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Breaking the Monotony with Adaptive AI Gaming Solutions

Logic Simplified

Shooter Games The integration of an artificial adaptive game agent in FPS/TPS games allows for adaptive functionality, minimizing the need for environment-based behavior agents while reducing the complexity involved in agent implementation. The main objective of adaptive agents is to provide entertainment to end-users.

AI 52
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Implementing robust AI for SecondHand: An Introduction

Rindoku

A good definition of what good AI is is still elusive but this quote is as close as it gets: “To be enjoyable, an AI must put up a good fight but lose more often than win. We started out with having a very simple state machine for the enemy agents. It must make the player feel clever, sly, cunning, and powerful. Project history.

AI 40
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What Works And Why: Prey’s Intro

Tom Francis

Our undercover agent? They’re both just violent people who want weapons, that’s all the plot that’s been communicated after about 30 minutes of talking and fighting. The game’s biggest twist so far – I’m a double agent! You’re a double-agent! To keep the Jinn out?

Agent 52
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I’m interested in scaling of the enemies to the character level in those games that do that. In some of the open world games I play an encounter will be death until I level up (or skill up). When I do get higher level it gradually becomes more doable until eventually it is trivial. What kind of scaling mechanisms are common? Is it linear, a percentage boost/penalty compared to player, or something else?

Ask a Game Dev

Usually, any combat encounter in a game that has level differentials assumes certain underlying stats for the agents involved. The natural consequence is that large power deltas will result in incredibly lopsided fights - both tougher enemies and weaker enemies.

Agent 40
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Maintenance release: Godot 3.4.3

Mircosoft Game Dev

C#: Allow configuring Mono debugger agent with command line arguments ( GH-56835 ). The illustration picture is from Fishards , a wacky fish-wizard PvP spell fighting game developed by Rivernotch Game Studio. Animation: Expose AnimationNodeOneShot::mix_mode as a property ( GH-37945 ). C#: Fix KeyValuePairAt memory leak ( GH-56183 ).

Render 52
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Video Game Thoughts Bonus Bag #4

The Bottom Feeder

In each level, you really have to strive for the perfect run through, bearing in mind you can lose an hour of progress by blowing the boss fight at the end. Of course, trolls and malcontents (like, let's be honest, me) would immediately try to trick the AI agents into saying horrible things. There are 6 levels.) So I dunno.

AI 59
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An Era of Digital Humans: Pushing the Envelope of Photorealistic Digital Character Creation

Nvidia

From the early days of 3D games, Virtua Fighter was one of the first to show how 3D characters can fight together. Factory AI agent Lastly, digital humans will help improve the creation of synthetic data generation. At the core, a digital human is a digital form of ourselves in the virtual world.