- Sony's semi-official blog ThreeSpeech has posted an article that asks AI coders from a number of studios "how close are we to creating truly autonomous AI characters" in games. To quote:
Part one: autonomy
To kick off, we're looking at enemies who think for themselves. How close are we to creating truly autonomous AI characters, able to react in real-time to player actions and formulate their own responses? Some developers have been experimenting with techniques such as Goal-Orientated Action Planning (GOAP) for several years in order to create 'thinking' beings.
But is this desirable? And is there still a role for scripted AI, in which the baddies perform actions based on pre-programmed, pre-determined elements? We ask the makers of F.E.A.R, Prototype, Dead Space and Wheelman.
Sergio Garces Casao, Lead AI Programmer, Prototype, Radical Entertainment
Chris Hecker: Independent game coder
Jeff Orkin: MIT Media Lab, Cognitive Machines Group. Previously Senior Software Engineer, Monolith Productions
Louis Gascoigne: Software Engineer, Dead Space, EA Redwood Shores
Nick Davies: AI Programmer, Wheelman, Midway Newcastle
Jeff Orkin: We shipped the first example of a GOAP system with F.E.A.R in 2005, and since then several...