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Deleted member 11852
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That's kinda dumb AI. If they get a path and follow it without constantly evaluating their surroundings and changes in the game state, they aren't really being intelligent. They'd start on a walk and merrily proceed through a stream of bullet crossing their path, getting mowed down because they weren't performing constant evaluations.
No, it's being human. If people were constantly evaluating their surroundings, as you want AI to behave, automobile crashes would almost disappear overnight and nobody would ever fall over anything. But humans spend most of their time in one of two dominant mental states, focussed on something (to varying degrees to the exclusionsof others things) or really thinking about nothing in particular.
If you hear a noise in your kitchen do you proceed their cautiously, evaluating the environment at every step or do you just go into the kitchen? I know which I do.
A smart agent would start on a path but be constantly testing proximity of surroundings, players, threats, ready to change mind at any point. You can either do that per agent, or as an overall game state. Either way you need evaluations more frequently than every time a job has concluded.
I said this in my post above: Now games are multithreaded and there is often a conscious AI decision (take cover, shoot target X, move to position Y, use ability Z, run away etc) then many frames (which could be several seconds) where the AI executes that intention, then the AI starts over unless the AI system has been written in such a way that the AI can make a new decision based on new stimuli.
MGSV suits this AI. However, the question Hesido presented was how is it at all possible that AI can slow down framerate. The answer is by being computationally expensive.
The answer is being computationally expensive and by having the AI in the game loop that also drives rendering. This won't happen if rendering is decoupled from the game world simulation.