The simple grunts fleeing when their elite/brute commander dies thing makes Halo's emergent gameplay amazingly good. The grunts are weak and they lack shields making them easy to pick off one-by-one so sometimes a player might opt to focus on killing the grunts before taking on the elite. However killing an elite makes grunts (& sometimes jackals) flee in terror which makes them super easy to kill. I heard one person describe it as being like chess where sometimes you decide to kill the pawns first to give you a clear shot at the rook and sometimes you decide to go for the rook first to make the pawns easy prey. In Halo CE the lack of elites on the level 343 Guilty Spark and the general panicked behavior of the surviving grunts and jackals before the big plot twist did a great job of feeding into the unsettling nature of that level. Some players don't immediately notice the lack of elites but everyone notices there's something "wrong" with the Covenant there.
It’s interesting because I actually think the AI seemed more clever in CE than 2. Is it possible that due to H2 having “more options” it leaves a lot more room for the AI to do goofy things like climb the same box over and over?
in fact I think it's a kind of trick that CE make on the players. Playing again from time to time to the CE 2011 remake, I noticed that the AI system looks quite modern with the (now not so much) modern graphic. In fact AI in CE is good for the time but quite poor in front of the next halo games, the big trick is that the NPC are hypercinetic. Elites just do really a lot of doges and rolls, grunt jumps more and so on, giving the impression that they are more clever, but they are just "dodgier".
Jonathan Banchetti they’re definitely “dodgier” but there’s a lot more proper strategy that they tend to do when compared to 2 where you can find them getting caught in behavior loops. Halo Reach, 4 and 5 has an issue where they tend to “retreat” a lot while firing at you which is unsatisfying since sprint was included so you aren’t allowed to fire back while giving chase
Ikr? Maybe it has to do with the enviroment and how they react with it. Halo 1 was more closed in a way, more cover, walls, rooms, flanking routes, while halo 2 has more of a intense battlefield feel. CE movement feels much more reactive, but not becouse of dodges and animations, but becouse they walked the same way as the player (elites). It feels like you are playing against another player, or another lifeform that has all your skills, instead of a videogame figure. Also idk if in halo 2 ai changes with difficulty, but btw, in heroic you are already too squishy to see them do stuff before they kill you, and normal is too easy to see them do stuff before they die, while i think halo 1 heroic was soooo perfect. Now a copy of my comment in an another thread. Seriously, i still get outsmarted by covenants on heroic by this day. The best one was when in the first hangar of truth and reconcilliation behind the door, a blue elite actually baited me into following him where a red elite half in cover and a jackal layed a trap and drained my shield, then when i retreated i got flanked by a pack of grunts from right, so i moved left, and guess who was there? The red elite who meele'd me in one hit. Or when a gold elite with plasma rifle in control room peeked around the corner, saw that i was camping my ass with a charged plasma shot, baited me to shoot it with a split second movement and then charged me once i missed. Seriously wtf
Actually i just tried some testing in halo 2 heroic and in close quarters it feels exactly like halo 1 heroic ai. Just the damage and weapon game is different so it's more fast paced/more focused on burst akimbo dps and manuvers, but if you play it slow like halo 1 and let friedlies do something and move from cover to cover to flank, they start moving like you would expect in halo 1, flanking, charging, retreating. I was surprised i predicted their behaviour based on halo 1 knowledge, since i almost never played halo 2 heroic. Much fun and not as hard as i remembered. But still, since it's more burst damage based, you see less of that stuff, while halo 1 has longer engagements per enemy so they have the time to manuver before they die or they kill you.
They are not just dodgier. They react to your movements. The A.i was insanely advanced for its time. Halo Ce literally has better A.i than many fps games released today.
It took me years of the original Halo 2 game to discover that if you draw a Energy sword if front of a high ranking elite with guns (like gold ones), he will drop its guns and draw its own Energy sword to duel you!
I accidentally clicked on your Alien: Isolation video and decided to keep it on, then I watched and enjoyed this video and said "I'm Scottish I'm pretty sure you're Scottish, you make high quality content, I consume high quality content, this guy deserves my future interest and entertainment, which I make sure will happen by performing the action of me clicking the subscribe button, so I can be notified when more high quality content is produced by this man."
Aye, definitely Scottish. My accent is just a bit cleaned up: between stuff like these videos, giving lectures and living abroad for years (though I'm in England now), I need to factor in that most folk can't understand a Weegie accent.
Anybody who's played CoD World at War on Veteran difficulty will know where I'm coming from with this. The AI throw grenades at literally all of their problems. If it is using the Behavior Tree, and throwing a grenade is a priority to get the player to move out of cover, then there must be little to no delay added on to that action to prevent them from doing over and over and over and over and over... either that or the AI developers for that game are sadists :/
SirMan McDude I'm playing that now. the worst part is that even after beating black ops and ghosts on veteran recently it doesn't prepare you at all. in ghosts, which I found easiest, you could take your time, move slowly, cover to cover, with competent allies. in black ops, you can still go slow and take your time, but it is harder. but WaW, the maps are open, they come from everywhere, and it's impossible to go slow because they throw never stop with the fucking grenades.
samtheweebo The game was simpler then, but the AI was smarter with less to think about. The difficulty setting actually unlocked higher level behaviors and tactics which most games even now don’t even attempt (think Bethesda bullet sponges).
Seriously, i still get outsmarted by covenants on heroic by this day, i've never seen an fps ai that feels so much alive. The best one was when in the first hangar of truth and reconcilliation behind the door, a blue elite actually baited me into following him where a red elite half in cover and a jackal layed a trap and drained my shield, then when i retreated i got flanked by a pack of grunts from right, so i moved left, and guess who was there? The red elite who meele'd me in one hit. Or when a gold elite with plasma rifle in control room peeked around the corner, saw that i was camping my ass with a charged plasma shot, baited me to shoot it with a split second movement and then charged me once i missed. Seriously wtf
I just finished Halo CE 2 days ago on heroic and AI in this game was kinda bad and predictable. Elites just dodge *a lot*, Jackals always open with charged shots (and it looks like they don't have coldown on a weapon after using it), small dudes just throw nades and flood, well they zerg rush you unless they are put in a specific spots where they stand and shoot. On top of that there are issues with aim - sometimes they are extremely on point (even from far) and sometimes they are unable to hit you. I'm playing Halo 2 right now and AI is just much better, especially teammates AI.
Even within individual categories of Halo's enemies, there are pretty radical differences in behaviour between the many different 'flavors' of elites. Zealots and their fucking plasma swords. Black Ops grunts will even do crazy shit like charge you or throw grenades.
The AI tree operates on the computer code of the selected and changes based the true or false principles. For each function on the AI behaviour there are sets on which one is executed on the true or false principles
I like these kinds of videos that cover AI and behaviour trees. These studies help me often as I study game design, and I am getting into the flow of watching them. I'm still figuring out my design flow though
Just found your channel and started on the alien isolation video and now I'm stuck watching your videos and I think it's absolutely amazing that your making these videos, always wanted to know how things worked and can't wait to see more, keep up the amazing work!👏
I would really love it if you revisited Halo (2 and 3, since those two have the most AI data to look at) in future videos, go more in-depth. This is rather short and surface level compared to some of your other, excellent videos.
I love halo.People didn't like halo 4 and 5 but i did like 4...5...not so much.But I just have this feeling,especially after halo wars 2 and what they did with that,that halo 6 is gunna be a great halo game.Who knows,I might end up regretting saying this but I really hope that I don't
I often get flack for saying that Halo 3 ODST and Halo 4 are my favourites in the series. 4 holds up really well in my opinion and does some interesting things with game spaces and AI that exploit them. 5 I really wanted to like but it just doesn't hold up: especially second time around.
Came here from the alien isolation video and it just made me think how badass it would be to be Chief in the station in that game. YOU would be the one hunting the aliens lol
ha ha...but really it's a confusing level..with buggers suddenly flying at you..and being surrounded like that..horizontally AND vertically. And when i played this bit (just a few days ago so it's fresh) i was desperately trying to keep my marine buddy alive too. Quite disorienting
Behavior trees: the one thing that is apparently everywhere, easy to make, but when you go to actually implement it you realize just how sparse info is on them.
1) Your videos are great, even though I've only seen this and your Alien Isolation one. But so far they have been of amazing quality as well as very well researched. 2) Where did you get the theme in the beginning with the guitar? I've heard it somewhere but I can't remember where.
1) Thanks! Glad you like'em. 2) The theme is actually mixed between the original Halo theme (I wanted the classic choir) and the anniversary version of the Halo 2 theme with guitar played by (the legendary) Steve Vai. ruclips.net/video/yhaIzRsoQp4/видео.html
Excessive flinching broke the hunters in 2. The first encounter is easy with the turret. Turn flinch immunity on however... And it's much more intense.
Here's a nice way kill the Ghosts in the bridge area of Delta Halo in case you wanted to beat it on Legendary. Go to the cliffside on the left of the building, face away from the cliff and get the attention of the Ghosts. Avoid the Ghost's fire as much as you can, but hold your ground. When the Ghosts boost at you, jump over them. They'll fall to their death.
"You don't want the player to have to dodge 10,000 grenades in the space of 3 minutes" Legendary difficulty with the grenade skull on: Am I joke to you?
Pale rider, Pale horse, nah halo reach started the tread of shit marines. They fired less, got staggered, had less health, no aimbot and Generally inferior ai.
Could you make videos on other halo games and maybe also do an in depth review of some of their strengths, weaknesses, and problems along with how they compare to each other. For some examples, one halo reach'es enemy ai are good, but thare are problems they can suffer from like dogeing an elite charging you to then melee you in the right way can sometimes cause them to slide along the ground like the ground is ice going in in cycles with you, or how every ai can't really jump independently like the player and instead have hidden, scripted spots on the make that alloy them to jump from one spot to only one other spot. one problem that makes the game harder sometimes is how elite movement as to snapy, like an instant side step, they move in a way that can sometimes be to much for the ai to handle an would be better if they move more like a player where transision between directions is much smother and offer them so much more...............I would also love to talk with you on this and put some of my experience in if you are ok with that... but the only way I could talk is within an Xbox party..................I'm don't even know what skipe is....... sorry for the langthy comment.....have a good day.
Hey there. My videos are really limited by what I can find out (that is accurate) about a given game. I do have at least one more Halo video I could make based on some of the AI placement, behaviour shifts and strategy in Halo 3. But at present I don't have many other topics I can cover. Bungie were actually one of the first studios to really talk about their AI implementations and how to improve them during the Halo 2 and 3 days. Sadly a lot's changed since then: with Bungie now almost never talking about their development work for Destiny, 343 don't really engage in developer events and the more prominent faces who used to give these talks and attend events are no longer involved with either company. A 'review' of the AI itself may well warrant as a topic for the Design Dive series at some point in the future. Though I will stress that Design Dive is taking a wee break until I can focus on more case study content and tutorials over the next 3-5 months.
Man I appreciate all the detail put into these remastered cutscenes but something about them feels really uncanny. Maybe it's the fact that the cutscenes are now completely divorced from the gameplay's visuals, or maybe it's the fact that they're lip-synicing over decade-old audio, or maybe it's just way too different from how I remember the game. But it bugs me either way.
lets be honest halo ce has the smartest ai, and imo halo ce is the second hardest game in the series because of how smart the is (those damn elites are so smart and annoying).
You'd typically use one or the other. Behaviour Trees are considered a viable alternative to Finite State Machines, given the transition logic is encoded as part of the tree structure rather than simply from state to state.
5% chance built in for survival, else If playerVisible = true playerHealth = 0. xD All kidding aside they do actually aim with their aimbots straight for your head in milliseconds and then pull the trigger
@@graver067966739 On legendary i believe their reaction time is around 0.3 seconds or less and accuracy is 90-100%. Headshots can happen, but since on legendary all enemies have a 1.5x damage multiplier, they only have to land a body shot to kill you in one hit. That is why they are very broken, around 0.3 seconds outside cover and they will kill you. You can check stats via H2 Vista copy and Assembly, which is what I did.
Just watched the Halo Infinite trailer and I can bet my house on the fact that will not have AI not nearly as sophisticated as what we have in CE or H2.
It's reliant on my knowing how more modern Halo games build their AI. Bungie used to be very big on sharing their work practices in Halo 2 and 3 days, but now they're pretty quiet about stuff in Destiny and 343 are sadly kinda the same.
So is this a new thing that has been slowy perfected or was this always how AI code was written? it just took time and experience making games to get better at it or all of the above. I'm immediately thinking of the terrible Red Orchestra 1 & 2 AI and wondering how they screwed it up aside from not caring about it that much.
6:43 i was just playn on hard and 2 marines, kne with br and one with sniper rifle, took down those hunters without dying... and hunters didint shoot evdn a singke time...
I watched a talk recently be Soren Johnson on fun AI vs good AI (ruclips.net/video/IJcuQQ1eWWI/видео.html). Is that basically what is happening at 7:00? With the enemies being more entertaining for the user overriding being smart?
@@tylerellis9097 only marines in halo 1 i remember being useful were shot gunners and sniper marines, AR marines shoot 3 round burst for a fully automatic weapon making them useless. Halo 2 BR marines are great support for the player and Snipers with beam rifles ( has higher accuracy in ai aiming mechanics make the really helpful on higher difficulties) can actually win most one vs ones with higher ranking elites.
AI and Games I am British and we use stones. We don't use pounds for people's weight nor do we say 140lbs for 10st. Well there is the phenomenon of British RUclipsrs doing their best to sound American but for the average Brit we use stones or kg for weight. Every Brit knows this.
"doing their best to sound American" - Haha! Well played. Aye, I totally sound like I grew up in Glasgow, Montana. I mean are we really having to debate this? A stone is a unit of measurement derived from pounds, which in-turn is a unit measured in ounces. This is taught in primary schools, so you're right: every Brit knows this. This is like arguing over a pint about how we no longer use fluid ounces as a unit of measurement. 😂
It’s sad. Behavior trees are too basic. Halo could learn a thing or two about upgrading its AI both friendly AI and hostile AI by learning from the Macro AI and micro AI dual AI method used in Alien Isolation the video game based off of the alien franchise. I think a higher quality AI should have a behavior tree System as it’s base but with a Macro Micro AI full scale fully fledged enhancement. In other words, each behavior tree system (cause jackals have their own as do grunts and hunters too etc) should have their own unique macro micro AI system as well. Also, the basic behavior trees need to be enhanced. For example, each behavior tree for each type of alien should include upgrades like the AI is now capable of having a primary and secondary weapon just as the player does. Also the brutes and elites should be allowed to also have a third heavy weapon too just like the player is capable of having a third heavy weapon like a turret or plasma cannon etc. Such AI would be more realistic because who would go into battle with only one weapon? If your answer is that’s is stupid then good your right. It is. So then, why do we allow the covenant AI to only have one weapon max? Recently they’ve begun to give the covenant the ability to have two weapons. But it’s long over due and the covenant AI do not switch their weapons fast enough in response to the changing situations caused by the player or other AI. They continue to use their primary weapon even though it’s not the most effective weapon to use in that scenario created by the player and the result is the AI gets killed by the player for being so stupid. The AI are not completely stupid though. Only 70% stupid. For example when I come in with vehicles with my buddies and we’ve got rocket launchers for our AI in the passenger seats etc, the enemy AI sometimes notices my enhanced strategic threat caused by me having a heavy vehicle with heavy weapons everywhere so the enemy seeks to find a vehicle to attempt to balance the playing field against me. That’s nice. But it’s not good enough. It’s not good enough. Cause by the time the bitch gets into his little ghost, he’s already screwed. The AI also don’t automatically change their weapons depending on the situation I create to put the battle in my favor. For example, when I show up with a chain gun, instead of the Enemy changing their weapons immediately to more suitable ones or immediately searching for a better one from their own weapon lockers, they continue to fight me with their plasma pistols and have the audacity to be confused when their buddies end up dead... The solution to making AI more formidable isn’t to simply increase their damage and health to insanely high numbers, but rather to enhance their AI aka make them “smarter”. For example, duel wielding Halo 2 AI, that was a smart move. They were still insanely stupid. But it was a move in the right direction. That’s not a great example to prove my point though. It’s just a basic example. The AI’s priority mechanism needs an upgrade. If I’m aiming my rocket launcher at an AI inside of a wraith, for example, and the AI already fired it’s shot and missed, it should consider “can my wraith withstand a shot from his human weapon or not” a high priority in those seconds. If the answer is yes, then a new tree of decisions should arise that says, “Should I create distance between my wraith and him so I can buy myself more time to avoid his rocket launcher shot or not” If the answer is “No my wraith cannot withstand another shot from his rocket launcher” then the logic should make “escape wraith immediately” as the highest priority action for that specific AI at that moment. Hence why earlier I said it’s priority trees need upgrades. It’s conditional nodes also need upgrades. For example, “enemy player currently is using a sniper rifle” which means “I should navigate out of enemy player’s line of sight and switch to a longer range more accurate weapon to counter” Instead of lining up single file with plasma pistoles trying to see if I’m as stupid as they think I am. The AI don’t do this well enough. Another example, the AI don’t help each other cohesively enough. They throw grenades near each other without regard to, “If my fellow elites die, that reduces my chances of winning against the player” lol 😂 The AI currently are “ok”. But they’re very long long overdue for these kinds of basic upgrades.
As a Bungie team member once said it's more of a challenge in creating FAIR A.I. than it is creating GOOD A.I.
*has flashbacks of Promethean Knights in Halo 4*
*Promethean Watcher's in Halo 4*
Chest A.I
*Laughs in Jackal sniper
What’s wrong with good that’s firm but fair?
5:52 "The decision made by each covenant pays attention to the current context."
*throws grenade at feet of two elites*
*neither react whatsoever*
SpaceMissile then you must be really lucky, my never stop jumping (unless i frag him).
In my experience Elites are jumpy as hell when grenades are nearby, what difficulty are you playing on?
This is because he was playing on easy mode
Legendary Elites be like "lol this nade will do zero damage to my op shields, no need to dodge, just keep pouring plasma into the demon" 😉
I think all the footage in the background is on easy mode
The simple grunts fleeing when their elite/brute commander dies thing makes Halo's emergent gameplay amazingly good. The grunts are weak and they lack shields making them easy to pick off one-by-one so sometimes a player might opt to focus on killing the grunts before taking on the elite. However killing an elite makes grunts (& sometimes jackals) flee in terror which makes them super easy to kill. I heard one person describe it as being like chess where sometimes you decide to kill the pawns first to give you a clear shot at the rook and sometimes you decide to go for the rook first to make the pawns easy prey.
In Halo CE the lack of elites on the level 343 Guilty Spark and the general panicked behavior of the surviving grunts and jackals before the big plot twist did a great job of feeding into the unsettling nature of that level. Some players don't immediately notice the lack of elites but everyone notices there's something "wrong" with the Covenant there.
It’s interesting because I actually think the AI seemed more clever in CE than 2. Is it possible that due to H2 having “more options” it leaves a lot more room for the AI to do goofy things like climb the same box over and over?
in fact I think it's a kind of trick that CE make on the players. Playing again from time to time to the CE 2011 remake, I noticed that the AI system looks quite modern with the (now not so much) modern graphic. In fact AI in CE is good for the time but quite poor in front of the next halo games, the big trick is that the NPC are hypercinetic. Elites just do really a lot of doges and rolls, grunt jumps more and so on, giving the impression that they are more clever, but they are just "dodgier".
Jonathan Banchetti they’re definitely “dodgier” but there’s a lot more proper strategy that they tend to do when compared to 2 where you can find them getting caught in behavior loops.
Halo Reach, 4 and 5 has an issue where they tend to “retreat” a lot while firing at you which is unsatisfying since sprint was included so you aren’t allowed to fire back while giving chase
Ikr? Maybe it has to do with the enviroment and how they react with it. Halo 1 was more closed in a way, more cover, walls, rooms, flanking routes, while halo 2 has more of a intense battlefield feel. CE movement feels much more reactive, but not becouse of dodges and animations, but becouse they walked the same way as the player (elites). It feels like you are playing against another player, or another lifeform that has all your skills, instead of a videogame figure. Also idk if in halo 2 ai changes with difficulty, but btw, in heroic you are already too squishy to see them do stuff before they kill you, and normal is too easy to see them do stuff before they die, while i think halo 1 heroic was soooo perfect.
Now a copy of my comment in an another thread.
Seriously, i still get outsmarted by covenants on heroic by this day. The best one was when in the first hangar of truth and reconcilliation behind the door, a blue elite actually baited me into following him where a red elite half in cover and a jackal layed a trap and drained my shield, then when i retreated i got flanked by a pack of grunts from right, so i moved left, and guess who was there? The red elite who meele'd me in one hit.
Or when a gold elite with plasma rifle in control room peeked around the corner, saw that i was camping my ass with a charged plasma shot, baited me to shoot it with a split second movement and then charged me once i missed. Seriously wtf
Actually i just tried some testing in halo 2 heroic and in close quarters it feels exactly like halo 1 heroic ai. Just the damage and weapon game is different so it's more fast paced/more focused on burst akimbo dps and manuvers, but if you play it slow like halo 1 and let friedlies do something and move from cover to cover to flank, they start moving like you would expect in halo 1, flanking, charging, retreating. I was surprised i predicted their behaviour based on halo 1 knowledge, since i almost never played halo 2 heroic. Much fun and not as hard as i remembered. But still, since it's more burst damage based, you see less of that stuff, while halo 1 has longer engagements per enemy so they have the time to manuver before they die or they kill you.
They are not just dodgier. They react to your movements. The A.i was insanely advanced for its time. Halo Ce literally has better A.i than many fps games released today.
It took me years of the original Halo 2 game to discover that if you draw a Energy sword if front of a high ranking elite with guns (like gold ones), he will drop its guns and draw its own Energy sword to duel you!
It's so cool!!!
I accidentally clicked on your Alien: Isolation video and decided to keep it on, then I watched and enjoyed this video and said "I'm Scottish I'm pretty sure you're Scottish, you make high quality content, I consume high quality content, this guy deserves my future interest and entertainment, which I make sure will happen by performing the action of me clicking the subscribe button, so I can be notified when more high quality content is produced by this man."
Aye, definitely Scottish. My accent is just a bit cleaned up: between stuff like these videos, giving lectures and living abroad for years (though I'm in England now), I need to factor in that most folk can't understand a Weegie accent.
That note about delay after priority action and grenade is very true. I'm looking at you, Fallout 4 and your endless grenade spam
Subscribed [and shared], this channel _needs_ to grow.
+Blaze MacArthur Thanks a lot. Really appreciate it. 😊
Blaze MacArthur let it grow ! XD
Anybody who's played CoD World at War on Veteran difficulty will know where I'm coming from with this. The AI throw grenades at literally all of their problems. If it is using the Behavior Tree, and throwing a grenade is a priority to get the player to move out of cover, then there must be little to no delay added on to that action to prevent them from doing over and over and over and over and over... either that or the AI developers for that game are sadists :/
SirMan McDude I'm playing that now. the worst part is that even after beating black ops and ghosts on veteran recently it doesn't prepare you at all. in ghosts, which I found easiest, you could take your time, move slowly, cover to cover, with competent allies. in black ops, you can still go slow and take your time, but it is harder. but WaW, the maps are open, they come from everywhere, and it's impossible to go slow because they throw never stop with the fucking grenades.
WAW decision making: "I see him, what do we do?"
*turns to see an entire brigade of men pulling pins on grenades*
This is why I don't play on Veteran difficulty with CoD. Artificial difficulty is a lazy and cheap tactic
what about the AI system in halo CE I was always most impressed by the ai in that game
samtheweebo The game was simpler then, but the AI was smarter with less to think about. The difficulty setting actually unlocked higher level behaviors and tactics which most games even now don’t even attempt (think Bethesda bullet sponges).
Seriously, i still get outsmarted by covenants on heroic by this day, i've never seen an fps ai that feels so much alive. The best one was when in the first hangar of truth and reconcilliation behind the door, a blue elite actually baited me into following him where a red elite half in cover and a jackal layed a trap and drained my shield, then when i retreated i got flanked by a pack of grunts from right, so i moved left, and guess who was there? The red elite who meele'd me in one hit.
Or when a gold elite with plasma rifle in control room peeked around the corner, saw that i was camping my ass with a charged plasma shot, baited me to shoot it with a split second movement and then charged me once i missed. Seriously wtf
@@yoloman3607 Didn't they do that in other bungie halos too? E.g the jackals using overcharge to take down your shields.
I just finished Halo CE 2 days ago on heroic and AI in this game was kinda bad and predictable. Elites just dodge *a lot*, Jackals always open with charged shots (and it looks like they don't have coldown on a weapon after using it), small dudes just throw nades and flood, well they zerg rush you unless they are put in a specific spots where they stand and shoot. On top of that there are issues with aim - sometimes they are extremely on point (even from far) and sometimes they are unable to hit you.
I'm playing Halo 2 right now and AI is just much better, especially teammates AI.
Even within individual categories of Halo's enemies, there are pretty radical differences in behaviour between the many different 'flavors' of elites. Zealots and their fucking plasma swords.
Black Ops grunts will even do crazy shit like charge you or throw grenades.
Spec Ops and Zealots from CE, Ultras from Halo 2 and Reach - all of these enemies on Legendary are probably the best AI in any game I have ever played
Your videos are un appreciated underrated internet gems.
And the service sucks.
+HotaruZoku Can do anything about the service, but can certainly put out more videos!
*****
Doing what we can with what we got.
This channel's honestly amazing
Humanity is losing cuz their A.I. is stupid.
*Mystery solved*
Marines: "To battle!"
*Hops in a warthog and drives off a cliff*
I still remember ODSTs driving the captured Wraith off of the waterfall, dying and leaving me alone in a warthog
Carter: “to battle!”
*crashes into Scarab at full speed*
@@derptomistic throws a grenade at their feet
Ah yes, the halo AI. Or as it's better known: The super box climber bros.
Or "devoted elite jumps off the cliff" AI.
The AI tree operates on the computer code of the selected and changes based the true or false principles. For each function on the AI behaviour there are sets on which one is executed on the true or false principles
I like these kinds of videos that cover AI and behaviour trees. These studies help me often as I study game design, and I am getting into the flow of watching them. I'm still figuring out my design flow though
Just found your channel and started on the alien isolation video and now I'm stuck watching your videos and I think it's absolutely amazing that your making these videos, always wanted to know how things worked and can't wait to see more, keep up the amazing work!👏
Welcome aboard. 😀
Don't forget about skulls that affect the AI, like Tough Luck, Catch, etc. Not to mention that difficulty affects the AI as well.
2:23 - The look sensitivity in Halo games defaults to 3 for a reason haha.
I would really love it if you revisited Halo (2 and 3, since those two have the most AI data to look at) in future videos, go more in-depth. This is rather short and surface level compared to some of your other, excellent videos.
Halo 3 is a potential topic for a future video and patrons can vote until the end of the month. #ShamelessPlug
I love halo.People didn't like halo 4 and 5 but i did like 4...5...not so much.But I just have this feeling,especially after halo wars 2 and what they did with that,that halo 6 is gunna be a great halo game.Who knows,I might end up regretting saying this but I really hope that I don't
I often get flack for saying that Halo 3 ODST and Halo 4 are my favourites in the series. 4 holds up really well in my opinion and does some interesting things with game spaces and AI that exploit them. 5 I really wanted to like but it just doesn't hold up: especially second time around.
Awesome work, I really enjoyed this. I need to make more time to learn the unreal engine. This would be a cool concept to learn and play with.
Ha, 117k subscribers at this very moment, how fitting!
This video was great, but man, the ammo management was terrible, hahaha.
ah yes the ai that cheats by knowing when you are pointing a gun at it...
how does it cheat exactly?
LaserAirsoftWeapons they know even if they dont see you
but thats the fun of it
thats not cheating for a game that doesnt set out to be fair in that sense lol
Did sarcasm not exist 2 years ago or are these people just really dense?
Came here from the alien isolation video and it just made me think how badass it would be to be Chief in the station in that game. YOU would be the one hunting the aliens lol
Excellent video, let this feed the evil ai and / or algorithm that controls your contents visibility
Very good explanation
That intro hit me right in the nostalgia
Thanks Ewan McGregor!
Harsh.
What's wrong with Ewan's voice?
OMFG THIS IS GOLD
The Elites are One of the greatest AI in a videogame
9:49 I never realized the jackal was holding a stuffed toy until now
makes me think twice before killing them now
2:19 Lol its clearly his first time at halo2
ha ha...but really it's a confusing level..with buggers suddenly flying at you..and being surrounded like that..horizontally AND vertically. And when i played this bit (just a few days ago so it's fresh) i was desperately trying to keep my marine buddy alive too. Quite disorienting
you enjoyed the whole Halo 5 campaign? sheesh...
great video either way
Perhaps he's not used to controller.
I love your videos. Just so fascinating!!
Can you please do a video on Halo Combat Evolved?
This is kinda like living things too.having a default reaction to certain events an so on
Behavior trees: the one thing that is apparently everywhere, easy to make, but when you go to actually implement it you realize just how sparse info is on them.
1) Your videos are great, even though I've only seen this and your Alien Isolation one. But so far they have been of amazing quality as well as very well researched.
2) Where did you get the theme in the beginning with the guitar? I've heard it somewhere but I can't remember where.
1) Thanks! Glad you like'em.
2) The theme is actually mixed between the original Halo theme (I wanted the classic choir) and the anniversary version of the Halo 2 theme with guitar played by (the legendary) Steve Vai.
ruclips.net/video/yhaIzRsoQp4/видео.html
Excessive flinching broke the hunters in 2. The first encounter is easy with the turret. Turn flinch immunity on however... And it's much more intense.
Here's a nice way kill the Ghosts in the bridge area of Delta Halo in case you wanted to beat it on Legendary.
Go to the cliffside on the left of the building, face away from the cliff and get the attention of the Ghosts. Avoid the Ghost's fire as much as you can, but hold your ground. When the Ghosts boost at you, jump over them. They'll fall to their death.
Do one for Halo Reachs Elites. Insane AI
"You don't want the player to have to dodge 10,000 grenades in the space of 3 minutes"
Legendary difficulty with the grenade skull on: Am I joke to you?
Great channel
Awesome channel dude, keep it up.
Anyone who knows, whats the name of the song that plays in the first 30 secs?
+Shico Oliveirinha It's the Halo 2 theme from the OST by Steve Vai.
Darude- Sandstorm
Halo: Reach, the game where your allies are absolutely unreliable due to there horrible AI.
Ugh.... I tried to like Halo: Reach and couldn't get past it.
blick beared Probabaly intentional since the game probably doesn't want your allies doing everything for you.
I find that is every halo ever. In every halo game you are the sole thing that carries the team of humanity lol.
Pale rider, Pale horse, nah halo reach started the tread of shit marines. They fired less, got staggered, had less health, no aimbot and Generally inferior ai.
@@paleriderpalehorse55 You haven't played halo 2 legendary then.
Subscribed.
Mah dude! Im certainly using behavior trees for #SanctityLost !
Could you make videos on other halo games and maybe also do an in depth review of some of their strengths, weaknesses, and problems along with how they compare to each other. For some examples, one halo reach'es enemy ai are good, but thare are problems they can suffer from like dogeing an elite charging you to then melee you in the right way can sometimes cause them to slide along the ground like the ground is ice going in in cycles with you, or how every ai can't really jump independently like the player and instead have hidden, scripted spots on the make that alloy them to jump from one spot to only one other spot. one problem that makes the game harder sometimes is how elite movement as to snapy, like an instant side step, they move in a way that can sometimes be to much for the ai to handle an would be better if they move more like a player where transision between directions is much smother and offer them so much more...............I would also love to talk with you on this and put some of my experience in if you are ok with that... but the only way I could talk is within an Xbox party..................I'm don't even know what skipe is....... sorry for the langthy comment.....have a good day.
Hey there. My videos are really limited by what I can find out (that is accurate) about a given game. I do have at least one more Halo video I could make based on some of the AI placement, behaviour shifts and strategy in Halo 3. But at present I don't have many other topics I can cover. Bungie were actually one of the first studios to really talk about their AI implementations and how to improve them during the Halo 2 and 3 days. Sadly a lot's changed since then: with Bungie now almost never talking about their development work for Destiny, 343 don't really engage in developer events and the more prominent faces who used to give these talks and attend events are no longer involved with either company.
A 'review' of the AI itself may well warrant as a topic for the Design Dive series at some point in the future. Though I will stress that Design Dive is taking a wee break until I can focus on more case study content and tutorials over the next 3-5 months.
Great vids I'd love to see you cover the Destiny series, especially post Forsaken dlc :)
Would you please make a video on UE4 BT, and how to use it to develop some basic AI sequences?
@8:14 I think CoD World at War comes pretty close to this
Definitely on Veteran.
What is Outs marting
just clicking on this now and im gonna guess the Legendary Jackal Sniper AI just has one option on its AI tree thats just ''end them''
6:48 what were you shooting
“They don’t want the player to dodge 10,000 grenades in the span of 3 minutes”
You have never played reach on legendary have you?
Do the back boogie shuffle!
Man I appreciate all the detail put into these remastered cutscenes but something about them feels really uncanny. Maybe it's the fact that the cutscenes are now completely divorced from the gameplay's visuals, or maybe it's the fact that they're lip-synicing over decade-old audio, or maybe it's just way too different from how I remember the game. But it bugs me either way.
lets be honest halo ce has the smartest ai, and imo halo ce is the second hardest game in the series because of how smart the is (those damn elites are so smart and annoying).
Would the use of behaviour trees for dicating indicidual states of a finite state machine be a possible and or useful thing to consider?
You'd typically use one or the other. Behaviour Trees are considered a viable alternative to Finite State Machines, given the transition logic is encoded as part of the tree structure rather than simply from state to state.
+AI and Games My question would then be, is how do you define the exact behaviour to execute within a given state?
Can you modify the behavior tree ?
Destiny really come on Bungies known for Marathon
What does the code look like for the legendary sniper jackels?
5% chance built in for survival, else
If playerVisible = true
playerHealth = 0. xD
All kidding aside they do actually aim with their aimbots straight for your head in milliseconds and then pull the trigger
@@graver067966739 On legendary i believe their reaction time is around 0.3 seconds or less and accuracy is 90-100%. Headshots can happen, but since on legendary all enemies have a 1.5x damage multiplier, they only have to land a body shot to kill you in one hit. That is why they are very broken, around 0.3 seconds outside cover and they will kill you. You can check stats via H2 Vista copy and Assembly, which is what I did.
Just watched the Halo Infinite trailer and I can bet my house on the fact that will not have AI not nearly as sophisticated as what we have in CE or H2.
Halo 2 began the silver age of gaming
Could you make a video comparing halo 5 ai to older halos????
It's reliant on my knowing how more modern Halo games build their AI. Bungie used to be very big on sharing their work practices in Halo 2 and 3 days, but now they're pretty quiet about stuff in Destiny and 343 are sadly kinda the same.
yet it doesn't explain the Sniper Jackels unreal accuracy and reaction time on Legendary
The link to the blog post doesn’t seem to be working. Is it still up or has it been taken down?
Yeah my mistake! The AI and Games site is going through a bit of a refresh at the moment, updated the link to another version.
halo Al are awesome
Interesting fact! Jackals are actually taller than an average person
So is this a new thing that has been slowy perfected or was this always how AI code was written? it just took time and experience making games to get better at it or all of the above. I'm immediately thinking of the terrible Red Orchestra 1 & 2 AI and wondering how they screwed it up aside from not caring about it that much.
My comment got highlighted. X3
New subscriber here! PLEASE do a video on Street Fighter / King of Fighters / Tekken A.I.
Please!!!
6:43 i was just playn on hard and 2 marines, kne with br and one with sniper rifle, took down those hunters without dying... and hunters didint shoot evdn a singke time...
2:20 i dont know what that dude is doing but im getting a headache
:P
jeez bud, i know this was made in 2015 but I have the audio blasted and can still barely hear on headphones.
I need a weapon
I watched a talk recently be Soren Johnson on fun AI vs good AI (ruclips.net/video/IJcuQQ1eWWI/видео.html). Is that basically what is happening at 7:00? With the enemies being more entertaining for the user overriding being smart?
AH YES. The glorious U of standard English spelling in Behaviour. Phew. Thought the yanks had overrun the internet :p
Please turn your sensitivity down. It was painful. Cool vid though
halo 2 was supposed to have improved AI over the original halo but all it did was make them impossible at the highest difficulty
nuclearthreat545, halo 2 marines> halo 1 marines in every way.
@@tylerellis9097 only marines in halo 1 i remember being useful were shot gunners and sniper marines, AR marines shoot 3 round burst for a fully automatic weapon making them useless. Halo 2 BR marines are great support for the player and Snipers with beam rifles ( has higher accuracy in ai aiming mechanics make the really helpful on higher difficulties) can actually win most one vs ones with higher ranking elites.
Watch it at .5 speed
Halo reach has the best covenamt AI.
Just watching an analog stick used for aiming stresses me out
Yoakah just watching your elitism on console games is stressing me out.
Lol the best ai programming... Jackal snipers on Halo 2 Legendary
+100% accuracy
+1000% damage
+10000 god mode
Aim bot status
I clicked on this thinking this was going to talk about the actual trees in halo 2
Wrong channel dude.
Do halo Reach. Halo reach was completely better then halo 2 and had more advanced AI
The British don't use pounds for a person's weight.
It is either stones or kilograms but usually stones.
Ah yes... Tell the British man that we do not use pounds but stones: a unit of measurement derived from pounds. 😉
AI and Games I am British and we use stones.
We don't use pounds for people's weight nor do we say 140lbs for 10st.
Well there is the phenomenon of British RUclipsrs doing their best to sound American but for the average Brit we use stones or kg for weight.
Every Brit knows this.
"doing their best to sound American" - Haha! Well played. Aye, I totally sound like I grew up in Glasgow, Montana.
I mean are we really having to debate this? A stone is a unit of measurement derived from pounds, which in-turn is a unit measured in ounces. This is taught in primary schools, so you're right: every Brit knows this. This is like arguing over a pint about how we no longer use fluid ounces as a unit of measurement.
😂
It’s sad. Behavior trees are too basic.
Halo could learn a thing or two about upgrading its AI both friendly AI and hostile AI by learning from the Macro AI and micro AI dual AI method used in Alien Isolation the video game based off of the alien franchise.
I think a higher quality AI should have a behavior tree System as it’s base but with a Macro Micro AI full scale fully fledged enhancement.
In other words, each behavior tree system (cause jackals have their own as do grunts and hunters too etc) should have their own unique macro micro AI system as well.
Also, the basic behavior trees need to be enhanced. For example, each behavior tree for each type of alien should include upgrades like the AI is now capable of having a primary and secondary weapon just as the player does. Also the brutes and elites should be allowed to also have a third heavy weapon too just like the player is capable of having a third heavy weapon like a turret or plasma cannon etc.
Such AI would be more realistic because who would go into battle with only one weapon? If your answer is that’s is stupid then good your right. It is. So then, why do we allow the covenant AI to only have one weapon max?
Recently they’ve begun to give the covenant the ability to have two weapons. But it’s long over due and the covenant AI do not switch their weapons fast enough in response to the changing situations caused by the player or other AI. They continue to use their primary weapon even though it’s not the most effective weapon to use in that scenario created by the player and the result is the AI gets killed by the player for being so stupid.
The AI are not completely stupid though. Only 70% stupid. For example when I come in with vehicles with my buddies and we’ve got rocket launchers for our AI in the passenger seats etc, the enemy AI sometimes notices my enhanced strategic threat caused by me having a heavy vehicle with heavy weapons everywhere so the enemy seeks to find a vehicle to attempt to balance the playing field against me.
That’s nice. But it’s not good enough. It’s not good enough. Cause by the time the bitch gets into his little ghost, he’s already screwed.
The AI also don’t automatically change their weapons depending on the situation I create to put the battle in my favor.
For example, when I show up with a chain gun, instead of the Enemy changing their weapons immediately to more suitable ones or immediately searching for a better one from their own weapon lockers, they continue to fight me with their plasma pistols and have the audacity to be confused when their buddies end up dead...
The solution to making AI more formidable isn’t to simply increase their damage and health to insanely high numbers, but rather to enhance their AI aka make them “smarter”.
For example, duel wielding Halo 2 AI, that was a smart move. They were still insanely stupid. But it was a move in the right direction. That’s not a great example to prove my point though. It’s just a basic example.
The AI’s priority mechanism needs an upgrade. If I’m aiming my rocket launcher at an AI inside of a wraith, for example, and the AI already fired it’s shot and missed, it should consider “can my wraith withstand a shot from his human weapon or not” a high priority in those seconds.
If the answer is yes, then a new tree of decisions should arise that says, “Should I create distance between my wraith and him so I can buy myself more time to avoid his rocket launcher shot or not”
If the answer is “No my wraith cannot withstand another shot from his rocket launcher” then the logic should make “escape wraith immediately” as the highest priority action for that specific AI at that moment.
Hence why earlier I said it’s priority trees need upgrades.
It’s conditional nodes also need upgrades.
For example, “enemy player currently is using a sniper rifle” which means “I should navigate out of enemy player’s line of sight and switch to a longer range more accurate weapon to counter”
Instead of lining up single file with plasma pistoles trying to see if I’m as stupid as they think I am.
The AI don’t do this well enough.
Another example, the AI don’t help each other cohesively enough. They throw grenades near each other without regard to, “If my fellow elites die, that reduces my chances of winning against the player” lol 😂
The AI currently are “ok”. But they’re very long long overdue for these kinds of basic upgrades.
Halo, game design at it's both cheapest, as well as most overrated.
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