- Aug 3, 2017
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Except now you are moving further and further away from the original topic. Where are games with modern advanced ai, your ideas and suggestions, while many were / are good only make the bots / ai less than they are now.The first issue can be solved by only agro-ing if the source of damage was from a player, who is the only one who would be intentionally attack their allies. If there's meant to be "spy" npcs, just switch their teams once they betray their side.
The second can be solved by just having the boss be in an arena that can only be exited once they are defeated.
Of course both of these issues are basically only seen in real-time open world RPGs. A player can't just "run away from the boss" in an arena fighter. It's much easier to forsee how the player will interact with the enviroment and NPCs in genres other than 3D RPGs.
I'd say 300 is where you begin to reach "really large number". Also, I think the units in Arma are usually not all fighting at once.
Well obviously it won't work for everything, but every game has a way to check line of sight. It's not literal line of sight, it's just checking if a beam can be fired (often multiple in case a tiny object in in the way) from one object to another with nothing in-between it. I mean, as long as the enviroment is actually meant to represent how the game world looks like, not like a board game.
It's only part of how the bots would plan their actions. Like I didn't mention the bots would make sure they wouldn't run into the boundaries of the field, but it's implied.
As I said, I don't know how FIFA works. An example of taking an "action accordingly" is an NPC in a fighting game deciding which move to hit you with if you've missed an attack and are going through endlag. Slower moves are often better combo starters, but obviously slower, so the NPC takes the strongest move they can succesfully land.
Physics is complex, I shouldn't really have to explain why it is, but basically it has to calculate impacts, drag, acceleration, countless other things every physics step which is usually around 30-60 times a second.
RPGs are a genre popular enough to match FPS games in number. Puzzle games are pretty big, especially in the indie scene. A good number of shooters have simple NPCs too, like the Doom series.
So in a visual novel for example, the player is the one driving the story by completing actions to progress or making choices in dialogue or whatever. NPCs don't answer the dialogue prompt for you there.
Another example is a managment game like Lobotomy Corporation. The player commands the agents around, who are NPCs. While the NPCs all have healthbar, a position in the game world, and a character, the player is not simulated apart from the menus you can use to command agents.
You also need to remember that apart from trying to refine scripts etc. studios have tried many other things too, from building and using in house engines to using new coding language as it comes out. The bottle neck always seems to come down unfortunately to processing power.