Fun Fact: The cut Human Sergeant would've been able to call any nearby grunts to his position, we don't know what the maximum distance that he could call grunts from would've been, this ability would've made the H.E.C.U's squad system all the more believable if the squad leader could call for backup from any marines within a certain radius.
I’ve got to say how impressive HL pathfinding was at the time. It doesn’t matter how cool your Ai is if they spend most of there time running into walls. We did a lot of sense based ai for the original AvP but really struggled with the pathfinding .
@@99sproth It can be done automatically, in our game we setup "rooms" and then the navigation nodes are created by our framework. For the fine detailed navigation inside each room we use a standard navmesh. ruclips.net/video/nGHmmSEWfmY/видео.html
@@UziIdiot Hl and Hl2 are both Node based (think of it as a tiny square piece of paper whit a straight yarn string between them). and AI can only move between any two nodes if there is a set line between them. Nods are close to each other I think is like 0.5 to 1 meters between them. you can do longer stretches like on a thin but long Catwalk put two node next to each other one next to each railing. and then have the whole 10 meters catwalk be covers whit only 3 pairs nodes. two on each end and one in the middle. (should work fine the AI might look a bit wonky if there are many on the catwalk at the same time). the other way thats used in Conter strike source. is to place what I would be calling a nav mesh or for a better recuperation a lot of different sized Carpets layers all around the room. some mats like the one under the unmovable Desk is painted whit a Need to Crouch to be able to move here. or another located in a next to a open small window might have the info Good Sniping spot.
@@UziIdiot a bit late but if I recall correctly HL1/GoldSrc uses nodes like HL2/Source that said HL2 node system was obliviously a lot more advance another thing I dont recall correctly is the how many node away a AI can see and by that how far they can path because trying to tell the AI to path in one go from one end of a huge complex map to the other can fail if its to far.
This video was part of a playlist covering something like 20 years of AI development in tons of different games and approaches to AI design I found roughly 3 years ago and I still love this content so much. :) HL1 was literally the only game I owned for the longest time. When I was approaching the problem of designing and coding my own squad mechanics and goal-oriented planning in ue4, I needed examples that captured that headspace and this did that perfectly. Good luck with your game dev adventures friends. Stay positive and stay creative. 💓
Of course, you still had moments when Barneys would try to rush into point-blank range on large monsters or a grunt will fall back right into a grenade they dropped a moment before.
Well, barneys and grunts had different ai behaviour. After all, Barneys are suppoused to be just security guards ad grunts are suppoused to be profesional militaries.
the drop grenade thing was because the Grunt AI retreat code that held the drop grenade and retreat maneuver had a problem whit that it didn´t register there own grenade correctly for some reason. exept of it correctly succeed whit the retreat command and the player pursued them. if ether the player retreated when the marine drooped the grenade (because the player spotted it and stepped back. or hurt the grunt enough whiles he was drooping or retreating the task failed and the spawned grenade was not registers).
Wow, I knew certain Xen creatures would attack each other on sight, but I thought that was just a gimmick behavior of the alien fauna; I didn't know that every combat-capable NPC checks their targets against a literal "fuck this guy" algorithm. That's pretty detailed for a system that probably 90% of players never even noticed.
They do a good job of varying the relationship hierarchies of different enemy types, too. For instance, bullsquids are unique in hating each other and will infight when they have the chance.
We had many FEAR's ai breakdowns, but nobody really gave attention to Half-Life 2's ai, because everyone claims that it's dumber than original, but in fact they are a straight upgrade from HL1 The problem is that most players can't understand what they're saying, additionally they deal low damage and move slowly
The slow movement and lower weapon damage doesnt have to do with worser ai. Also hl2s ai is better in multiple ways. Look up combine soldier squad ai. Genius as hell.
@Wild rage except that you ca use a brick to cover in your sight a combine. If you hide a combine from your sight perspective, the combine will stop shooting you. Despite you are just hiding behind a small brick.
I'm working on my own enemy AI for a game I'm developing and it's so much work just to get basic AI working. It's really beautiful how intricate yet still kind of simple the Half Life AI is.
I tend to comment before I'm fully through watching the video, so I don't forget what I wanted to mention; i wanted to say the full captions on this video are entirely appreciated :) most creators don't include them, and it makes the video so much easier to understand! Thank you for including them!
Please make this a series! May I recommend Soldier Of Fortune? Specifically the second game,I've played it for a long time and the AI actually does some pretty interesting things when switching between different states,as in,a civilian,or an enemy who just got disarmed would act differently than someone who's armed (but also differently from each other),and many other examples...
In terms of AI the hunters from episode 2 and the acid-lions also from episode 2 are the only ones that show real intelligence. The combine soldiers AI actually have pretty big flaws especially when compared to the HECU AI.
@@johnathan5252 , Combine soldiers AI is beter and somewhat more interesting to fight against, but they are hindered by game scripts and map design. There is couple videos on youtube about AI behavior in HL2, where authors don't suffer from duck syndrom or terminal fanboyism. As for HL1, when you encounter a squad of HECU grunts, half of them would run around in search for cover, while soaking dozens of bullets with their backs. Yeah, it was cool to look at in late nineties, but fighting those hitscan bullet sponges was never fun to begin wtih, in HL2 the firefights are more intense and believable, and you can quickly down humanoid enemies with the headshots.
Catching the civilian between the hecu and the player, which is interesting. The hecu acts like he doesn't want to shoot the scientist, and you don't want to either- so the shooting briefly stops and allows both sides to move! Very interesting...
Thanks very much for the vid, i got hired to work on some AI and half life is a great inspiration but fuckme if i'm rusty at c++, so this spelled it out in a way is super conducive to actually replicating. Much appreciated!
3 года назад+1
love this video!!! thanks a lot a lot a lot, just subbed :)
I will add my vote for Fear. The document that explains GOAP is a bit hard to follow, even when you've written A*. A video walking through some scenarios instead of describing them would be of help.
@@a.q.2330 It really doesn't. Infact it's an upgraded and improved version of HL1's AI. The problem is that the level design, combined with the slow walking speed and often low health of HL2 NPCs, results in them often not getting the chance to show off their AI in its full potential.
I want to make a reverse super hot kind of game, one based on keeping pace and violence up. You would plan your route out ahead, then execute it as fast as you can. Maybe based on like, the ira insurgency....
I played the half life alpha a while back and managed to kill the grunts. Subsequent tries led to them showing very intense ai like bobbing and weaving such that I can't get a clear shot into them it was impossible.
so noones talking about if the player stares at the floor the opposing force shoot above you (this does work for gernades/any explosive and the aliens)
Too bad, Valve still haven't update the AI NPC to make them been able to jumping and climbing a ladder like they do programmed the AI in CS. If they updated the AI, I would like to comeback to this game and see how far and possible they could follow us through the entire level-to-level in the game when I ask them to follow me
Half life 1 is the best game ever created.The AI of the game is one of the best of all time-only F.e.a.r beats this magnificent AI.The detail,the story,the mods,the variety of weapons and enemies were never seen back then and they were very revolutionary and still are better than any other game that I've ever played-again F.e.a.r comes close and it is my second favourite next to Half life 1.But the same thing cannot be said about Half life 2.It improves some things:having an awesome engine-the Source engine,having one of the best stories and characters-Alyx being the most awesome and most sexy female character I've ever seen,awesome music and amazing graphics even to this day.But the faults sometimes ruin the entire game for me-dumber AI,less enemy and weapon variety,awful vehicle and squad sections and sometimes terrible level design.Half life 2 is a great game,but better than the masterpiece called Half life 1 is just funny.
Half life may have had a great impact. Halo 1 not only had basically almost the same impact, but the combat as much more depth and the ai is far better in higher difficulties especially in correlation to level design, hp system and movement. While in half life you basically peek the corner so you can kill the targets one by one taking less damage possible, in halo every room makes you use a different strategy and makes you actively push, even the flood. And it is still the most fun combat you'll ever see in a campaign if you dare to become a skilled player and play on heroic or legendary difficulty.
Yeah, they should make their strength been balanced between the player and the AI, just like Alien vs Predator 1999(for fastest Alien attack and randomly spawn and appeared everywhere) and CS(for AI HECU & Security Guard so they can also moving around and climb a ladder) combine. That would be lit as hell to play XD
Fun Fact: The cut Human Sergeant would've been able to call any nearby grunts to his position, we don't know what the maximum distance that he could call grunts from would've been, this ability would've made the H.E.C.U's squad system all the more believable if the squad leader could call for backup from any marines within a certain radius.
I’ve got to say how impressive HL pathfinding was at the time. It doesn’t matter how cool your Ai is if they spend most of there time running into walls. We did a lot of sense based ai for the original AvP but really struggled with the pathfinding .
Who got the fun task of setting all those navigation nodes all over the floor, walls and ceilings? :D
@@99sproth It can be done automatically, in our game we setup "rooms" and then the navigation nodes are created by our framework. For the fine detailed navigation inside each room we use a standard navmesh. ruclips.net/video/nGHmmSEWfmY/видео.html
@@99sproth Is HL1/GoldSrc movement based on nodes like HL2/Source? I always wondered how they got the AI to move in far more complex ways than Quake
@@UziIdiot Hl and Hl2 are both Node based (think of it as a tiny square piece of paper whit a straight yarn string between them).
and AI can only move between any two nodes if there is a set line between them. Nods are close to each other I think is like 0.5 to 1 meters between them. you can do longer stretches like on a thin but long Catwalk put two node next to each other one next to each railing. and then have the whole 10 meters catwalk be covers whit only 3 pairs nodes. two on each end and one in the middle. (should work fine the AI might look a bit wonky if there are many on the catwalk at the same time).
the other way thats used in Conter strike source.
is to place what I would be calling a nav mesh or for a better recuperation a lot of different sized Carpets layers all around the room.
some mats like the one under the unmovable Desk is painted whit a Need to Crouch to be able to move here.
or another located in a next to a open small window might have the info Good Sniping spot.
@@UziIdiot a bit late but if I recall correctly HL1/GoldSrc uses nodes like HL2/Source that said HL2 node system was obliviously a lot more advance another thing I dont recall correctly is the how many node away a AI can see and by that how far they can path because trying to tell the AI to path in one go from one end of a huge complex map to the other can fail if its to far.
I played this in 99 when I was 10 years old. The AI scared me at the time. The scientists seemed so alive.
"Why do we have to wear these ridiculous ties?"
“Stahp!”
“Noh!”
"do you know who ate all the donuts?"
@daniel strong HAMMER TIME!
Fear would be amazing. Fear's AI still makes every new shooter feel disappointing combat wise even today.
Yeah HL1 and Fear have the best enemy combat AI ever.
The new Wolfenstein games have got close for me, but they unbalanced their combat in the latest instalment and it falls just short of the mark.
Halo CE is still ahead to most games
I agree! Enemy squad behaviour in F.E.A.R. was delightful to watch and would sometimes spook and kill me me with surprise attacks from flanks.
Last of Us Part 2 has decent enemy AI.
This video was part of a playlist covering something like 20 years of AI development in tons of different games and approaches to AI design I found roughly 3 years ago and I still love this content so much. :) HL1 was literally the only game I owned for the longest time. When I was approaching the problem of designing and coding my own squad mechanics and goal-oriented planning in ue4, I needed examples that captured that headspace and this did that perfectly. Good luck with your game dev adventures friends. Stay positive and stay creative. 💓
Can you share the playlist? It sounds interesting
Of course, you still had moments when Barneys would try to rush into point-blank range on large monsters or a grunt will fall back right into a grenade they dropped a moment before.
It was perfect at the time, but it clearly had it's flaws and only a really nostalgia glassed fan will deny that
Well, barneys and grunts had different ai behaviour.
After all, Barneys are suppoused to be just security guards ad grunts are suppoused to be profesional militaries.
the drop grenade thing was because the Grunt AI retreat code that held the drop grenade and retreat maneuver had a problem whit that it didn´t register there own grenade correctly for some reason. exept of it correctly succeed whit the retreat command and the player pursued them.
if ether the player retreated when the marine drooped the grenade (because the player spotted it and stepped back. or hurt the grunt enough whiles he was drooping or retreating the task failed and the spawned grenade was not registers).
I enjoyed this greatly. Would love if this became a regular series.
Same.
Combine AI: one plus one is one
lol
Combine AI:Cover are for smart bois,let me show you the idi9t way!
no, combine ai is more like: one plus one is t- (death)
theyre too weak to feel smart.
Yeah...
One plus one is two, and two add two is four. Movement moves, affirmative, I am hot
Wow, I knew certain Xen creatures would attack each other on sight, but I thought that was just a gimmick behavior of the alien fauna; I didn't know that every combat-capable NPC checks their targets against a literal "fuck this guy" algorithm. That's pretty detailed for a system that probably 90% of players never even noticed.
FREEMAN
They do a good job of varying the relationship hierarchies of different enemy types, too. For instance, bullsquids are unique in hating each other and will infight when they have the chance.
6:06 they flinched
We had many FEAR's ai breakdowns, but nobody really gave attention to Half-Life 2's ai, because everyone claims that it's dumber than original, but in fact they are a straight upgrade from HL1
The problem is that most players can't understand what they're saying, additionally they deal low damage and move slowly
thankfully the half life mmod makes them more dangerous and have a bit of an update to their AI
The slow movement and lower weapon damage doesnt have to do with worser ai. Also hl2s ai is better in multiple ways. Look up combine soldier squad ai. Genius as hell.
@Wild rage except that you ca use a brick to cover in your sight a combine. If you hide a combine from your sight perspective, the combine will stop shooting you. Despite you are just hiding behind a small brick.
Capsy Dash source spaghetti my dude.
@@capscaps04 that only happens once with an NPC on a mounted gun, you try that in Nova prospekt, you'll get flanked and killed
I've come back to this video sooo many times over the years. Ik this is 5 years old but I'd love more vids like this
6:40 Wow. So many years of playing Half Life and this is the first time I see bullsquid in-fighting.
It's not so much more in-fighting but Bullsquids tend to attack any other NPC even other Bullsquids that invade their designated "habitat"/area.
I love how to the beat drops when he opens fire onto the marine-
Thank you, please make more vids like this one!
I'm working on my own enemy AI for a game I'm developing and it's so much work just to get basic AI working. It's really beautiful how intricate yet still kind of simple the Half Life AI is.
This is excellent. I love hearing the code broken down to this level.
They give roachs ai to be startled at light when they were in darkness but HECU guys can eat their own grenades
FEAR is the classic, but you might also want to take a look at Far Cry 2's AI. It's interesting, and kind of complex. Lots of AI interaction.
I'd love to see more videos like this!
FEAR is a good choice, but do Half-Life 2 first. It'd be interesting to see how it compares to it's predecessor.
hl2 ai falls on it's face
@@moistjohn actually it’s an upgrade. Although it does low damage and moves slowly
@@moistjohn they use flanks, grenades, and cover very often.
I tend to comment before I'm fully through watching the video, so I don't forget what I wanted to mention; i wanted to say the full captions on this video are entirely appreciated :) most creators don't include them, and it makes the video so much easier to understand! Thank you for including them!
Dr.Coomer from HL:VR:AI has speak at number 1 priority
Please make this a series!
May I recommend Soldier Of Fortune? Specifically the second game,I've played it for a long time and the AI actually does some pretty interesting things when switching between different states,as in,a civilian,or an enemy who just got disarmed would act differently than someone who's armed (but also differently from each other),and many other examples...
Half-Life 2 AI video would be very cool :)
not really, it's notoriously stupid
@@TheOutLokk it's actually really good
@OOM-9 HL2 AI sucks
In terms of AI the hunters from episode 2 and the acid-lions also from episode 2 are the only ones that show real intelligence. The combine soldiers AI actually have pretty big flaws especially when compared to the HECU AI.
@@johnathan5252 , Combine soldiers AI is beter and somewhat more interesting to fight against, but they are hindered by game scripts and map design. There is couple videos on youtube about AI behavior in HL2, where authors don't suffer from duck syndrom or terminal fanboyism. As for HL1, when you encounter a squad of HECU grunts, half of them would run around in search for cover, while soaking dozens of bullets with their backs. Yeah, it was cool to look at in late nineties, but fighting those hitscan bullet sponges was never fun to begin wtih, in HL2 the firefights are more intense and believable, and you can quickly down humanoid enemies with the headshots.
Precious video. Rarely are those insightful and deep videos about HL, like this one.
Catching the civilian between the hecu and the player, which is interesting. The hecu acts like he doesn't want to shoot the scientist, and you don't want to either- so the shooting briefly stops and allows both sides to move! Very interesting...
Shedul
Thanks very much for the vid, i got hired to work on some AI and half life is a great inspiration but fuckme if i'm rusty at c++, so this spelled it out in a way is super conducive to actually replicating. Much appreciated!
love this video!!! thanks a lot a lot a lot, just subbed :)
Happy Half-Life 25th Anniversary ;)
Excelent video, would love to see more. Especially on HL(2), but also similar videos on other games.
Yet another interesting details to know, thank you! I was wondering though when the AI of Half-Life 2 will show up?
ty so much for making this, im trying to replicate half life AI myself and this was very infromative
I will add my vote for Fear. The document that explains GOAP is a bit hard to follow, even when you've written A*. A video walking through some scenarios instead of describing them would be of help.
Oh I love this. Very curious what you have to say about Half Life 2!
Well explained. This video of yours needs more views!
Great explanation of the internals, delivered very soothingly :)
well it's been 4 years, but a video on Half-Life 2 and one on F.E.A.R. would be great.
This was great, thanks ! And would love one on hl2
HL2 ai sucks
@@a.q.2330 It really doesn't. Infact it's an upgraded and improved version of HL1's AI.
The problem is that the level design, combined with the slow walking speed and often low health of HL2 NPCs, results in them often not getting the chance to show off their AI in its full potential.
its insane, its basically a behavior tree before behavior trees became a thing.
This AI is still impressive ( I think that the AI is better than some games today)
Cyberpunk lol
I wish you can do more about the Half Life series, like one for Half Life 2 or something
Please do more videos like this!
i hate the thought of hearing smell or smelling sound
I also dont like farts
i just played throough all of one, and never once encountered the m16
YO WOT? THOSE SOLDIERS LOVE GRENADES
Recompile the code with 0 waits between tasks and remove the sounds. This would be cool and make them super harder to beat.
I don't like nerd talk, but C++ is a superset of C not a subset
I want to make a reverse super hot kind of game, one based on keeping pace and violence up. You would plan your route out ahead, then execute it as fast as you can. Maybe based on like, the ira insurgency....
Wonderful!
I played the half life alpha a while back and managed to kill the grunts. Subsequent tries led to them showing very intense ai like bobbing and weaving such that I can't get a clear shot into them it was impossible.
A video analysing fear and half life 2's ai would be great.
I could listen to dr bashir do this all day
so noones talking about if the player stares at the floor the opposing force shoot above you (this does work for gernades/any explosive and the aliens)
Great video but... HD pack, for real bro?
This is explained in a nice perspective for non programmers how they were developed back then. Can you do the same with the black ops in half life ?
My vote would be F.E.A.R. , would hate to think how many hours I sunk into that game!
I think this video really could have used with some demonstrations instead of unrelated gameplay footage in the background
nice breakdown!
Excellent! Thanks a lot!
Ah yes, Half-Life and its soliders. The most accurate shooting AI in history of gaming.
Really a great video :)
really good vid
This information should be implemented too the marines
We call them dumb in easy difficult
We call them smart in hard difficult
Do Half Life 2 AI
This one was great, you should do a Fear one!
Too bad, Valve still haven't update the AI NPC to make them been able to jumping and climbing a ladder like they do programmed the AI in CS. If they updated the AI, I would like to comeback to this game and see how far and possible they could follow us through the entire level-to-level in the game when I ask them to follow me
That's what Mmod is for, Combine Soldiers can jump and shoot a lot better now.
Nice video.
Bro he uses HD models
shedyoull
Shedjule
Great video, thanks! Have you played Far Cry 2? What's your impression on its AI?
This is like hgrunt has better mathematic to lauch grenade than you.
Say schedule again please.
Half life 1 is the best game ever created.The AI of the game is one of the best of all time-only F.e.a.r beats this magnificent AI.The detail,the story,the mods,the variety of weapons and enemies were never seen back then and they were very revolutionary and still are better than any other game that I've ever played-again F.e.a.r comes close and it is my second favourite next to Half life 1.But the same thing cannot be said about Half life 2.It improves some things:having an awesome engine-the Source engine,having one of the best stories and characters-Alyx being the most awesome and most sexy female character I've ever seen,awesome music and amazing graphics even to this day.But the faults sometimes ruin the entire game for me-dumber AI,less enemy and weapon variety,awful vehicle and squad sections and sometimes terrible level design.Half life 2 is a great game,but better than the masterpiece called Half life 1 is just funny.
Or you know, HL2 beat its ai.
@@RexOrbis How so?
Half life may have had a great impact.
Halo 1 not only had basically almost the same impact, but the combat as much more depth and the ai is far better in higher difficulties especially in correlation to level design, hp system and movement.
While in half life you basically peek the corner so you can kill the targets one by one taking less damage possible, in halo every room makes you use a different strategy and makes you actively push, even the flood. And it is still the most fun combat you'll ever see in a campaign if you dare to become a skilled player and play on heroic or legendary difficulty.
Please tell me you've done one on Half Life 2!!!
Can you do one on the Last of Us Part II?
Damn! Cyberpunk should look up to this game! 😂😂
I can’t stand to listen to you say ‘shedule’ anymore, but good work nonetheless.
This is why I like half life 1 more than 2 yeah the story is kind of better in 2 and the puzzles/physics is cool but the gameplay is so much better.
Things that I hate about half-life's combat
1. You're faster than your enemies
2. You and your enemies are bullet sponges
For the H.E.C.U it makes sense due to their P.C.V.
@@TylertheCC1010fan I'm about half-life series in general, not exactly hl1
Yeah, they should make their strength been balanced between the player and the AI, just like Alien vs Predator 1999(for fastest Alien attack and randomly spawn and appeared everywhere) and CS(for AI HECU & Security Guard so they can also moving around and climb a ladder) combine. That would be lit as hell to play XD
This video gets a 0/10, too much HD pack
We all know the HD Pack sucks (even I hate it too), but you shouldn't bitch around like that.
@@halfhawk718 I think they were just making a joke.
@@randomcatdude I bet.