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Notes
- Unpredictable does not mean random
- Random factors in behavior are rarely good
- they are confusing because they cloud the issue
- they make it difficult for the Player to analyze what is happening
- Unpredictable means "not repetitive"
- For reasons of intelligibilty and interactivity we talked about already, we want the AI to be predictable
- Ideally this means that the player is the only unpredictable element
- he is going to do slightly different things each time
- We used this in Halo to trigger a cascade effect
- Unpredictable player
- puts the AI in unpredictable situations
- which causes unpredictable reactions
- and this leads to a unique experience
This causes a feedback loop because the unique experience leads to more unpredictable Player reactions and starts the cascade all over again
- Analog reactions
- Script driven encounters are very predictable because the inputs available to a script are very digital
- Is the player in the room or not?
- Is the AI dead or not?
- In Halo the encounters are driven by the Code, which has much higher resolution of inputs
- Exactly how far from the Player is each Actor and does it have line of sight?
- Exactly how much health does each Actor have left and how far is he from cover?
- This allows small changes in the situation to be amplified by the AI to yield large changes in behavior
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