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View Full Version : Havok Moving into AI Development


modeps
03-24-2009, 07:46 AM
Havok is probably one of the most widely used middleware pieces in the industry, giving developers easy access to physics without much of a lift. Now, they're hoping to do the same for artificial intelligence. 1Up (http://www.1up.com/do/newsStory?cId=3173377) is reporting that their news coming out of GDC indicates they are working on new middleware to help with AI work in games.

Havok promises the ability for developers to automatically generate navigation meshes quickly while offering dynamic pathfinding and integration with Havok's current middleware offerings. What does this mean for the average gamer? To be honest, I'm not entirely sure, but I was impressed with what I saw during the demos showcasing these technologies. Havok was kind enough to pass along three video showing off just a taste of their new technology. In the video below, you'll see a battlefield-type environment where AI soldiers must find cover from enemy fire and successfully cross the road while avoiding tank traffic.

The only problem with using a standardized AI set, is that it will probably become very generic and recognizable after some time on the market. Remember when it was cool to just add ragdolls to your game?

Gedd
03-24-2009, 08:34 AM
...deeeeep breath...

What I wouldn't give for AI that does not automatically run to your exact location after you fire a silenced weapon, from a stealthed position, then bark about "giving up the search" just to run off and then open fire on you with deadly precision from over 100ft. away occluded behind a building, while at the same time, telepathically alerting all other present AI within the nearest 5 miles to your exact location, at which point they all begin firing on you through walls and whatever else as well. Hi, FarCry2, how are you today?

modeps
03-24-2009, 08:39 AM
...deeeeep breath...

What I wouldn't give for AI that does not automatically run to your exact location after you fire a silenced weapon, from a stealthed position, then bark about "giving up the search" just to run off and then open fire on you with deadly precision from over 100ft. away occluded behind a building, while at the same time, telepathically alerting all other present AI within the nearest 5 miles to your exact location, at which point they all begin firing on you through walls and whatever else as well. Hi, FarCry2, how are you today?

That's one of the few issues I've got with Far Cry 2 also. The AI is a bit much... you're crouching down in a dense forest, and they're able to pick you out without a problem while you can barely see them.

Snipee
03-24-2009, 08:40 AM
Hi, FarCry2, how are you today?

Hated said game for that exact reason.

Vulture
03-24-2009, 08:51 AM
That was not Camo they were wearing, but an organic transceiver linking them to all the plants. That is why there was so much foliage, the plants were in charge!

Mr.Green
03-24-2009, 09:52 AM
The only problem with using a standardized AI set, is that it will probably become very generic and recognizable after some time on the market. Remember when it was cool to just add ragdolls to your game?

There are parts of AI that don't need to be reinvented each time like path and cover finding. From what I understand, that's what this middleware covers.

RMan
03-24-2009, 11:42 AM
There are parts of AI that don't need to be reinvented each time like path and cover finding. From what I understand, that's what this middleware covers.
That's what it sounds like to me, definitely sounds like a good thing. Path finding is to AI as drawing polygons is to graphics, just because games share the same APIs for drawing polygons doesn't mean they look the same. As geometric complexity and physics complexity grows, this really needs to be handled by the physics API.

Kweli
03-24-2009, 12:55 PM
AI ruined Far Cry for me... I could play a stealth build, or sniper.. and still have the same problems with them...

I either got complete idiots that let me kill their friends... OR... super soldiers with xray vision and bullet bending techniques...