ITT WE ADMIRE THE BRILLIANCE *COUGH* OF VIDEO GAME A.I.

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Ratty524
The 524 is for 524 Stone Crabs
12986


No really...

As game developers, we kind of know that getting any NPC to behave in a way that is even close to competency is an extremely difficult task. The one oversight you make in programming tends to lead to some unexpected, yet hilariously idiotic problems with the way NPCs interpret situations. At its best, it will leave you bewildered and amused at the sheer stupidity of the game's A.I. At worst, it can make certain parts of gameplay difficult for the wrong reasons, especially when it involves escort missions, leading to frustration.

So in this thread, we share some of our experiences with gloriously faulty programming from games of all eras. To kickstart this thread, I'll throw you in some Elder Scrolls: Morrowind-


Excellent A.I. at its best.
I don't have the game anymore, but I did take some time to observe the AI in Call of Duty: Black Ops for whatever reason. Its got a lot of strange quirks from what I can remember.

The non-hilarious part is the fact that they're main routine is when you enter their crosshairs, they just stand still for a certain amount of time and then headshot you (they don't suffer recoil or any other aim-skewing stuff, so they can do this with any weapon WHICH IS BULLSHIT). Thing is, this can happen at any distance, and on higher difficulties they can see right through walls.

The hilariously karmic part is that they will try to throw grenades through walls, killing themselves in the process.

The other weird thing is that specific level geometry completely breaks them for whatever reason. If they stand halfway on a sidewalk (or similar minor elevation), they'll crouch down and start rotating in periodic 90-degree spurts. They'll keep doing this until killed or having an enemy in their crosshairs (and sometimes they look at the sky while doing this).


I think one of the reasons zombies are so popular lately is that people expect them to be rock stupid, so having bad AI isn't a problem.
Ratty524
The 524 is for 524 Stone Crabs
12986
That kind of makes me wonder how far we've progressed in terms of AI programming. I need to play newer games.

Anyway, does anyone remember the first Pikmin game? The AI of the Pimin themselves was irksomely stupid and delayed. Dismissing your Pikmin near a pond lended the risk of a few of them walking STRAIGHT INTO THE WATER and drowning, and the couldn't walk on stick bridges in a straight line, leading to some of them clipping and getting stuck. It was frustrating, but I don't know, it was kind of cute and goofy how they'd get themselves in stupid situations.

I heard Pikmin 3 makes a vast improvement in the AI department, but it's too bad that I don't have a WiiU to play it.
The Pikmin still did stupid things in the third game; their overall level of intelligence was acceptable, I guess, but their pathfinding was sometimes questionable. And dismissing too many Pikmin near the water still meant there was a chance they would go for a swim.

I haven't played enough Morrowind (sadly) to have any epic guard encounters in that game, but they weren't much better in Oblivion. I cast Frenzy on the Count of Bravil, and every guard in the city just laid into him. I mean, they were leaping off stairs and killing themselves in an attempt to get a piece of that action.






This was one of the wiser guards. He actually jumped down the stairs. A few of them jumped right off the balcony.
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