Ice Hole Posted April 17, 2019 Share Posted April 17, 2019 The interaction of these characters should be something that HL team should strive towards in the next iteration of The Long Dark. Wolves are very cunning and to see this type of behaviour represented would be remarkable. Link to comment Share on other sites More sharing options...
Mroz4k Posted April 20, 2019 Share Posted April 20, 2019 Nice vid. And fully agreed. The animal AI is so predictable, it makes navigating the game so easy... Problem is, making a smart AI for a game is kinda very difficult. Link to comment Share on other sites More sharing options...
Ice Hole Posted April 22, 2019 Author Share Posted April 22, 2019 On 4/20/2019 at 4:02 PM, Mroz4k said: Problem is, making a smart AI for a game is kinda very difficult. Path finding could be a showcase for AI done properly. Use of the terrain in every game I have witnessed has always been the Achilles heal for computer controlled characters. Imagine where the animals choose a proper path and not decide to return directly to the threat. This is not blaming HL as I have seen this behaviour in pretty much all the games I have played. Wonder if a dedicated AI board might be a solution in the near future just as GPU upgrade is a thing. The AI accelerated expansion port handles intelligence levels from zero to nine. The development team offloads AI code to another dedicated hardware device and then the user selects the level of AI intelligence based on the card hardware. Link to comment Share on other sites More sharing options...
Ice Hole Posted May 9, 2019 Author Share Posted May 9, 2019 Phase-Functioned Neural Networks for Character Control Some development into path finding that I find fascinating. Soon critters will path find much better. 1 Link to comment Share on other sites More sharing options...
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