Intelligence Artifice

by Rene Shible

I’m not sure if people understand how loosely we use the term AI when discussing Game Design. For the most part, a learning, adaptable manifestation of a real simulated intelligence is non-existent in games. I say for the most part because I’m only partially certain that it doesn’t exist, and am not willing to put myself out there in case it does.

I think a much better term to use is Scripted Routine, since that’s what video game AI usually amounts to! A more accurate term exists in our usage of Hierarchical Finite State Machines, and regular old Finite State Machines, but that doesn’t roll off the tongue, I suppose. Well, also Finite State Machines are quite specific in form and function, and by no means identify every sort of computer AI that exists, ultimately disqualifying it as a possible substitute.

I’ve been having much trial, and much reward, inĀ  designing a Hierarchical Finite State Machine to handle the Scripted Routines in Bijoux Red. Now, if there’s any confusion as to what that is, I’ll let the words of John Krajewski on his coverage of Destroy All Humans 2 for Game Developer Magazine do the talking for me!

“The basis for the behavior system in Destroy All Humans 2 is a hierarchical finite state machine (HSFM), in which the current state of an actor is defined on multiple levels of abstraction. At each level in the hierarchy, the states will potentially use sub-level states to break their tasks into smaller problems (for example, attackenemies is at a high level of abstraction and uses the less-abstract fireweapon below it to perform part of its function).”(Krajewski, J. Game Developer, December 2006, 22-25)

Basically, a unit in combat will first ‘decide’ to attack, based on the conditions of battle. After quickly reviewing its own situation, such as the strength of each of its moves, the cost of attacking and the state of its opponent, the unit continues to make less abstract decisions that lead to the inevitable attack! All of this happens of course in a likely, immeasurably minute amount of time… That being said, my understanding of almost all video game AI is such that all games use similar forms of Scripted Routines and State Machines to give the illusion that ‘actors’ are making decisions in real-time!

In other coding news, I’ve been reviewing some breakdowns of A* path-finding routines… for when the time is right.

R

www.revolver-games.com

www.bijouxred.revolver-games.com