Prototelis, on 09 October 2019 - 07:48 PM, said:
FEAR AI is built from the ground up to give the impression that it is really smart; but is actually about on par with video game AI of the time. It relies very heavily on scripted sequences. Still a really clever implementation that needs to be looked at more.
I can't say I've experienced the same thing in Crysis 2 as you're describing, I remember them being damn near psychic.
The real issue with deploying bots is that the overhead (node placement, decision tree, etc) is insane, on top of the difficulty of getting them to behave like a player would (shielding, soaking, poking, etc)
The thing that I love about the AI in F.E.A.R is that, even though they're scripted to behave in read-able patterns, there were a lot of patterns. I mean A LOT. I could do the same fight twice against those invisible, wall hugging ninja assassins and the outcome would be different w.r.t how I'd manage to kill them 'cause they were really agile and somehow "knew" when to go invisible.
The thing with Crysis 2 AI is that if you abuse the suit powers a lot, they derp out. It's ok if you shoot and move 'cause they'd keep track of you but once you start abusing your suit powers, they'd go into panic mode and literally turn their back to you.
We could, for the sake of simplicity, have Quake 3 level of AI that would just shoot and do that well which can be used in MWO. Tag certain parts of the map as vantage points where bots with long range weapons would camp and it will make the game repetitive but at least they'd shoot better. After that, we can worry about making the AI spread damage like a top player would. Then again, we'll see what the AI is like once MW5 is playable. Then we can know for sure if AI would be decent in MWO or not.