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A House Built on Sand: Engineering Stable and Reliable AI

 3 years ago
source link: https://www.youtube.com/watch?v=OBusUGlnmWI
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A House Built on Sand: Engineering Stable and Reliable AI

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Jul 2, 2021

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In this 2019 GDC talk, Havok's Ben Sunshine-Hill shows you how to engineer AI systems which remain stable and robust even in the face of changing requirements.

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Great talk, not specifically about AI but in general about programming. Especially documenting intent that's something that's missing way too often.

1 month ago

Oh wow Ive had both of the problems described here on my game, so they are very much real practical issues. I fixed the optimal attack distance by having a range, say the enemy wants to be between 0.5 and 1 units away from you and when it asks for a position it asks at the middle of this range, so 0.75 units away from the player, this way you get consistent attacks when you cross the 1 unit distance barrier (super necessary for melee combat). Problem two required an AI director, that takes information from the enemies on the field and picks one to engage then I use a table to calculate when to switch to another enemy (after the engaged enemy has attacked, or been hurt, or enough time has passed)

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