Quote:
Originally Posted by JamesTerm
Why would it be difficult to handle AI?
I think your context of AI includes the details of the goals themselves... assuming this to be true, it should be abstracted away to not be a part of the AI...
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You are right in stating AI is a very generic term, you can throw around words like A* Pathfinding, State Machine and Goal Oriented Behavior but those can become literally just terms to throw around since a specific task usually requires a more specifically designed AI to be done effectively and, more importantly in games, efficiently.
And no that is not the context I am looking at it from. In reality if you write an overly specific AI focused on conducting only a few tasks than you end up writing a lot more unmanageable code (Learned the hard way, it was an invaluable learning experience), possibly resulting in several anti-patterns, when in reality an abstract approach goes a LONG way. Though you should know from writing that game that you cant just ignore the deeper details. If you dont account for the details you can end up with an exploitable and appearingly buggy AI.
Your example though is great, that is ideal, but as you said it's difficult to even account for the driving "straight" part, and that is what I am getting at. You can say a bit of "MATLAB and OpenCV" but in reality to have a truly effective AI you will need more. Having AI to achieve goals can be easy in a digital game, creating an AI to adapt to the player and other AI is more difficult and having an AI to adapt to the player and other AI with uncertainties in what may occur (particularly speaking about reality) then it gets more difficult. Again I love this idea and I love the plan but its also being over simplified in my opinion.