We’ve all experienced it – enemies in videogames which seem to want us to beat them. Bosses that have attack patterns we can match in our sleep, enemies in shooters who seem to like head-butting our bullets, guards in stealth games who have 10 degree peripheral vision… the list goes on. The smarter gamers among us, especially the ones with a bit of programming savvy, can usually figure out more-or-less what’s going on behind the curtains code-wise, by paying attention to the way enemies react to certain situations. I remember a buddy of mine and I sat for a whole afternoon playing Tenchu: Wrath of Heaven and discussing the various routines, checks and random elements we’d put into the enemy guard scripts to make the experience seem more human and organic. Well, a fascinating article along similar lines has just been posted at DAMNLAG. Check it out. These ideas are not revolutionary or poised to usher in a new age of AI computing, they’re just simple little things which could be easily implemented to make the behaviour of enemies in videogames seem more organic.

The stealth genre is in need of the biggest kick in the pants when it comes to questionably AI

The stealth genre is in need of the biggest kick in the pants when it comes to questionably AI

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