This is mostly a theoretical question as I don't have the code for the AI done yet, but how would one go about making the AI have more "realistic" (ie. not 100% deadly accurate) shooting? Ideally I'd aim for about 60% accuracy on the easy level going up to 90% on the most difficult one.
Question about FPS AI accuracy.
Page 1 of 113 Replies - 616 Views - Last Post: 26 June 2012 - 05:21 AM
Replies To: Question about FPS AI accuracy.
#2
Re: Question about FPS AI accuracy.
Posted 22 June 2012 - 07:04 PM
I get kind of annoyed when "difficulty" just means making the enemies more accurate. I'm ok with a slight increase to make them more "realistic," but for the most part I prefer AI improvements such as enemies working together, an enemy taking or searching cover more intelligently, or waiting until it thinks I'm low on ammo to expose itself.
#3
Re: Question about FPS AI accuracy.
Posted 23 June 2012 - 07:30 AM
Oh I certainly don't intend on making it the ONLY difficulty scaling, but part of the general difficulty package as a whole.
I thought of perhaps creating two sets of hitboxes. One set would be the actual detection box, and the other would be a larger "aimbox." The AI aims at the aimbox and fires and if it detects collision with the detection box, it keeps firing and if not, it re-aims. I don't know how viable that is or if there's a better solution but it's what I've come up with so far.
I thought of perhaps creating two sets of hitboxes. One set would be the actual detection box, and the other would be a larger "aimbox." The AI aims at the aimbox and fires and if it detects collision with the detection box, it keeps firing and if not, it re-aims. I don't know how viable that is or if there's a better solution but it's what I've come up with so far.
#4
Re: Question about FPS AI accuracy.
Posted 23 June 2012 - 07:33 AM
I'd say it depends on the nature of the FPS in question: if it's a standard shooter were you're pretty much in the open the whole time I'd say 60% would be fair since it gives pretty consistant hitting without being instant death. If it's a cover shooter or the like I'd recomend much higher accuraccy, since you have something to hide behind and protect from them bullets.
though I'd also advise to avoid having their accuraccy to be just a to-hit percentage and nothing else, as that can feel a bit cheap if you manage to run out of their plausable firing line and still get hit.
and backing upwhat Xclite said; make sure you add more than just increased acuraccy as you go up in difficulty
also, I'd advise against making it "too" realistic, since realisticsally two enemies on one PC = 1 dead PC
though I'd also advise to avoid having their accuraccy to be just a to-hit percentage and nothing else, as that can feel a bit cheap if you manage to run out of their plausable firing line and still get hit.
and backing upwhat Xclite said; make sure you add more than just increased acuraccy as you go up in difficulty
also, I'd advise against making it "too" realistic, since realisticsally two enemies on one PC = 1 dead PC
#5
Re: Question about FPS AI accuracy.
Posted 23 June 2012 - 05:43 PM
Well, the way that FPS games make things more realistic is by applying attributes to different kinds of weapons where the AI is smart enough to select the appropriate weapon for a given scenario; sniper rifle for distance shots, grenades to flush enemies from cover, etc. What you are doing is mixing game physics with game AI which is a common rookie mistake leading to poor results.
Have a little think about what I've said.
Have a little think about what I've said.
#6
Re: Question about FPS AI accuracy.
Posted 23 June 2012 - 06:19 PM
ButchDean, on 23 June 2012 - 05:43 PM, said:
Well, the way that FPS games make things more realistic is by applying attributes to different kinds of weapons where the AI is smart enough to select the appropriate weapon for a given scenario; sniper rifle for distance shots, grenades to flush enemies from cover, etc. What you are doing is mixing game physics with game AI which is a common rookie mistake leading to poor results.
Have a little think about what I've said.
Have a little think about what I've said.
I don't think he is. Accuracy with the weapon is just as important for realism as using the correct weapon for the correct situation - it looks painfully unralistic if a shooter never misses or can spray full-auto against a stationary target and not hit, even with the right weapon.
#7
Re: Question about FPS AI accuracy.
Posted 23 June 2012 - 07:43 PM
I gather you've never played the Quake series of FPSs with the ultra accurate rail guns and how the AI uses them. Never confuse what should be left to game physics for AI.
#8
Re: Question about FPS AI accuracy.
Posted 24 June 2012 - 05:40 AM
Surely though you'd need to include a system to ensure the AI isn't 100% accurate all the time, because it's very easy to just code an AI that can one-shot you from within the effective range of the weapon they're using at the time, which isn't very fun. Perhaps I am being naive, but if you left it solely to the game physics, then the player would suffer silly things where they've done everything correctly but some bullets don't land.
#9
Re: Question about FPS AI accuracy.
Posted 24 June 2012 - 06:13 AM
Every weapon has its set of characteristics that will be identical for every instance of that weapon. Some weapons will be more accurate than others. Where the difference becomes apparent is how skilled the AI agent is in using the weapon, with such attributes as 'skill' that is vague, but you see in a lot of games, and the overall suitability of the AI to use the weapon.
Regardless, every instance of the weapon itself in the game should be identical. It's a basic example of using inheritence in programming games.
Regardless, every instance of the weapon itself in the game should be identical. It's a basic example of using inheritence in programming games.
#10
Re: Question about FPS AI accuracy.
Posted 24 June 2012 - 02:24 PM
Quote
Regardless, every instance of the weapon itself in the game should be identical. It's a basic example of using inheritence in programming games.
yes, the weapon should be identical, not the person firing it which is what he asked about. as you've been told twice already and chose to ignore in favour of repeating a point that is in no way linked ¬,¬
he asked about a realistic level of accurracy for the firer, not have accurate the weapon is, and both of those matter in making the game enjoyable. So can you please stop mentioning how accurate each weapon is because that has nothing to do with this.
thank you
#11
Re: Question about FPS AI accuracy.
Posted 24 June 2012 - 02:45 PM
Instead of having a rant how about trying to be helpful, or can't you actually contribute anything useful to the OP's question?
#12
Re: Question about FPS AI accuracy.
Posted 25 June 2012 - 01:48 PM
ButchDean, on 24 June 2012 - 02:45 PM, said:
Instead of having a rant how about trying to be helpful, or can't you actually contribute anything useful to the OP's question?
... third reply on the post.
and rather than being an ignorant ass, why don't you try and contribute anything to the OPs question? rather than a totally different question
#13
Re: Question about FPS AI accuracy.
Posted 26 June 2012 - 03:42 AM
Name calling is unacceptable and will be dealt with when I get to a PC.
Just to make sure you don't try and edit it out.
beigepaladin, on 25 June 2012 - 09:48 PM, said:
... third reply on the post. 
and rather than being an ignorant ass, why don't you try and contribute anything to the OPs question? rather than a totally different question
and rather than being an ignorant ass, why don't you try and contribute anything to the OPs question? rather than a totally different question
Just to make sure you don't try and edit it out.
#14
Re: Question about FPS AI accuracy.
Posted 26 June 2012 - 05:21 AM
beigepaladin has been permanently banned. Name calling is unacceptable.
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