Game Makers Toolkit | What Makes Good AI? @GMTK | Uploaded May 2017 | Updated October 2024, 1 week ago.
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When we talk about good AI, we often think about highly efficient and aggressive enemies in shooters like FEAR and Halo. But surely there's more to good artificial intelligence than this?
=== Sources and Resources ===
- Sources
The Illusion of Intelligence | Bungie
halo.bungie.org/misc/gdc.2002.haloai/talk.html
New Doom's deceptively simple design | Gamasutra
gamasutra.com/view/news/295254/Make_me_think_make_me_move_New_Dooms_deceptively_simple_design.php
The Secrets Of Enemy AI In Uncharted 2 | Gamasutra
gamasutra.com/view/feature/134566/the_secrets_of_enemy_ai_in_.php
The Systemic AI of Far Cry | AI & Games
youtu.be/Q7of5BPmiUs
Arkham Intelligence | AI & Games
youtu.be/Oz04rH542l8
The Artificial Intelligence of Halo 2 | HowStuffWorks
electronics.howstuffworks.com/halo2-ai.htm
[ZIP] Designing to Promote Intentional Play | Clint Hocking
clicknothing.typepad.com/Design/hockingc_GDC06_Intentionality.zip
The Perfect Organism: The AI of Alien: Isolation | AI & Games
youtube.com/watch?v=Nt1XmiDwxhY
[PDF] The AI Systems of Left 4 Dead | Valve
valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf
Toru Iwatani Interview | MameWorld
mameworld.info/net/pacman/interview/interview1.html
Uncharted 4 is not as scripted as you might think | GamesIndustry.biz
http://www.gamesindustry.biz/articles/2016-11-04-uncharted-4-not-as-scripted-as-you-might-think
- Additional resources
[PDF] Three States and a Plan | MIT Media Lab
http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
Managing Complexity in Halo 2 | GDC
gdcvault.com/play/1020270/Managing-Complexity-in-the-Halo
Modeling AI Perception and Awareness in Splinter Cell: Blacklist | GDC
gdcvault.com/play/1020436/Modeling-AI-Perception-and-Awareness
Understanding Pac-Man Ghost Behavior | GameInternals
gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior
Drivatar in Forza Motorsport | Microsoft Research
web.archive.org/web/20160302162556/research.microsoft.com:80/en-us/projects/drivatar/forza.aspx
MGS V Enemies Response System Guide | SegmentNext
segmentnext.com/2015/09/05/mgsv-phantom-pain-enemies-response-system-defense-vehicles-guide
How Prompto's AI-drive selfie system in Final Fantasy XV was built | Gamasutra
gamasutra.com/view/news/292883/How_Promptos_AIdriven_selfie_system_in_Final_Fantasy_XV_was_built.php
Laments on Half-Life 2's AI and balance | Joe Wintergreen
youtube.com/watch?v=OsDM7GKb0xU
Game Development Myths: Players Want Smart Artificial Intelligence | Ask a Game Dev
askagamedev.tumblr.com/post/76972636953/game-development-myths-players-want-smart
=== Chapters ===
00:00 - What does 'Good AI' Mean?
02:27 - Good AI Lets the Player Cheat
03:21 - Good AI Tells you what its Thinking
04:49 - Good AI is Predictable
06:47 - Good AI can Interact with the Game's Systems
07:55 - Good AI Reacts to the Player
10:33 - Good AI has its own Goals
11:45 - Good AI isn't Just About Enemies
13:30 - Conclusion
14:53 - Patreon Credits
=== Games Shown ===
F.E.A.R. (2005)
Halo 2 (2004)
Half-Life (1998)
Halo: Combat Evolved (2001)
DOOM (2016)
Alien: Isolation (2014)
Batman: Arkham Asylum (2009)
Waking Mars (2012)
Final Fantasy XV (2016)
The Legend of Zelda: Breath of the Wild (2017)
Splinter Cell: Blacklist (2013)
Metal Gear Solid V: The Phantom Pain (2015)
The Elder Scrolls V: Skyrim (2011)
Uncharted 2: Among Thieves (2009)
Far Cry 4 (2014)
The Swindle (2015)
Mark of the Ninja (2012)
Pac-Man (1980)
Civilization V (2010)
Far Cry 2 (2008)
Vanquish (2010)
Hitman (2016)
Spelunky (2012)
BioShock (2007)
Prey (2017)
Middle-earth: Shadow of Mordor (2014)
Killer Instinct (2013)
Forza Motorsport 6 (2015)
Left 4 Dead (2008)
Rain World (2017)
S.T.A.L.K.E.R.: Shadow of Chernobyl (2007)
BioShock Infinite (2013)
The Last Guardian (2016)
Event[0] (2016)
Half-Life 2 (2004)
The Last of Us (2013)
Uncharted 4: A Thief's End (2016)
=== Credits ===
Music from Waking Mars OST and Please, Don't Touch Anything OST
=== Subtitles ===
Contribute translated subtitles - amara.org/v/C3BFA
🔴 Get bonus content by supporting Game Maker’s Toolkit - gamemakerstoolkit.com/support 🔴
When we talk about good AI, we often think about highly efficient and aggressive enemies in shooters like FEAR and Halo. But surely there's more to good artificial intelligence than this?
=== Sources and Resources ===
- Sources
The Illusion of Intelligence | Bungie
halo.bungie.org/misc/gdc.2002.haloai/talk.html
New Doom's deceptively simple design | Gamasutra
gamasutra.com/view/news/295254/Make_me_think_make_me_move_New_Dooms_deceptively_simple_design.php
The Secrets Of Enemy AI In Uncharted 2 | Gamasutra
gamasutra.com/view/feature/134566/the_secrets_of_enemy_ai_in_.php
The Systemic AI of Far Cry | AI & Games
youtu.be/Q7of5BPmiUs
Arkham Intelligence | AI & Games
youtu.be/Oz04rH542l8
The Artificial Intelligence of Halo 2 | HowStuffWorks
electronics.howstuffworks.com/halo2-ai.htm
[ZIP] Designing to Promote Intentional Play | Clint Hocking
clicknothing.typepad.com/Design/hockingc_GDC06_Intentionality.zip
The Perfect Organism: The AI of Alien: Isolation | AI & Games
youtube.com/watch?v=Nt1XmiDwxhY
[PDF] The AI Systems of Left 4 Dead | Valve
valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf
Toru Iwatani Interview | MameWorld
mameworld.info/net/pacman/interview/interview1.html
Uncharted 4 is not as scripted as you might think | GamesIndustry.biz
http://www.gamesindustry.biz/articles/2016-11-04-uncharted-4-not-as-scripted-as-you-might-think
- Additional resources
[PDF] Three States and a Plan | MIT Media Lab
http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
Managing Complexity in Halo 2 | GDC
gdcvault.com/play/1020270/Managing-Complexity-in-the-Halo
Modeling AI Perception and Awareness in Splinter Cell: Blacklist | GDC
gdcvault.com/play/1020436/Modeling-AI-Perception-and-Awareness
Understanding Pac-Man Ghost Behavior | GameInternals
gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior
Drivatar in Forza Motorsport | Microsoft Research
web.archive.org/web/20160302162556/research.microsoft.com:80/en-us/projects/drivatar/forza.aspx
MGS V Enemies Response System Guide | SegmentNext
segmentnext.com/2015/09/05/mgsv-phantom-pain-enemies-response-system-defense-vehicles-guide
How Prompto's AI-drive selfie system in Final Fantasy XV was built | Gamasutra
gamasutra.com/view/news/292883/How_Promptos_AIdriven_selfie_system_in_Final_Fantasy_XV_was_built.php
Laments on Half-Life 2's AI and balance | Joe Wintergreen
youtube.com/watch?v=OsDM7GKb0xU
Game Development Myths: Players Want Smart Artificial Intelligence | Ask a Game Dev
askagamedev.tumblr.com/post/76972636953/game-development-myths-players-want-smart
=== Chapters ===
00:00 - What does 'Good AI' Mean?
02:27 - Good AI Lets the Player Cheat
03:21 - Good AI Tells you what its Thinking
04:49 - Good AI is Predictable
06:47 - Good AI can Interact with the Game's Systems
07:55 - Good AI Reacts to the Player
10:33 - Good AI has its own Goals
11:45 - Good AI isn't Just About Enemies
13:30 - Conclusion
14:53 - Patreon Credits
=== Games Shown ===
F.E.A.R. (2005)
Halo 2 (2004)
Half-Life (1998)
Halo: Combat Evolved (2001)
DOOM (2016)
Alien: Isolation (2014)
Batman: Arkham Asylum (2009)
Waking Mars (2012)
Final Fantasy XV (2016)
The Legend of Zelda: Breath of the Wild (2017)
Splinter Cell: Blacklist (2013)
Metal Gear Solid V: The Phantom Pain (2015)
The Elder Scrolls V: Skyrim (2011)
Uncharted 2: Among Thieves (2009)
Far Cry 4 (2014)
The Swindle (2015)
Mark of the Ninja (2012)
Pac-Man (1980)
Civilization V (2010)
Far Cry 2 (2008)
Vanquish (2010)
Hitman (2016)
Spelunky (2012)
BioShock (2007)
Prey (2017)
Middle-earth: Shadow of Mordor (2014)
Killer Instinct (2013)
Forza Motorsport 6 (2015)
Left 4 Dead (2008)
Rain World (2017)
S.T.A.L.K.E.R.: Shadow of Chernobyl (2007)
BioShock Infinite (2013)
The Last Guardian (2016)
Event[0] (2016)
Half-Life 2 (2004)
The Last of Us (2013)
Uncharted 4: A Thief's End (2016)
=== Credits ===
Music from Waking Mars OST and Please, Don't Touch Anything OST
=== Subtitles ===
Contribute translated subtitles - amara.org/v/C3BFA