DRL > Requests For Features
Difficulty Increases Equate To Greater Challenges
thelaptop:
Okay lemme give a different take on this.
Creating a "good" AI is a notoriously hard problem, and the philosophy with regards to DoomRL has been to do this with a light touch. While I agree somewhat that "simple edge cases" should be taken into account to make the behaviour more believable, from a development standpoint it is not obvious what constitutes a "simple" edge case. Everyone knows that no one knows how to write "good" AI that is both challenging and still fun.
If we did, it would be a pretty big breakthrough in AI research. But then, more than 75% of the code of DoomRL would be the AI itself, and the amount of memory used by the binary would have expanded hundred-fold.
OldSpider:
Choke points are any narrow places where at least one operative can stay and attempt to hold. This isn't AI; rather, it's simple robotics. if($narrow) area.camp;
Moving around the character in an attempt to get behind them is also simple. Rather than moving directly toward the character, for a given number of paces the critter instead moves laterally and retargets normally. Reanimated corpses can automatically do this until the controlling archvile is destroyed (unless they're too smart not to). Moving laterally in an effort to dodge the character's shots should also be an option. But not for pinkies. Pinkies are dumb.
If the character being targeted has moved behind a shot-gun friendly door or similar object made of a crappitanium, then a strong critter should be able to tear it's way through the door. Critters with the appropriate weapons should be able to deal with those doors in an appropriate fashion.
But this wasn't the point I was attempting. Adding more targets to deal with doesn't up the challenge; rather, it makes me not want to play it anymore. When I up the difficulty I want to see the opponents acting differently, I want to see the game's story change slightly, and I want to see more opportunities to explore and adapt. And the character awards don't equate to any perks, so fuck that shit. This is the future!
yaflhdztioxo:
AI is something anyone can experiment with right now with modding. There's nothing hidden in the engine--if someone wants to make a new AI all of the pieces are there and I'd love to see it personally.
Although I will probably never have time to do it I would like to make a player AI that would try to play the game not unlike a human being. Or a squad AI so that I could watch duels between enemy units. Game Hunter is our resident AI expert; I don't think he has any professional credentials in the field but his changes have been improvements. The AIs we have work well considering what Doom is and drastically changing them, even if someone else did the work, is not something I'd suggest lightly.
thelaptop:
* thelaptop sits out of the conversation and observes intently
Keep the discourse civil... >.>
Klear:
Hmmm.. there's also the matter of this being Doom, where the enemies didn't have any AI to speak of...
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