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Re: AI resources



On Thu, 20 Jul 2000, bryant aaaaaaaaaaaaa wrote:

> Yes i took all of that into consideration however books are OLD 
> techniques.

Out of curiosity, did you actually go and check out some titles to see
what the books containted? It just isn't quite clear from your email.

To be able to understand much of the new material, it is logical to think
that you would need a foundation in it to begin with.

> In developing games AI is the most ignored issue of it all. The reason why 
> Half Life got so popular was based on it's AI. I have noticed developers are 
> now beating their heads on graphics and eye candy ignoring everything else.
> Thanks
> bryant

I think Half-Life was popular because it was mostly innovatively different
from the other games out at the time. When you take a look at the game AI
and how the characters behaved, it was really no better than much of the
other AI's out there. As far as real-world performance was concerned, at
any rate.

To date, I don't think there is really a game out there which implements
the AI you are referring to. There is AI research, and there is Game NPC
strategy coding which is often times referred to as AI, but can better be
thought of as a subset of what AI is.

Go out and ask ten people what AI is and you will end up with at least
five different answers. Especially if you ask AI researchers.

If you haven't, go read up on the foundation material. Old books !=
outdated information. I have no idea why people insist that is the
case. There are _poorly_ written books which become outdatted easily, but
well written texts tend to retain usefulness throughout the years.

Wing. 

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