I hate glomming on to a blog chain, but I’m going to link to AIGameDev’s article on an article (which may very well be about an article.) The title is Watching Level Designers Use Scripts to Disable Your Autonomous AI: Priceless – which just about covers it. Alex does a nice job of not just reporting on it, but explaining the mindset and even the things to watch out for.
Regular readers of my other blog, Post-Play’em will know that I talked about the idea of scripts over-riding AI behaviors in Call of Duty 2 in a post entitled Call of Duty 2: Omniscience and Invulnerability. Specifically, this was in reference to one of the behaviors mentioned in the other article where an AI agent takes on a temporary god-like quality of invulnerability until such time as he finishes a scripted event – at which time he is no longer important to the level designer’s wishes and is cast back into the pot of cannon fodder so that I can mow him down properly.
Getting back to the initial topic, my thought is that part of the issue between artists/level designers and programmers may very well be that the level designers don’t have a trust in the capabilities of autonomous AI agents… or even and understanding of what could be done with them.
For example, with the use of goal-based agents such as those found in F.E.A.R. (related post), rather than a designer saying “I want the bot to do A then B, then C on his way to doing the final action of D.” he could simply tell the goal-based agent that “D is a damn good goal to accomplish.” If constructed properly, the agent would then realize that a perfectly viable way of accomplishing D would be via A-B-C-D. The difference between these two methods is important. If C is no longer a viable (or intelligent looking) option, then the scripted bot either gets stuck or looks very dumb in still trying to accomplish D through that pre-defined path. The very nature of planning agents, however, would allow the agent to try to find other ways of satisfying D. If one exists, he will find it. If not, perhaps another goal will suffice.
The problem is, while AI programmers understand this concept (especially if you are the one who wrote the planner for that game), level designers and particularly artists, may not have an intuitive grasp on this. They are cut more from the cloth of writers – “and then this happened, and then this, and then it was really cool when I wrote this next thing because I wanted the agent to look smart, and then this…” That is being a writer – and is why many games continue to be largely linear in nature. You are being pulled through an experience on a string of scripted events. (See related post on Doom 3’s scripting vs. AI)
So, can the problem of designers trumping AI programmers be solved? It will always be there to some extent. But education and communication will certainly help the matter.