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	<title>Comments for IA on AI</title>
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	<link>http://intrinsicalgorithm.com/IAonAI</link>
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	<lastBuildDate>Thu, 13 Dec 2012 17:28:05 +0000</lastBuildDate>
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		<title>Comment on AI Architectures: A Culinary Guide (GDMag Article) by Strategic AI &#8211; Code and notes &#124; Words from the Netherlords</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2012/11/ai-architectures-a-culinary-guide-gdmag-article/comment-page-1/#comment-55017</link>
		<dc:creator>Strategic AI &#8211; Code and notes &#124; Words from the Netherlords</dc:creator>
		<pubDate>Thu, 13 Dec 2012 17:28:05 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=534#comment-55017</guid>
		<description><![CDATA[[...] In the last AI update I presented an overview of the strategic AI including its pseudocode. I also discussed a bit about the strengths of an &#8216;utility-based AI&#8217; (read more about different AI systems in Dave Marks article &#8216;AI Architectures: A Culinary Guide&#8217;). [...]]]></description>
		<content:encoded><![CDATA[<p>[...] In the last AI update I presented an overview of the strategic AI including its pseudocode. I also discussed a bit about the strengths of an &#8216;utility-based AI&#8217; (read more about different AI systems in Dave Marks article &#8216;AI Architectures: A Culinary Guide&#8217;). [...]</p>
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		<title>Comment on AI Architectures: A Culinary Guide (GDMag Article) by Game AI article &#124; UMBC Games, Animation and Interactive Media</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2012/11/ai-architectures-a-culinary-guide-gdmag-article/comment-page-1/#comment-48496</link>
		<dc:creator>Game AI article &#124; UMBC Games, Animation and Interactive Media</dc:creator>
		<pubDate>Fri, 02 Nov 2012 14:39:05 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=534#comment-48496</guid>
		<description><![CDATA[[...] Most game developers I know have a network of other developers and online sources they follow to keep up with game development trends and ideas. Most students haven&#8217;t developed this set of sources yet, so I plan to start posting a series of links to things I run across and find interesting. Since my own postings are admittedly graphics focused, I thought I would start with an AI article. This one, originally from Game Developer Magazine, gives a high-level comparison of AI options as used in games: AI Architectures: A Culinary Guide [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Most game developers I know have a network of other developers and online sources they follow to keep up with game development trends and ideas. Most students haven&#8217;t developed this set of sources yet, so I plan to start posting a series of links to things I run across and find interesting. Since my own postings are admittedly graphics focused, I thought I would start with an AI article. This one, originally from Game Developer Magazine, gives a high-level comparison of AI options as used in games: AI Architectures: A Culinary Guide [...]</p>
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		<title>Comment on Rubber-banding as a Design Requirement by Chris Algoo</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2010/05/rubber-banding-as-a-design-requirement/comment-page-1/#comment-43711</link>
		<dc:creator>Chris Algoo</dc:creator>
		<pubDate>Fri, 17 Aug 2012 17:27:20 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=382#comment-43711</guid>
		<description><![CDATA[I&#039;d like to draw a distinction between comeback mechanics (Marvel&#039;s Level 3 X Factor, Blue Shells, Split Second&#039;s Power Plays) and rubberbanding. The main difference is that comeback mechanics are a legitimate, stated part of play, and rubberbanding is done sneakily, behind the curtain (or so the developer hopes!). Split Second contains both of these elements.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;d like to draw a distinction between comeback mechanics (Marvel&#8217;s Level 3 X Factor, Blue Shells, Split Second&#8217;s Power Plays) and rubberbanding. The main difference is that comeback mechanics are a legitimate, stated part of play, and rubberbanding is done sneakily, behind the curtain (or so the developer hopes!). Split Second contains both of these elements.</p>
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		<title>Comment on Lydia vs. the Gate: Will she ever learn? by Nathan</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/lydia-vs-the-gate-will-she-ever-learn/comment-page-1/#comment-24083</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Mon, 21 Nov 2011 23:58:09 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=474#comment-24083</guid>
		<description><![CDATA[Or, they need to hire me as a consultant. After watching my party get killed by just-detected traps in previous BioWare titles, it was my personal goal to (successfully) make sure this wouldn&#039;t happen in the DAO series.]]></description>
		<content:encoded><![CDATA[<p>Or, they need to hire me as a consultant. After watching my party get killed by just-detected traps in previous BioWare titles, it was my personal goal to (successfully) make sure this wouldn&#8217;t happen in the DAO series.</p>
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		<title>Comment on Real-world Behavior/Bad Game AI: Doggie Pathfinding Fail! by kikito</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/real-world-behaviorbad-game-ai-doggie-pathfinding-fail/comment-page-1/#comment-24079</link>
		<dc:creator>kikito</dc:creator>
		<pubDate>Mon, 21 Nov 2011 22:29:04 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=472#comment-24079</guid>
		<description><![CDATA[Skyrim dog :)]]></description>
		<content:encoded><![CDATA[<p>Skyrim dog <img src='http://intrinsicalgorithm.com/IAonAI/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on We Can&#8217;t Think of Everything! by Mika Rautiainen</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23776</link>
		<dc:creator>Mika Rautiainen</dc:creator>
		<pubDate>Fri, 18 Nov 2011 01:51:50 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23776</guid>
		<description><![CDATA[It didn&#039;t in Oblivion if your skill was higher and you were unnoticed by the NPC. I don&#039;t know about Skyrim yet but this makes me suspicious that it hasn&#039;t been fixed. I wish someone could correct me wrong. I&#039;ll see it myself after I have finished upgrading my system.]]></description>
		<content:encoded><![CDATA[<p>It didn&#8217;t in Oblivion if your skill was higher and you were unnoticed by the NPC. I don&#8217;t know about Skyrim yet but this makes me suspicious that it hasn&#8217;t been fixed. I wish someone could correct me wrong. I&#8217;ll see it myself after I have finished upgrading my system.</p>
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		<title>Comment on We Can&#8217;t Think of Everything! by Paul Tozour</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23737</link>
		<dc:creator>Paul Tozour</dc:creator>
		<pubDate>Thu, 17 Nov 2011 17:05:01 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23737</guid>
		<description><![CDATA[You mean you could actually touch them while stealthed and they wouldn&#039;t notice?

Honestly, that sounds like an AI bug to me.  It ought to react to that.]]></description>
		<content:encoded><![CDATA[<p>You mean you could actually touch them while stealthed and they wouldn&#8217;t notice?</p>
<p>Honestly, that sounds like an AI bug to me.  It ought to react to that.</p>
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		<title>Comment on We Can&#8217;t Think of Everything! by Mika Rautiainen</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23713</link>
		<dc:creator>Mika Rautiainen</dc:creator>
		<pubDate>Thu, 17 Nov 2011 13:03:04 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23713</guid>
		<description><![CDATA[Why I am not to fascinated with this AI &quot;non-feature&quot; is that the stealth play suffers after your sneak skill increases above NPC perception skills. 

In Oblivion (and now in Skyrim, I suspect) it was possible to concretely push NPCs around if your sneak value was above their perception skills. I proposed and collaborated with a modder who developed a routine that used proximity value to apply sneak penalties when the character was at the low proximity of any NPC. Needless to say it increased sneak immersion by tenfold at least.]]></description>
		<content:encoded><![CDATA[<p>Why I am not to fascinated with this AI &#8220;non-feature&#8221; is that the stealth play suffers after your sneak skill increases above NPC perception skills. </p>
<p>In Oblivion (and now in Skyrim, I suspect) it was possible to concretely push NPCs around if your sneak value was above their perception skills. I proposed and collaborated with a modder who developed a routine that used proximity value to apply sneak penalties when the character was at the low proximity of any NPC. Needless to say it increased sneak immersion by tenfold at least.</p>
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		<title>Comment on We Can&#8217;t Think of Everything! by Paul Tozour</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23654</link>
		<dc:creator>Paul Tozour</dc:creator>
		<pubDate>Wed, 16 Nov 2011 20:57:03 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23654</guid>
		<description><![CDATA[Also, I haven&#039;t played Skyrim yet (dying to, but I&#039;m too busy), but it occurs to me that it really would not be too difficult for Bethesda to make one generic NPC reaction to inappropriate behavior -- &quot;What the hell are you doing!  That&#039;s completely inappropriate!&quot; or something like that.

That would let them de-couple the AI that detects inappropriate behavior from the NPC reactions to it, and serve as a catch-all for any and all behaviors that do not fit the expected social norms, like placing pots on people&#039;s heads or what have you.]]></description>
		<content:encoded><![CDATA[<p>Also, I haven&#8217;t played Skyrim yet (dying to, but I&#8217;m too busy), but it occurs to me that it really would not be too difficult for Bethesda to make one generic NPC reaction to inappropriate behavior &#8212; &#8220;What the hell are you doing!  That&#8217;s completely inappropriate!&#8221; or something like that.</p>
<p>That would let them de-couple the AI that detects inappropriate behavior from the NPC reactions to it, and serve as a catch-all for any and all behaviors that do not fit the expected social norms, like placing pots on people&#8217;s heads or what have you.</p>
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		<title>Comment on We Can&#8217;t Think of Everything! by Paul Tozour</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23582</link>
		<dc:creator>Paul Tozour</dc:creator>
		<pubDate>Wed, 16 Nov 2011 01:40:39 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23582</guid>
		<description><![CDATA[I think the problem with Skyrim, as with all the Elder Scrolls games, is that the game is so insanely open-ended that it would really take a huge AI programming team to do the design justice.

It&#039;s not that the AI is poor; it&#039;s that it lives in a design with ridiculously ambitious requirements compared to any other game on the market.

Their AI team has clearly grown in skill and size over the years, and the AI is better with each iteration of the Elder Scrolls games, but there&#039;s still so much left to be done.

There&#039;s nothing technologically holding the game back from having much better AI.

I think it really comes down to production &amp; budgeting -- they need a bigger team, more time, and a bigger voice/animation budget.

I&#039;d really like to see BethSoft get to the point where they allocate enough resources to their AI to do all of this stuff justice  ...  and I&#039;d like to see consumers get to the point where we demand it.]]></description>
		<content:encoded><![CDATA[<p>I think the problem with Skyrim, as with all the Elder Scrolls games, is that the game is so insanely open-ended that it would really take a huge AI programming team to do the design justice.</p>
<p>It&#8217;s not that the AI is poor; it&#8217;s that it lives in a design with ridiculously ambitious requirements compared to any other game on the market.</p>
<p>Their AI team has clearly grown in skill and size over the years, and the AI is better with each iteration of the Elder Scrolls games, but there&#8217;s still so much left to be done.</p>
<p>There&#8217;s nothing technologically holding the game back from having much better AI.</p>
<p>I think it really comes down to production &amp; budgeting &#8212; they need a bigger team, more time, and a bigger voice/animation budget.</p>
<p>I&#8217;d really like to see BethSoft get to the point where they allocate enough resources to their AI to do all of this stuff justice  &#8230;  and I&#8217;d like to see consumers get to the point where we demand it.</p>
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