Still come back to play Fall of Cybertron every once and a while, one of my favourite games of all time as a kid. that trailer with the Humbling River by Puscifer was the coolest thing i ever saw in, i think, 2011
Thanks Troy! It's always hard to try and get these things right from the outside looking in. So always daunting/exciting when a dev swings back to watch. As an aside, I adore Fall of Cybertron, so I had a lotta fun working on this video.
Would you ever consider doing one of these videos on the 2004 Transformer video game for the PS2? I don't know if there's enough info on it laying about, but that game did make a point of designing intelligent and challenging enemies. Command units for example would help the other enemy Decepticons focus fire on the player character, enemies would gradually learn to jump out of the way of your blasts, things like that.
I remember playing that game, I was rather fond of it at the time. I'd need to figure out how to get ahold of it, but it might be worth looking back to at some point.
I need to rebuy WFC/FOC for PC. I haven't played these since I graduated high school and left everything behind with my brother in 2013 as a parting gift. They were some of the best games I had during that time. WFC I replayed the story of I don't know how many times. High Moon did good by allowing you to play both perspectives during different times of the campaign.
I have a question. How come despite killzone using similar techniques to FEAR, the AI in killzone (especially 2) is notably dumber? Killzone is kind of regarded for its rather dumb AI that tend to do stupid things
It was taken from an article published on AIGameDev. Alex Champandard interviewed Troy Humphreys about the game. Sadly much of the content from AIGameDev.com is long since lost.
Am I the only one who was shocked to learn that Dark Souls uses HTN? I had always assumed that it used finite state machines based on my own observations of enemy behavior. Can you elaborate on where you found this out? Did From Software do a talk somewhere that got translated? I've love to see if so!
+Clorf I have only found one (reliable) source that states Demon and Dark Souls use HTN, but it doesn't provide any details. I've yet to find anything more substantial. And yeah... I found it hard to believe given the AI in Dark Souls isn't all that bright for the most part.
On the contrary, I think that the AI in Dark Souls is very successful at making for good opponents for the most part, especially given the challenges inherent in navigating massive, complex, precarious environments (unlike most games which lock AI into enclosed, 'safe' arenas). It's just that to me it seems very... modal. Enemies exhibit what appear to me to be very consistent (per character type) behaviors based on proximity to their target eg. Run forward at long range, circle strafe while moving backwards and forwards at close range. I wonder if HTN is relegated to a specific domain, like attack selection, while steering behaviors and overall decision making are handled in more "conventional" ways. I don't know that much about HTN but in my limited understanding of it it seems like you could use it to make AI that recognizes when it's near the optimal situation for a given attack and 'solve' for a way get the rest of the way there. Of course, without an explanation from the devs this is all just baseless speculation. Oh well.
@@AIandGames Do you have any sources of information or tutorials where people show how to impliment htn, i can only find concepts of it and nothing concrete.
Okay let me ask this. Which one is better? Trees, GOAP, or HTN or a possible mix of two or all three. Do you know? I’m honestly curious because of the FPS AI in Star Citizen and what seems like most modern games to me never seems to improve and in some cases actually gets worse or act just brain dead. When I see this happen I go back and look at Fear 2005’s AI and I am left utterly baffled why so few games seem to adopt this type of AI when it seems to be clearly superior to what is being used right now. I’m sure it has its issues(I watched your video😁) but you’d think with technology where it is today they’d be easy to fix. Do you have any thoughts on this?
modern games like Star Citizen probably exceeded their CPU budget on the game alone, leaving no CPU budget for an AI computation. If I'm not mistaken Star Citizen is a very demanding game, require good CPU and GPU. For an AI to be smart it need to simulate the game 2 step ahead of the players, but if the game-space itself is too LARGE and CPU budget is non-existent, then then the best the Dev can do is allow it do simulate just 1 depth ahead (shallow planning), meaning we will get a dumb AI.
HTN is better for large map & huge amount of enemies, like in Fall Of Cybertron, because it uses less CPU to search "deeper" (multiple step ahead), while GOAP seems like very expensive, which explain why War of Cybertron and FEAR seems to be indoor game-space and few enemies. This also include what actions the AI can perform; more options, meaning larger game-space.
Still come back to play Fall of Cybertron every once and a while, one of my favourite games of all time as a kid. that trailer with the Humbling River by Puscifer was the coolest thing i ever saw in, i think, 2011
THE INTRO SONG FROM THE TRANSFORMERS CARTOON MOVIE FROM YEARS AGO! THE NOSTALGIA!
anyone else shed a tear of nostalgia at the usage of the old g1 Transformers movie soundtrack?
I love that soundtrack so much. Any excuse I can find to use it.
my god, the nostalgia combined with the most important ai. in my current project, well not project more like passtime... can't wait until college.
As a fan of transformers since I remember myself, I totally agree regarding on the Michele Bay movies.
Great job Tommy!
Thank you for all this (AI Planning Comparison / History) work.
I'm going from an utility/goap based AI (utility for goal selection) to a HTN based AI solution for unity. Awesome! Great job and many details.
How's your project going?
Wow, that takes me back :) Thanks for doing the video. You were pretty much spot on!!
Thanks Troy! It's always hard to try and get these things right from the outside looking in. So always daunting/exciting when a dev swings back to watch.
As an aside, I adore Fall of Cybertron, so I had a lotta fun working on this video.
"If you haven't seen this other video, watch that first" YOU PUT THE PLAYLIST IN THIS ORDER
Would you ever consider doing one of these videos on the 2004 Transformer video game for the PS2? I don't know if there's enough info on it laying about, but that game did make a point of designing intelligent and challenging enemies. Command units for example would help the other enemy Decepticons focus fire on the player character, enemies would gradually learn to jump out of the way of your blasts, things like that.
I remember playing that game, I was rather fond of it at the time. I'd need to figure out how to get ahold of it, but it might be worth looking back to at some point.
Hey, I own that game! It was set in the Transformers: Armada universe. I can also attest to what +ndalum75 is saying.
I need to rebuy WFC/FOC for PC. I haven't played these since I graduated high school and left everything behind with my brother in 2013 as a parting gift. They were some of the best games I had during that time. WFC I replayed the story of I don't know how many times. High Moon did good by allowing you to play both perspectives during different times of the campaign.
I'm new to your channel and I like the content. thank you for keeping the intro short in this one.
My favorite game of all time
What are the titles of the articles for each researcher? The page from aiandgames yields a 404 error :(
I have a question. How come despite killzone using similar techniques to FEAR, the AI in killzone (especially 2) is notably dumber? Killzone is kind of regarded for its rather dumb AI that tend to do stupid things
Game design. The implementation of an algorithm matters for nothing if the behaviours, actions, levels are all designed poorly.
Where can I get the written piece with extra info on this, i didnt see it on the website?
Tommy, where did you find the code at 9:10? Ive looked for it for ages but never was able to find out where its from
It was taken from an article published on AIGameDev. Alex Champandard interviewed Troy Humphreys about the game. Sadly much of the content from AIGameDev.com is long since lost.
Am I the only one who was shocked to learn that Dark Souls uses HTN? I had always assumed that it used finite state machines based on my own observations of enemy behavior. Can you elaborate on where you found this out? Did From Software do a talk somewhere that got translated? I've love to see if so!
+Clorf I have only found one (reliable) source that states Demon and Dark Souls use HTN, but it doesn't provide any details. I've yet to find anything more substantial.
And yeah... I found it hard to believe given the AI in Dark Souls isn't all that bright for the most part.
On the contrary, I think that the AI in Dark Souls is very successful at making for good opponents for the most part, especially given the challenges inherent in navigating massive, complex, precarious environments (unlike most games which lock AI into enclosed, 'safe' arenas).
It's just that to me it seems very... modal. Enemies exhibit what appear to me to be very consistent (per character type) behaviors based on proximity to their target eg. Run forward at long range, circle strafe while moving backwards and forwards at close range. I wonder if HTN is relegated to a specific domain, like attack selection, while steering behaviors and overall decision making are handled in more "conventional" ways. I don't know that much about HTN but in my limited understanding of it it seems like you could use it to make AI that recognizes when it's near the optimal situation for a given attack and 'solve' for a way get the rest of the way there.
Of course, without an explanation from the devs this is all just baseless speculation. Oh well.
@@AIandGames Do you have any sources of information or tutorials
where people show how to impliment htn, i can only find concepts of it and nothing concrete.
Okay let me ask this. Which one is better? Trees, GOAP, or HTN or a possible mix of two or all three. Do you know? I’m honestly curious because of the FPS AI in Star Citizen and what seems like most modern games to me never seems to improve and in some cases actually gets worse or act just brain dead. When I see this happen I go back and look at Fear 2005’s AI and I am left utterly baffled why so few games seem to adopt this type of AI when it seems to be clearly superior to what is being used right now. I’m sure it has its issues(I watched your video😁) but you’d think with technology where it is today they’d be easy to fix. Do you have any thoughts on this?
modern games like Star Citizen probably exceeded their CPU budget on the game alone, leaving no CPU budget for an AI computation. If I'm not mistaken Star Citizen is a very demanding game, require good CPU and GPU. For an AI to be smart it need to simulate the game 2 step ahead of the players, but if the game-space itself is too LARGE and CPU budget is non-existent, then then the best the Dev can do is allow it do simulate just 1 depth ahead (shallow planning), meaning we will get a dumb AI.
HTN is better for large map & huge amount of enemies, like in Fall Of Cybertron, because it uses less CPU to search "deeper" (multiple step ahead), while GOAP seems like very expensive, which explain why War of Cybertron and FEAR seems to be indoor game-space and few enemies. This also include what actions the AI can perform; more options, meaning larger game-space.
But what about AI in strategies?
Got a future video looking to address strategy games.
Machine yees
I'm sorry but the music in the background is way too distracting.
But are these games good in any way? No, not at all.
Lies.