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Deleted member 11852
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This is getting silly now. You're citing MGSV as evidence that agents in a game don't need to be constantly evaluating the combat zone. You then relate AI agents in an action computer game to normal people going about their every day business. Neither is the slightest bit representative of what an AI agent has to do in a close-quarters, urban, one shot kill combat game where clearly the enemy AI has to be as aware and responsive as a human player in that computer game.
Well that an interesting take that bears no relation on what I said. I used MGS V as an example as a) a game where decent AI clearly has multiple states of awareness/behaviour during which AI reactions to stimuli are different, and b) also an example of a game decent AI can be done on dozens of AI characters in a game running at 60fps without impacting the frame rate.
Even if Joe Gamer drives his car not thinking about anything in particular and having accidents, and even if Joe Gamer was to spend most of a war patrolling and cleaning his weapon and gazing at a well-worn photo of his sweetheart, when that human being is in a combat situation like R6 (assuming they aren't in a blind panic and are suitably trained), they'll be 100% focussed on staying alive and killing the enemy, constantly processing cues, orders, and looking for opportunities.
Except that "focus on staying alive" really doesn't mean anything in terms of purpose. It's your goal, not a specific action. This is why there is no game where the X button is 'stay alive'. Staying alive in a combat zone is itself just another set of choices of what to do (or not to do) albeit at heightened situation awareness. MGS V certainly mimics this behaviour. So you want to stay alive, what's the best thing to do? Run away immediately? How about hide in cover then then run away? How about stay in cover and lay down suppressing fire? How about a tactical retreat? How about moving positions stealthily and trying to snipe the enemy? How about trying to flank the enemy? How about try and get to a radio and call reinforcements? These are all valid decisions for staying alive but you sure as hell can't focus on them all simultaneously.
And this is how things go wrong in combat even with very experienced soldiers. If you hide you're not preventing the enemy from moving about and completing their mission but can hear them and perhaps evade them. If you're firing at the enemy may not hear or see the enemy sneaking up or flank you. Sticking your head out to see what's going on may result in it getting shot off.
Incidentally, these all behaviours I've seen in MGS V. I've also seen the AI do dumb arse things. However people also do dumb arse things.
That's something smart AI will need to replicate.
Have you actually played MGS V? I'm assuming you haven't but
If you want smarter AI, you need to spend processing cycles on it, and that's how a 60 fps can be bogged down to 30 fps when including AI.
And again, as I said above, this is a basic programming problem. You have X cycles available and need to do Y. If you can't do Y in X cycles or less you need to do something differently. Could that be targeting a lower framerate? Sure. But it could be a bunch of other things including rewriting your AI.