Labs for week 1 were fairly straightforward – we looked at different AI behaviours in video games. We had two different examples to observe – a body guards one, where the guards AI seemed to be highly intelligent, trying to maximize the area seen by them, while also taking into account windows and corners since that’s where enemies usually appear. Another example was a predator and prey one – this AI was fairly simple in comparison, with prey just grazing and running away if the predator was within reach, although they did seem to travel in herds. The predator was even easier, resting for a bit, and if it saw a prey then it tried to rush it, but it did seem to get tired after a bit if no prey was caught.
Additionally, we had to group up and discuss good and bad AI in video games, one that stood out to us. I personally enjoy the AI in tactical video games such as Jagged Alliance 2 or the XCOM series. The enemies in those games seem to be very aware of their surroundings and tend to use crowd control techniques to move the playable characters where they can pick them out easily. A game with AI that wasn’t so great could be some of the Worms games. The AI would either pot perfect shots that wouldn’t be humanly possible, or miss by a country mile, leaving no illusion that it was an AI that just decided to not hit. And the difficulty on the AI would only decide how often it would hit/miss.
However, for the presentation about good and bad AI we talked about XCOM2 and Stellaris – I know very little about it, but my presentation partner knew that it was very poor.
Link to the presentation is here.
We also had to start working on the zombie game – a simple project that shows that we can create simple AI following the tutorial. First week’s tutorial was fairly simple, with creating the project, setting up the scene and creating a first character that could follow to a point of our choosing. It however begins with grabbing the Unity’s collection of assets that we can use, and then the scene with some walls and a character. We then change the camera and set up the navigation mesh and the agent that we assign to the character so that he can use Unity’s path-finding to walk on the plane we created. Finally we get to change the AI’s target with a script.