View Full Version : Adaptive AI??

11-26-2001, 07:08 PM
Adaptive AI seems to be the new thing at the moment and has proved to be very succesful on games like Max Payne.....on JK2 do you think there will be difficulty settings, or the new AI??.....which would you prefer??

11-26-2001, 07:26 PM
no offense to raven, but I HIGHLY doubt there will be any changes to the q3 AI outside of bosses, but maybe we'll be surprised...

11-26-2001, 07:29 PM
Er, just an FYI RaoK...

Raven has developed their own AI engine called LICH. The guys working on it are a couple of Uni grads specialising in AI.

I think we're going to see something special...and worlds better than Q3's standard AI. ;)

As for adaptive AI, it might be good - as long as it doesn't follow the UT style where the bots just get tougher and tougher. I think they should adapt both ways...so if you start flagging, the enemies ease off a little.

Of course, it would be good if it was an option, like in UT, where the enemies either adapt, or you just choose your standard difficulty setting (Easy, Medium, Hard). ;)

[ November 26, 2001: Message edited by: StormHammer ]

Kurt Plummer
11-26-2001, 07:38 PM
As I understand it, Adaptive AI is something like a pattern recognizer that forces the player to alter his approach to each encounter lest he become predictable based on the way the enemy allows himself (geometry or sequence) to be engaged 'the first few times'.

If so the answer is most definitely "It Depends..."

On the range of environmental and effectant behaviors options to available to change the outcome. If the bad guys can't maneuver with you in 'open field' conditions (no particular room they *have to* appear in/stay in/hold) and especially _MASS_ locally to defeat you with fires, then one has to question their options in countering your Force abilities (I guess they could run around with chinchilla ysalmiri draped around their shoulders but this wouldn't stop a thrown object from hitting them based on inertia...;-).

All the more so if they are without shields/armor equal to yours and so die within X# of rounds every time while you have a lot more margin to learn with.

OTOH, 'watch yourself' lookthru on Sabre vs. Sabre could be /very/ interesting because it implies that if you keep hitting from the left and blocking to the right, the enemy is, sooner or later, going to slip his attack in to your left during the period you leave yourself open to attack (less 'side' than time but still...).

I _like this_ if only because it encourages a kata system whereby the player has to not only create attack patterns but also /continually modify them/ and use 'pattern of patterns' techniques to make the enemy start to respond to his actions.

The ol' "I'm attacking here to make him gonna block me there but I'll really go back here except he'll expect me to do that so I'll really hit there twice..." type paranoid logic...;-)

Kurt Plummer

11-26-2001, 07:49 PM
k now I got a Q, was LICH used in Elite Force?

if so, what about the demo? the AI didn't seem exceptionally smart, but I never actually played the full game.

Khan Aidan Hall
11-26-2001, 11:01 PM
Adaptive AI sounds like a neat idea, until you take into account the fact that the stormtroopers adapt to new situations about as well as their armor does to blaster shots...

11-26-2001, 11:05 PM
I dislike the idea of adaptive AI if it is implemented in a similar way it was implemented in Max Payne. The game simply didn't get hard enough. Once it recognized my style, enemies would just start shooting as soon as I got near the side of a wall. But all I had to do to break this was roll out into the open, stand up, and jump in to bullet time and kill them.

I would rather stick to Easy, Medium, Hard, and possibly a Realistic mode, a la Deus Ex. I could never get anywhere in realistic DX. ;)

11-26-2001, 11:07 PM
Originally posted by RaoK:
k now I got a Q, was LICH used in Elite Force?

I believe the AI tech used in Elite Force was called ICARUS. LICH is supposed to be much better. ;)