AI and Games
AI and Games
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  • Просмотров 9 960 483
Exploring the AI of Dark Souls | AI and Games #75
Support 'AI and Games' via Patreon, RUclips memberships, and Substack:
www.patreon.com/aiandgames
www.youtube.com/@AIandGames/join
aiandgames.substack.com
--
Dark Souls is known for its ruthless and relentless enemy AI characters. It's time to find out how they really work, and how they continue to surprise players over a decade later.
Catch my Design Dive episodes on the Soulsborne franchise:
Dark Souls 1: ruclips.net/video/s2S8o3fmJyc/видео.html
Dark Souls 2: ruclips.net/video/4ke8D_FgAj0/видео.html
[00:00] Intro
[01:28] About Dark Souls
[04:58] The Dark Souls Engine
[07:49] Goals for Souls
[15:08] The Combat Wheel
[22:54] Role of the Soul
[25:46] Zone of Interest
[28:30] Enemy NPC Variants
[32:33] Spee...
Просмотров: 7 775

Видео

The Stories Behind the Videos | 10 Years of AI and Games
Просмотров 4,4 тыс.21 день назад
I was asked by my crowdfunding community to talk about my favourite episodes of AI and Games. But instead, let's tell some stories about how some of the videos came to be! [00:00] Intro [01:03] Some Personal Favourites [02:52] Challenging Topics [05:10] #29 - Spec Ops: The Line [07:53] #44 - Goldeneye 007 [11:43] #40-43 Sea of Thieves [17:28] #15 Alien: Isolation [23:30] The F.E.A.R. Retrospect...
Goal State: Coming to Kickstarter Q3 2024
Просмотров 2,9 тыс.28 дней назад
www.kickstarter.com/projects/aiandgames/goalstate Goal State is a new series of online courses in AI for game development. Sign up to support the Kickstarter when it goes live in Q3 of 2024. Read my blog on why I wanted to build Goal State: www.aiandgames.com/p/introducing-goal-state The quick and easy link to share: bit.ly/goalstate 'AI and Games' is a RUclips series on research and applicatio...
F.E.A.R. - The Retrospective
Просмотров 19 тыс.Месяц назад
Support 'AI and Games' to help finance new content and earn bonus rewards! www.patreon.com/aiandgames www.youtube.com/@AIandGames/join aiandgames.substack.com Almost 20 years later, Monolith's F.E.A.R. is still considered one of the best examples of AI for video games. To celebrate 10 years of @AIandGames we revisit the subject of our first ever video. Tommy sits down with Dr Jeff Orkin, the AI...
My Playtime with Ubisoft NEO @ GDC 2024
Просмотров 6 тыс.2 месяца назад
At GDC this year, Ubisoft showcased their prototype non-player character (NPC) tech called 'NEO'. It's their first efforts in figuring out how to make interesting conversational AI for games. Myself and a few others were invited down to check it out, so here's my thoughts as well as the footage of my full playthrough. [00:00] Intro [01:35] What is NEO? [03:36] Trying to Fix 'Hollow' NPCs [06:41...
What I Learned After 10 Years of AI and Games
Просмотров 8 тыс.3 месяца назад
March 2nd 2024 marks 10 years since the release of my very first RUclips video all about the AI of F.E.A.R. My life has taken a significant turn as a result of my RUclips 'career'. But what have I learned from the experience? #10Years #AI #AIandGames #GameAI #Games #Gaming You can support 'AI and Games' via Patreon, RUclips memberships, and Substack In return, you get bonus content and rewards!...
How AI is Actually Used in the Video Games Industry
Просмотров 16 тыс.3 месяца назад
Links to all of my videos referenced in this episode can be found farther down in the description. Plus, grab your own copy of the infographic by visiting the (extended) written version on Substack. www.aiandgames.com/p/how-ai-is-actually-used-in-the-video As AI becomes increasingly more involved in the development of video games, it's worth taking stock of just how many ways it can be used. In...
Why is It Difficult to Make Good AI for Games?
Просмотров 63 тыс.4 месяца назад
Having made over 100 videos digging into how AI works in video games, I've never really explained why this is such a big problem. Let's discuss some core AI fundamentals. [00:00] Intro [00:34] Playing the Game Vs Being the Game [03:21] Understanding State Spaces [06:51] The Challenge of Good AI for Games [10:55] Why Not Use Machine Learning? [12:58] Closing [14:32] Credits Be sure to catch the ...
What YOU Think About Generative AI for Video Games
Просмотров 5 тыс.5 месяцев назад
Earlier this year in my 'Generative AI Explained' episode, I released a survey for anyone to fill in about their thoughts on generative AI for game development. In this video, I present the main findings, and highlight core themes and points expressed by our respondents. Thanks once again to everyone who participated! [00:00] Intro [01:03] The Survey [02:27] The Game Developer Perspective [08:1...
The Link Between Half-Life and the Atomic Bomb
Просмотров 6 тыс.6 месяцев назад
Computer science and artificial intelligence is linked to many an important event in the 20th century. So let's explore how the AI of Half-Life is linked indirectly to the creation of the atomic bomb. [00:00] Intro [00:55] Recap [02:15] The AI of Half-Life [04:53] Automata Theory [08:01] John Von Neumann [11:54] The Threads of Time [14:17] Credits Plus don't forget to check out @AlanZucconi's v...
My Favourite Games from the 2023 AI and Games Jam
Просмотров 5 тыс.6 месяцев назад
In September of 2023 we ran our third AI and Games Jam. I summarise the event, and highlight some of my favourite games submitted by the community. Check out the full list of games at: itch.io/jam/aiandgames2023 [00:00] Intro [00:23] About the Jam [03:31] Copycat and the Office [04:02] Copycats [04:23] Copy Kitty [04:51] Jasus [05:09] A Conversational Journey with Leonardo [05:45] Detective Dev...
Procedurally Generating Manhattan for Marvel's Spider-Man
Просмотров 51 тыс.6 месяцев назад
Did you know that Spider-Man's Manhattan is actually procedurally generated? For this episode of Artifacts, I dig into the procedural workflow adopted by Insomniac Games to help speed up production of the thousands of buildings, roads, alleyways and more. Don't forget to catch my other video on the AI of Marvel's Spider-Man: ruclips.net/video/KVUh6vPFN4k/видео.html Plus read this episode if you...
The AI of Marvel's Spider-Man | AI and Games #74
Просмотров 32 тыс.7 месяцев назад
Insomniac's Spider-Man games are some of the most beloved titles coming out of PlayStation Studios. In this episode we dig in and find out how the development team built AI systems to handle melee and ranged combat, civilians, open-world crimes, boss battles, traffic and more! Catch the accompanying episode of Artifacts all about Spider-Man's procedural tool systems: ruclips.net/video/TSEJFxSZ2...
How Inworld's 'Origins' Demo Actually Works
Просмотров 6 тыс.7 месяцев назад
In a recent video, I looked at 'Origins': a detective game that uses AI technology built by Inworld (@inworldai) that allows players to interact with non-player characters directly using speech or text, and holding fully immersive conversations with them. In this video, we find out how it all actually works. I sit down with Kylan Gibbs, the CPO of Inworld, to discuss not just the inner workings...
Just How Smart Are the AI Characters in Inworld's 'Origins'?
Просмотров 9 тыс.8 месяцев назад
Earlier this year, the AI company Inworld released their tech-demo 'Origins': a detective game built in Unreal Engine in which you try to solve a mystery by speaking directly with your suspects. Powered by Inworld's character engine, each non-player character you meet in Origins is built to support full voice-based conversations using the latest trends in generative AI technology, each with the...
What Makes Jack Baker and Lady Dimitrescu so Terrifying?
Просмотров 12 тыс.8 месяцев назад
What Makes Jack Baker and Lady Dimitrescu so Terrifying?
Calculating Flow Fields for Rats in 'A Plague Tale' | AI and Games #73
Просмотров 14 тыс.9 месяцев назад
Calculating Flow Fields for Rats in 'A Plague Tale' | AI and Games #73
Create NPCs with LLM-powered Convai!
Просмотров 10 тыс.9 месяцев назад
Create NPCs with LLM-powered Convai!
The Secret of Into the Breach's AI: Power in Simplicity | AI and Games #72
Просмотров 59 тыс.11 месяцев назад
The Secret of Into the Breach's AI: Power in Simplicity | AI and Games #72
Is Generative AI the Future of Game Development? | Artifacts #02
Просмотров 40 тыс.Год назад
Is Generative AI the Future of Game Development? | Artifacts #02
How Unexplored 2 Generates Entire Fantasy Worlds from Scratch | Artifacts #1
Просмотров 17 тыс.Год назад
How Unexplored 2 Generates Entire Fantasy Worlds from Scratch | Artifacts #1
The Story of The Mechanical Turk: the 18th Century Chess Automaton | The History of AI and Games #1
Просмотров 12 тыс.Год назад
The Story of The Mechanical Turk: the 18th Century Chess Automaton | The History of AI and Games #1
Why Halo Infinite's Bots Play More Like Humans | AI and Games #71
Просмотров 25 тыс.Год назад
Why Halo Infinite's Bots Play More Like Humans | AI and Games #71
How Machine Learning is Transforming the Video Games Industry | AI 101
Просмотров 32 тыс.Год назад
How Machine Learning is Transforming the Video Games Industry | AI 101
Analysing the AI of The Last of Us Part II | AI and Games #70
Просмотров 32 тыс.Год назад
Analysing the AI of The Last of Us Part II | AI and Games #70
The Future of 'AI and Games' for 2023 and Beyond
Просмотров 14 тыс.Год назад
The Future of 'AI and Games' for 2023 and Beyond
My Favourite Games from the AI and Games Jam 2022
Просмотров 7 тыс.Год назад
My Favourite Games from the AI and Games Jam 2022
Espire 2: A Pure Stealth Game, in VR! Congrats to Digital Lode
Просмотров 6 тыс.Год назад
Espire 2: A Pure Stealth Game, in VR! Congrats to Digital Lode
Training AI To Write My YouTube Videos | AI and Games #69
Просмотров 7 тыс.Год назад
Training AI To Write My RUclips Videos | AI and Games #69
AI Wrote This Video Essay on Aliens: Colonial Marines
Просмотров 12 тыс.Год назад
AI Wrote This Video Essay on Aliens: Colonial Marines

Комментарии

  • @trustrossa8673
    @trustrossa8673 21 час назад

    God I won’t ever get how like, the game we play can just be read by lines of code. Straight up magic. But fascinating to see behind the curtain

  • @senecauk8363
    @senecauk8363 День назад

    An interesting side effect of characters being more likely to block in Sekiro is that leashing them feels rather different. The miniboss who whistles wolves into the fight is a good example. He infuriated me a couple times, but pulling him away to the edge of his 'zone of interest' means he will just mostly get stuck blocking your attacks. I think O'Rin does similar...

  • @main_stream_media_is_a_joke
    @main_stream_media_is_a_joke День назад

    The fact that Monolith dipped their toes in fps games as varied in tone as FEAR and NOLF....is amazing. Such wild swings are practically unheard of in today's times. Companies today are shit scared to dip their toes into anything remotely "wild" and experimental....least they rock the stockholders boat. AAA gaming today is utterly bland and soul less.....and it doesn't look like it's going to change anytime soon. At least we can go back to these wild games that scratch that itch.

  • @breathlessblizzard
    @breathlessblizzard День назад

    This is a phenomenal breakdown. Thank you for doing the research to get here!

  • @IcyGhost_
    @IcyGhost_ День назад

    Great video, would love to see you digging up the boss AI

  • @TheScott10012
    @TheScott10012 День назад

    I always enjoy your posts. They are most useful to get better at Copilot worspace or Autogen.

  • @Retrofire-47
    @Retrofire-47 День назад

    Would you say this video is a good place to begin understanding AI in game design? i rather enjoyed it. I'm wondering if there is another video you've released which is more generalized

    • @AIandGames
      @AIandGames День назад

      Thanks for watching. I'd recommend checking out my AI 101 playlist. I tend to deal with high-level descriptions of methodologies in that series, and then point to specific episodes I've made which go into more detail.

  • @themightymcb7310
    @themightymcb7310 День назад

    My favorite boss will always be Manus, such a sick design and a really difficult fight, yet totally fair once you figure out how it works. Fromsoft dlcs never disappoint

  • @D3bugMod3
    @D3bugMod3 День назад

    Hi, Please forgive what will likely be a longer comment than most. With subtlety & nuance being in rare supply online, I try to be as clear as possible. But my blunt nature is often mistaken for arrogance or condescension. Which is never my intention. As that's pointless when trying to communicate with anyone. I am but a scrubby indie dev. Who's chosen to focus on systems design. I've been learning UE for 5 years this November. I'm also legally blind (albinism = 20/200 vision). In 2020 I strained my eyes to a point of functional blindness. I could still see. However keeping my eyes open for any length of time caused me physical pain. So from June 2020 to June 2021 I was basically blind. All I could do was listen to Caverns & Creature audiobooks & the UE tutorials on loop. Which also gave me a lot of time to think. The technicalities, limitations & realties of game development are wildly misunderstood online. Often leading to name brand gamers innocently spreading misleading information. I thought it was an issue of language. As in game development using common phrases. But "Optimization" means something different in game development. In comparison to the way "Optimization" is used in gaming discourse. Online the term is often reduced to "X game is poorly optimized because it can't hit 60 fps." So when my vision finally recovered. I set out to listen to gamers and take notes. What do gamers want? What type of systems do they dislike? Things like that. It didn't take long to realize how misunderstood making games is. Or that well meaning RUclipsrs are often the source of rumors like "60 fps is standard." For the record. Yes, 60 fps is great. But out of the 1300+ 9th gen games 39% run at 60. If 60 was indeed a standard, we should see something like 45-51% of games running 60. I've talked to 12 AAA devs on the matter. Every last one agrees 60 is better. Every last one also acknowledged the technicities, limitations & realities that can make it impossible for every game to hit a solid 60. My point... I absolutely love your channel. There are plenty of people analyzing games. But your combination of in depth break downs. And practical experience is well priceless. Because if gaming discourse is every to improve. We need more than the often surface level information being presented as facts. I've found Ai and Games, No Clip & Game From Scratch to be the best sources for solid information on RUclips. And just wanted to take a moment to thank you for this video. As well as the rest of your body of work. Take care and have a good one

    • @SianaGearz
      @SianaGearz День назад

      Mhm you don't put much stake in Digital Foundry? Sometimes interesting material. Yes 30 is standard on console for the time being but something vaguely close to 60 for the same games is a common expectation on PC, with esports being expected to hit at least 90. Of course "what PC" and "what settings" is the question and that's a moving target, obviously, and yes quite a few people have sort of excessive expectations, like if already Medium-High settings are console-equivalent and fully preserve artistic vision, there's absolutely no point demanding good performance on Ultra settings on midrange hardware, it sort of makes sense for PC ports to offer settings that only start making sense on future hardware. Sometimes compromises and exceptions are OK, but it has to make a lower framerate worth your while somehow, and games that underperform are definitely a thing. It's particularly painful when you have this game, Dark Souls, it came out on PS3 and Xbox360 targeting 30 (with a hit or miss success), which is fine, understandable, difficult to expect more; but then coming to PC they haven't taken out the 30fps limit, and it was painful, given even a 2007 PC with a Core2Quad CPU and a Geforce 8800 variant will run circles around those consoles and should be able to hit 60 at around 900p resolutions or higher running the same workload, and people were used to just about all games ported from these systems to be able to run unlocked framerate or at least limited to 60 on PC instead of 30, and a PC of that era was usually good for that as well. Yes it's a significant amount of work to adjust a 33ms fixed timestep engine, but when paying full retail price for a port that comes a year late, it's an effort that one would expect. The GPU performance was also a little lower than one may expect given again the Xbox360 origin of the game. And a fair expectation is also when a PS3 or Xbox360 game gets ported to newer much more powerful consoles, that it should target 60fps as well, since it's developed against older less heavyweight rendering and simulation techniques and doesn't have to compete head on with the newest games.

  • @MHDante
    @MHDante День назад

    What a wonderful breakdown. The combination of research, clarity and obvious love for the source material makes this a compelling and educational watch. Thank you for your hard work.

  • @wuoarh0815
    @wuoarh0815 День назад

    wether an item has been used by the player?! I knew they hit me for healing :D

    • @AIandGames
      @AIandGames День назад

      Yes! One of the conditions that can activate an attack goal is when the target has starting healing. I was beyond angry, but also relieved, to discover this was the case.

    • @wuoarh0815
      @wuoarh0815 День назад

      absolutely! it‘s not just my imagination :) fascinating how behavior like this can be achieved! I‘m sure many players felt this.

    • @senecauk8363
      @senecauk8363 День назад

      Definitely appears more in the later games too...

  • @djbeema
    @djbeema День назад

    Great vid, and once again congrats on the 10 years! Completely unrelated side note: not that its a game this channel woild neccess8cover, but the new Chinese Room ge appears to have an entirely scottish cast of characters and I feel like they really dropped the ball not hiring you on to voice😂

  • @tonysladky8925
    @tonysladky8925 День назад

    Enemies "respawning" dead and re-ragdolling feels thematically very appropriate for Dark Souls. Does Solaire (I think he'd be the only one) use one of the two combat scripts (overworld vs. summoned) when he's encountered as an enemy in between the Demon Ruins and Lost Izalith, or is there a different AI configuration for that encounter?

    • @AIandGames
      @AIandGames День назад

      He does have at least two scripts (overworld and summoned) but I need to double check my notes as I wouldn't be surprised if he has a third combat script for when he's a red phantom.

  • @SianaGearz
    @SianaGearz День назад

    Prepare to die by simple AI.

    • @AIandGames
      @AIandGames День назад

      I have since been proven wrong! :D

  • @AliceLoverdrive
    @AliceLoverdrive День назад

    I always imagined Dark Souls AI boiled down to "walk to the player and play random relevant attack animation depending on range and/or specific animation states the player is in", because that's roughly how it seems to work in the actual game. I wonder if it was something they already had in the engine for previous games or maybe they wanted to build some system a la Radiant for NPCs, because it sounds like a huge overkill for monsters.

    • @Retrofire-47
      @Retrofire-47 День назад

      Games are usually more intricate than ppl think. Even with loads of abstraction in higher level programming languages, there is generally a lot of trial/error involved.

    • @AliceLoverdrive
      @AliceLoverdrive День назад

      @@Retrofire-47 I mean, I am a game developer and I know that games are even more of a mess than normal software. What I'm saying is, it's very unlikely they designed their AI system from the ground up to achieve, well, what the Souls actually achieve because it's a huge overkill. So there must be some other reason for such complexity.

  • @mkrichey1
    @mkrichey1 День назад

    Superb video and content as always!

  • @FlanMesh
    @FlanMesh День назад

    Kind of amazing that fallen order looks to dark souls for its combat, has several years of better tech and a whole series of games to base it on, yet still made probably the worst combat in a game I've seen in years.

  • @Birbface
    @Birbface День назад

    really well made Tommy

  • @calvinfishermedia
    @calvinfishermedia День назад

    I love these videos, and Dark Souls is one of my favorite games of all time! Super excited to watch. Thanks for all the great content you put out!

  • @cherylrodgers6331
    @cherylrodgers6331 День назад

    I really like this 😛💣💚

  • @Jonathon_Hennessey
    @Jonathon_Hennessey День назад

    I remember my first time playing Dark Souls. I was intimidated by the game's reputation for being difficult, but I decided to give it a chance and I'm glad that I did. In the video you mention Sif is your favorite boss in the game, my favorite boss would be Gwyn. Most people would say Ornstein and Smough, but I wanted to be more original with my answer. Obviously he can be beaten easily by parrying, but Gwyn is more aggressive than anything you've faced before plus the story is building up to your final battle with him and showed where From Software was going with the bosses in their later games.

  • @cucumbrett
    @cucumbrett 2 дня назад

    Love this game and love this channel, so great to see them collide!

  • @SpottedHares
    @SpottedHares 2 дня назад

    Lot of talking a coping to dance around how the ai is just really stupid and just throwing random bs to confuse stupid people. It a well know concept that the human brain dose not process random very well and like bad gamblers gamers prefer to throw them selves at a problem Arlen brute force it. Stupid ai for stupid players.

    • @jamesarthurkimbell
      @jamesarthurkimbell День назад

      That's what the "wheel" visual is all about. Bad players will treat every action as opaquely random, and wait until the boss swings to begin their reaction. Good players will corral the boss into more predictable paths by standing at a certain distance, angle, etc. so they (mostly) know what the boss is gonna do before he does it.

    • @AliceLoverdrive
      @AliceLoverdrive День назад

      @@jamesarthurkimbell "enemy will execute a close range attack if you are in close range and a mid range attack if you are in mid range with some attacks being rare and some common" isn't a particularly hard concept to grasp and isn't unique to Souls games, though?

    • @jamesarthurkimbell
      @jamesarthurkimbell День назад

      @@AliceLoverdrive I agree, it's not unique, and it shouldn't be surprising. But in practice, that's what happens. People ask "how do you dodge X attack?" or they complain "Y attack is unreactable!" without stepping back to address how we get there.

    • @TheOrian34
      @TheOrian34 День назад

      I think there's a misuse of the point you made. It's not that the brain doesn't process random well that causes problem here. It's that the brain will consider something as random if it fails to understand the patterns involved. So even though the patterns are rarely random, it will feel random to those that don't get it.

    • @lagboysoldiphone5363
      @lagboysoldiphone5363 День назад

      Nothing random about their attacks

  • @senshai1267
    @senshai1267 2 дня назад

    never played this game to completion but this video is inspiring

  • @Guzzlerinos
    @Guzzlerinos 2 дня назад

    ah someone sees the elden ring search bonus coming

    • @AIandGames
      @AIandGames День назад

      Y'know, I honestly never thought about it! I've still not played Elden Ring, so I'm completely oblivious to anything related to the DLC update. :D

    • @djbeema
      @djbeema День назад

      ​​@@AIandGamesoh my God tommy ... Let's get this man some vacation time so he can play elden ring😂

    • @AIandGames
      @AIandGames День назад

      Ummm, yeah before we get to that, I need to play Dark Souls 3, Sekiro and the Demon's Souls remake! :D

  • @izzieb
    @izzieb 2 дня назад

    Great video. I imagine finding the correct weightings for the behaviours must have taken a lot of play testing!

  • @MURD3R3D
    @MURD3R3D 4 дня назад

    Oh this is exactly what I was hoping I could get somewhere. You should see if Thor {pirate software} would shout you out. His audience is very new game dev centered

  • @FunbobbyJ
    @FunbobbyJ 5 дней назад

    I would be very interested in your thoughts about the fact that most of the games we recognize as having impactful AI were released so long ago? AI breathes life into games, but these days people seem more interested in using AI to generate silly pictures… Will it come back around?

  • @FunbobbyJ
    @FunbobbyJ 5 дней назад

    I discovered your channel relatively recently, but I wish I found it earlier. Your insights and breakdowns are both eye opening and inspirational in my own game development journey. I’m looking forward to more videos!

  • @lorettabes4553
    @lorettabes4553 5 дней назад

    Only recently did I realise there is a 'resolve/win' ending, where you get both to confess and stop fighting. The key is simple inputs. I never thought of Grace and trip as AI, they seemed just like video game characters. With a lot of work and options put in their dialouge. And I think that's why it was so succesful, the creators didn't try to force the AI to do everything, they worked within the limits and made it work instead.

  • @AIandGames
    @AIandGames 7 дней назад

    Thanks for checking out not only my 75th episode of AI and Games, but the one dedicated to our 10-year anniversary. I hope you enjoyed it, and thank you all for your continued support of AI and Games! As mentioned in the video, this episode has been on the backlog for a *very* long time. In fact, long-time viewers may recall from the pinned comment on episode #50 that I had a different idea for celebrating our 50th episode. I recall looking my research notes at the time, but it wasn't far enough along for me to put it together. Let me stress I've not been working on this episode every day since 2018. It's been a little hobby of mine, as I sit and read the odd Lua script, or dig deep into a Reddit thread, trying to piece everything together gradually. And so when it came to celebrating 10 years of the channel, this was the topic that I just *had* to cover. As mentioned, my Design Dive on Bloodborne will be released in the coming months. Plus there is a lot of work happening in decompiling Elden Ring nowadays, and I feel compelled to add it to the backlog for a future episode. Oh and one last thing. Dark Souls isn't the only episode I've been working away on for years at a time. I hope to come back with another long overdue deep dive later this year.

    • @danielcalabrese5769
      @danielcalabrese5769 День назад

      You say in the first five minutes you did it the hard way and although not what you were talking about seeing that you were fat rolling I agree that you did it the hard way lol medium roll would of helped you alot more mate. 🙂👍

  • @djornybeats8637
    @djornybeats8637 7 дней назад

    let them put open AI into it would be amazing if it could actually be to smart of a being to beat the game

  • @MythOfEchelon
    @MythOfEchelon 8 дней назад

    Came for Titanfall 2, got over half a video about CoD. 🙃

  • @AndrewSternkern
    @AndrewSternkern 10 дней назад

    I wish they left out the director AI and made it more unpredictable and immersive.

  • @gabrielmajorsky9532
    @gabrielmajorsky9532 10 дней назад

    Two great men ❤️🫶

  • @MythOfEchelon
    @MythOfEchelon 12 дней назад

    No mention of how it modifies the map itself?

  • @DarrinSK
    @DarrinSK 13 дней назад

    How could that revolver not kill yhe alien?

  • @vrakitine
    @vrakitine 14 дней назад

    When I was earning my master's degree, I heard a lot about finite state machines (FSMs), but it was all theory - like clouds in the sky: there's a lot of water, but you can't drink it. I toiled for three months after graduating until I implemented my first FSM in code in 1981. Now, there is a programming methodology based on this concept - v-agent oriented programming (VAOP) - with many examples of its implementation. It's best to start learning about VAOP with this article on Medium: "Bagels and Muffins of Programming or How Easy It Is to Convert a Bagel into a Black Hole". With VAOP, you can implement FSM in any programming language.

  • @gahler8552
    @gahler8552 15 дней назад

    And now make video about how facehugger works

  • @peterolszewsky6712
    @peterolszewsky6712 15 дней назад

    Jeff Orkin is a LEGEND! I'm happy to learn about him and his experience on creating F.E.A.R. This game will be forever a masterpiece in history.

  • @vuksmiljic6772
    @vuksmiljic6772 16 дней назад

    A English guy how start a video with a beer mybe it would be better with tea

    • @AIandGames
      @AIandGames 15 дней назад

      English guy? Beer? Not this video.

  • @breceeofficial
    @breceeofficial 16 дней назад

    This reminds me of how you could have limited conversations with the bots in Quake 3 😅 It blew my teenage mind when I came across it during a move where I had no internet.

    • @Psychopatz
      @Psychopatz 8 дней назад

      same with tf classic modded with bots that also converses lol

  • @InKloppWeTrust97
    @InKloppWeTrust97 16 дней назад

    Just found your channel as Im interested in learning how Ai remasters old video footage? Then I thought how Awesome it would be to have a higher quality version of Kingpin, I loved that game and Total war Shogun!!!!

  • @Pieck-chan
    @Pieck-chan 18 дней назад

    Talking about Dragon Age: Inquisition, is there any way to edit AI behavior files to study and better it? There's so much to improve, and I so would love to be able to.

  • @SDGGames
    @SDGGames 18 дней назад

    You asked for stories: I found your Sea of Thieves videos first. You were one of those channels that I found multiple times and eventually got familiar enough with to subscribe to, but I still remember the discussions about unit testing in that one. It feels like CICD and TDD are completely foreign to the games industry, especially in the startup/indie scene. I really enjoyed hearing about how large studios use these tools, and even got to take a few lessons away to use as I've been learning to make my own games. Thanks for 10 years, these videos have been a great resource for someone who wants to get into games.

    • @AIandGames
      @AIandGames 16 дней назад

      Yeah having worked in other areas of software engineering, I often find it wild how game development works by comparison. In fact I ended up writing some guest blogs for the Pragmatic Engineer Substack the last couple years explaining how game dev works to a regular software engineer. Was really fun seeing the reactions to that.

  • @Guron90
    @Guron90 18 дней назад

    chess simulator pretending to be battletech game. thumbs down.

  • @andreworders7305
    @andreworders7305 18 дней назад

    14:04 why are the synths just ignoring you?

  • @Schnuffbab
    @Schnuffbab 19 дней назад

    Kpopp mentioned 🎉

  • @brunoutechkaheeros1182
    @brunoutechkaheeros1182 20 дней назад

    it works by defying the laws of physics, making an old 1930 pickup be faster than a F1 car... what a joke. the only time the hardest difficulty worked as intended was in FH1... the sequels screwed it up... by not being competitive, but only obstacles to piss you off.