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Forum: All Forums : Soldier of Fortune
Category: SoFII General
General game questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: What game has the best AI??
spike232~rb
General Member
Since: Dec 23, 2006
Posts: 5892
Last: Dec 23, 2006
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Level 10
Category: SoFII General
Posted: Saturday, Jul. 6, 2002 04:50 pm
I would have done this in a poll but we have too many of them and i woas not sure what options to choose.

what game do u think has the best AI??

sof2 well the ai certinly consume ur processor but are they smart?? they hide, lean, jump over things :p but their team work is pretty poor,
in jk2 one of the stormtroopers would always just try and run behind u, really got annoying, but it did make it seem like they were working as a team kind of


(half life dont count cause it was mostly scripting)
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Deimos000~rb
General Member
Since: Dec 23, 2006
Posts: 438
Last: Dec 23, 2006
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Level 5
Category: SoFII General
Posted: Saturday, Jul. 6, 2002 04:57 pm
the AI in MoH:AA was pretty good.... I think..


mostly scripted too I guess..  ???
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aggies04~rb
General Member
Since: Dec 23, 2006
Posts: 218
Last: Dec 23, 2006
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Level 4
Category: SoFII General
Posted: Saturday, Jul. 6, 2002 05:08 pm
Although probably scripted mostly by the mapper as well, I liked Thief.  It's an old game, but the AI was great. You could hide in shadows and if they thought they saw you, they would check it out and actually search for you. That was a nice change from the more common "the enemy has super vision, and always knows where you are once they have been alerted."  SOF2 has fair AI. If they didn't know where you were once they were alerted, and instead had to "search" for you, then I would like it. But the way the track you through walls is old school. They do some neat things with leaning, etc. but i think it would be bad ass if you could mislead them into "thinking" you were in one room, so they would creep up to the doorway and lean around, and then you could come around behind them, and nail them. But u can't cuz once they are alerted, they know exactly where you are and they can't "lose" you.
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silentzero~rb
General Member
Since: Dec 23, 2006
Posts: 27
Last: Dec 23, 2006
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Level 2
Category: SoFII General
Posted: Saturday, Jul. 6, 2002 10:10 pm
thanks for that very interesting information, mechanodroid!
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Zhinphou~rb
General Member
Since: Dec 23, 2006
Posts: 209
Last: Dec 23, 2006
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Level 4
Category: SoFII General
Posted: Saturday, Jul. 6, 2002 10:43 pm
To put it bluntly, Halo had the best AI to ever grace a videogame, be it a pc or console one.  The AI kept u one your toes and you actualy had to think about what actions to make.  They never repeated the same tactic, either.  They hid behind obstacles and bumrushed ya if ya had a pisspoor gun.  They acted in teambased orders and knew when to run from a fight.  Halo just kicked ass in terms of AI, but maybe its because the AI characters were aliens, as opposed to the usual human fare. :s28:
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Fragger~rb
General Member
Since: Dec 23, 2006
Posts: 2821
Last: Dec 23, 2006
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Level 9
Category: SoFII General
Posted: Sunday, Jul. 7, 2002 04:59 am
Serious Sam! :s27:
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Kick Ass Cop~rb
General Member
Since: Dec 23, 2006
Posts: 278
Last: Dec 23, 2006
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Level 5
Category: SoFII General
Posted: Sunday, Jul. 7, 2002 06:12 am
You gotta be poo-pooing me fragger.. the only thing implemented in serious sam is.. find the target and go.. whaaaaaaaaaa.. towards it.. haha..

by the way mechnadroid.. what i knew abt A* was that it was for static objects.. how do u modify it for moving objects like the player.. i made a game too as my BSc senior project.. we used a variation of Djikstra's algorithm.. by doing the first step only.. the game was built on Gamestudio A5 trial version.. and it has a trace function that can be called to get the location of the player.. then we statically applied portals on various superareas of the map.. and everytime the bot reached a superarea it called trace again.. (i know it looks time consuming but with the current speeds of processors it was simply nothing).. and then it would select the next portal to move to.. and so on.. until it reached the player.. it was a low level game really low level.. maybe better than wolf 3d ai.. or even doom but still it was low level.. but the thing that i wanted to ask is what modification did u make in order to implement the A* algorithm.. (actually i dont know much abt the algorithm so plz speak english if u know what i mean.. ) and exactly how do u make the algorithm dynamic.. ( i dont want any of ravens secrets.. but just a tip for game programming) ours algo was basically static.. as the bots followed a set path on the map..

by the way what i always say is that u can make a nice commercial or business software in a half a year but game programming reaaaaaaaaaaaaally needs time.. i have lot to learn  yet.. but i am on my way to enter the game industry..

lastly.. the nolf2 ai as has been talked abt in various interviews looks promising.. i hope
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Tango[bC]~rb
General Member
Since: Dec 23, 2006
Posts: 53
Last: Dec 23, 2006
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Level 3
Category: SoFII General
Posted: Sunday, Jul. 7, 2002 07:13 am
best AI is pacman
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Kick Ass Cop~rb
General Member
Since: Dec 23, 2006
Posts: 278
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: SoFII General
Posted: Sunday, Jul. 7, 2002 07:27 am
Quote
best AI is pacman


moron..
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Tango[bC]~rb
General Member
Since: Dec 23, 2006
Posts: 53
Last: Dec 23, 2006
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Level 3
Category: SoFII General
Posted: Sunday, Jul. 7, 2002 07:29 am
it's true they always team up on me and corner me pur geniuses
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