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Just posted this in another thread, but it’s especially relevant here:

I work at a small AI startup, and our CEO worked on the AI for the NPCs in F.E.A.R. [0]. He has written about developing the goal-oriented action planning [1] approach in the game (and is linked to in this article). Great to see how it was done!

[0]: https://en.wikipedia.org/wiki/F.E.A.R. [1]: http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear....




STRIPS was the original algorithm Monolith used for fear. The interesting thing about STRIPS is that it uses A* pathfinding to solve a decision-making graph.

More info: http://aigamedev.com/open/review/planning-in-games/


Errata URL for reference [1] - Overview of Games using GOAP and related technical papers:

http://alumni.media.mit.edu/~jorkin/goap.html


Sorry I'm a moron today - correction for my own OCD:

I said "Errata" - I meant "Addenda"


Yes, that's the original GOAP paper. I still remember the demo where the agents work in tandem alternately tossing grenades and ducking and covering in seemingly intelligent tandem ;)

Curious about the AI startup you are working on now?


Definitely! The company is Giant Otter Technologies [0], and I usually explain it as building bots and learning insights from existing conversations. I work as a front end engineer on the bot platform and tools.

[0] https://www.giantotter.com/


What startup up is this and are there roles in nyc?

I would like to know more . Jpg


At the end of the day, FEAR felt very much short of the expectations, just like the "smart gunships in Half Life that learned to shoot down incoming RPGs on their own" and the supposedly goal driven AI in STALKER which was never really implemented.


I didn't have any expectations, but FEAR AI was one of the best I've seen in games. I could replay the same battle over an over again, and the enemies did different, convincingly intelligent things, based on my own actions.


To be fair, the AI in STALKER (A-Life) was dialled down significantly prior to release as although it performed great, it made for a poor narrative experience as you could never really ensure it wouldn't break the game continuity in some way.

There are mods out there now that allow you to enable the full A-Life simulation and honestly it is very impressive even to this day.


>smart gunships in Half Life that learned to shoot down RPGs on their own

I want to know more about this.

was it just preprogrammed ability/method that was unlocked after a time or was there some sort of machine learning?


I suspect that the gunship was simply programmed to shoot the closest hostile entity, which happened to be the player's rockets. This kind of emergent behavior is actually quite common in gameplay programming. In any case, machine learning was not involved in the development of Half-Life.


I remember playing FEAR for the first time a few years ago and being totaly disapointed so much that I asked Steam a refund. I think it's mostly because I've been playing CoD in the years before and it was too different and I couldn't make the switch to a different FPS style.




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