 AM
IMHO if they did the AI like FarCry s/p GRAW would rock. The AI will try to flank you and will wait for reinforcements. Combine this w/the proven GR m/p and you have a winner.
WhiteKnight77
07-15-2005, 10:34 AM
One thing many people tend to forget, Coop is MP. Matching is nothing more than FFA or team FFA. The basics are all that are needed, a level/map and weapons and skins. Coop, besides needing the level needs AI. While I am not a map maker, all the level designers have to do is provide levels. The AI coders have much more to do so the AI doesn't suffer thus the game as a whole doesn't suffer. MP is more than matching, it is a group of humans playing together online be it FFA, TVT or Coop.
GR's AI wasn't bad on the Expert level, Vet also had some decent AI, but recruits where dumb as would be expected when you play the easiest setting. Many of us still wonder where the guy came from that 6ed us in Coop.
AlphaDelta219
07-16-2005, 04:03 PM
I dont want to see enemy AI that is better than friendly AI, it seems like the Ghosts are going against rag tag militias not highly trained SF from another country.
ZA_Corax
07-18-2005, 07:43 PM
From what I've seen in GR2, and hoping its not carried over to GRAW... The AI seem to be dumb as stumps... even if you shoot their buddies they don't react to gun fire close by, shouldn't they at least run for cover? or is this just limitation of the XBox?
sneaky_sniper79
07-19-2005, 02:40 AM
Indeed, the AI in GR2 - as in many other games - is a challange for all the wrong reasons. They can hit you with automatic fire on a 100 yards while running.
The devs simply raise their awareness and accuracy to make up for their lacking instinct of self-preservation and non-existent tactics, making it very very frustrating to fight them - whenever you lose (and you do it quite often) you don't feel like you were outsmarted, but rather outcheated.
An AI that is challenging for the right reasons - one with the strengths and weaknesses of a human - is so much more fun to battle, although a lot harder to create.
Brainlicker
07-20-2005, 10:16 AM
Originally posted by ZA_Corax:
From what I've seen in GR2, and hoping its not carried over to GRAW... The AI seem to be dumb as stumps... even if you shoot their buddies they don't react to gun fire close by, shouldn't they at least run for cover? or is this just limitation of the XBox?
The AI in GR2 are as dumb as stumps and can shoot through them from 3 miles away with thier eyes closed, and if they don't get you that way they will run at you in hopes of a long needed hug! http://forums.ubi.com/images/smilies/88.gif