MischiefSC, on 27 November 2019 - 11:13 AM, said:
Making AI 'hard' is super easy. You can make it instantly read player inputs, see through all walls and structures and never miss. Have all enemy mechs focus fire and headshot the player every time he pokes his head out.
So how 'good' do you make the AI. Making AI act like a person is hard because people make unpredictable and often stupid choices that turn into lucky situations and they make predictive choices which are CPU intensive. So what we have is pretty much industry standard for a few reasons. Players are going to find ways to exploit AI decision making regardless of what you do or how good you make it so focus on overall performance.
Very much true. Making a ridicilously punishing "AI" is easy as heck. Just make them hit with every shot and see through walls, yes. But that's not a good AI. Neither is an AI that is unbelieveably dumb.
There should be a middle ground somewhere here. An AI that is not punishingly overpowered and omniscient but doesn't just stand there with drool bubbling at the side of their mouth. And there are good examples of this in much much older games - even games from the Mechwarrior -franchise. One example is the Grunt from the Halo games. They are mostly dumb as bricks, but they have the quirk of running away and panicking, and that gives them character. It's not exactly great AI design all over the game, and the challenge in it comes from unfair advantage mostly, but it's still better for having these quirks than not having them.
In case of a Mechwarrior game, there are many ways to create a decent AI. For starters, they could try to shield their heads and backs a bit better, instead of just charging towards whatever objective they've been given. They could have some rudimentary teamwork skills, with light mechs spotting for LRM's or something (not sure if they do, but they are not very competent at it). Try to do flanking maneuvers (again, not sure if they try, but are just not competent at it).
In addition to these, there could be cool stuff like patrolling. Wow, such an advanced concept, that was already in MW2. Or shut down mechs waiting to ambush you inside some garage in a building or in a cave or something - a concept which was somewhat less competently done in games like MW4 and 3 if I recall.
So far all I've seen are enemies that spawn out of thin air right next to you when you go past some magic checkpoint, and then run around like headless chickens.
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In general though AI is always going to be mediocre because A: that's a good fit for majority of players who want an enemy they can beat and that you can throw at them in quantity and B: making AI behave incredibly well is resource intensive and it just means players will work out a more limited range of ways to exploit the AI to win anyway.
I don't exactly agree with this. I just provided some examples that would make the AI better than mediocre, and there are way more of those available throughout the history of videogames. Also, I don't think the majority of players just want an enemy they can beat, they want an enemy they can beat by playing competently. And while the players will always eventually find ways to exploit the AI, it doesn't mean it's going to be easy for an average player to find those exploits. Also, finally, the AI doesn't have to behave incredibly well, just well enough in a larger context. You can have a semi-competent AI and introduce other variables - like the aforementioned enemy numbers - to tweak the overall challenge. It'd actually be even easier to tune the challenge down for "less tryhard" players if the base mechanics were solid.
Edited by Jyi, 27 November 2019 - 01:58 PM.