AI and Games
AI and Games
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F.E.A.R. - The Retrospective
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Almost 20 years later, Monolith's F.E.A.R. is still considered one of the best examples of AI for video games. To celebrate 10 years of @AIandGames we revisit the subject of our first ever video. Tommy sits down with Dr Jeff Orkin, the AI programmer on F.E.A.R. to discuss how it all came to be and the legacy it carries to this day in the video games industry.
[00:00] Intro
[03:20] Orkin's Path into Games
[09:29] No One Lives Forever 2
[14:41] Origins of GOAP
[17:11] Action Movie
[20:49] The AI of FEAR
[29:12] Designing Encounters
[35:10] Squad Layers
[37:48] Release
[43:12] Orkin's Path
[45:14] Legacy
[53:07] Credits
Footage of Kings Quest VIII by @AndreaPannocchia
ua-cam.com/video/M37cEC98anw/v-deo.html&ab_channel=AndreaPannocchia
Links to Alex Nareyek's - IGDA Artificial Intelligence Interface Standards Committee
web.archive.org/web/20050206222524/www.igda.org/ai/report-2004/report-2004.html
web.archive.org/web/20050215232750/www.igda.org/ai/report-2004/goap.html
The GDC 2006 paper on GOAP by Jeff Orkin:
www.gamedevs.org/uploads/three-states-plan-ai-of-fear.pdf
You can play the NOLF games and AvP2 courtesy of these fan mods:
nolfrevival.tk/
avpunknown.com/avp2aio/
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'AI and Games' is a UA-cam series on research and applications of Artificial Intelligence in video games.
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Переглядів: 16 694

Відео

My Playtime with Ubisoft NEO @ GDC 2024
Переглядів 5 тис.Місяць тому
At GDC this year, Ubisoft showcased their prototype non-player character (NPC) tech called 'NEO'. It's their first efforts in figuring out how to make interesting conversational AI for games. Myself and a few others were invited down to check it out, so here's my thoughts as well as the footage of my full playthrough. [00:00] Intro [01:35] What is NEO? [03:36] Trying to Fix 'Hollow' NPCs [06:41...
What I Learned After 10 Years of AI and Games
Переглядів 8 тис.2 місяці тому
March 2nd 2024 marks 10 years since the release of my very first UA-cam video all about the AI of F.E.A.R. My life has taken a significant turn as a result of my UA-cam 'career'. But what have I learned from the experience? #10Years #AI #AIandGames #GameAI #Games #Gaming You can support 'AI and Games' via Patreon, UA-cam memberships, and Substack In return, you get bonus content and rewards! ww...
How AI is Actually Used in the Video Games Industry
Переглядів 14 тис.2 місяці тому
Links to all of my videos referenced in this episode can be found farther down in the description. Plus, grab your own copy of the infographic by visiting the (extended) written version on Substack. www.aiandgames.com/p/how-ai-is-actually-used-in-the-video As AI becomes increasingly more involved in the development of video games, it's worth taking stock of just how many ways it can be used. In...
Why is It Difficult to Make Good AI for Games?
Переглядів 61 тис.3 місяці тому
Having made over 100 videos digging into how AI works in video games, I've never really explained why this is such a big problem. Let's discuss some core AI fundamentals. [00:00] Intro [00:34] Playing the Game Vs Being the Game [03:21] Understanding State Spaces [06:51] The Challenge of Good AI for Games [10:55] Why Not Use Machine Learning? [12:58] Closing [14:32] Credits Be sure to catch the ...
What YOU Think About Generative AI for Video Games
Переглядів 5 тис.4 місяці тому
Earlier this year in my 'Generative AI Explained' episode, I released a survey for anyone to fill in about their thoughts on generative AI for game development. In this video, I present the main findings, and highlight core themes and points expressed by our respondents. Thanks once again to everyone who participated! [00:00] Intro [01:03] The Survey [02:27] The Game Developer Perspective [08:1...
The Link Between Half-Life and the Atomic Bomb
Переглядів 6 тис.5 місяців тому
Computer science and artificial intelligence is linked to many an important event in the 20th century. So let's explore how the AI of Half-Life is linked indirectly to the creation of the atomic bomb. [00:00] Intro [00:55] Recap [02:15] The AI of Half-Life [04:53] Automata Theory [08:01] John Von Neumann [11:54] The Threads of Time [14:17] Credits Plus don't forget to check out @AlanZucconi's v...
My Favourite Games from the 2023 AI and Games Jam
Переглядів 5 тис.5 місяців тому
In September of 2023 we ran our third AI and Games Jam. I summarise the event, and highlight some of my favourite games submitted by the community. Check out the full list of games at: itch.io/jam/aiandgames2023 [00:00] Intro [00:23] About the Jam [03:31] Copycat and the Office [04:02] Copycats [04:23] Copy Kitty [04:51] Jasus [05:09] A Conversational Journey with Leonardo [05:45] Detective Dev...
Procedurally Generating Manhattan for Marvel's Spider-Man
Переглядів 50 тис.5 місяців тому
Did you know that Spider-Man's Manhattan is actually procedurally generated? For this episode of Artifacts, I dig into the procedural workflow adopted by Insomniac Games to help speed up production of the thousands of buildings, roads, alleyways and more. Don't forget to catch my other video on the AI of Marvel's Spider-Man: ua-cam.com/video/KVUh6vPFN4k/v-deo.html Plus read this episode if you ...
The AI of Marvel's Spider-Man | AI and Games #74
Переглядів 31 тис.6 місяців тому
Insomniac's Spider-Man games are some of the most beloved titles coming out of PlayStation Studios. In this episode we dig in and find out how the development team built AI systems to handle melee and ranged combat, civilians, open-world crimes, boss battles, traffic and more! Catch the accompanying episode of Artifacts all about Spider-Man's procedural tool systems: ua-cam.com/video/TSEJFxSZ2U...
How Inworld's 'Origins' Demo Actually Works
Переглядів 6 тис.6 місяців тому
In a recent video, I looked at 'Origins': a detective game that uses AI technology built by Inworld (@inworldai) that allows players to interact with non-player characters directly using speech or text, and holding fully immersive conversations with them. In this video, we find out how it all actually works. I sit down with Kylan Gibbs, the CPO of Inworld, to discuss not just the inner workings...
Just How Smart Are the AI Characters in Inworld's 'Origins'?
Переглядів 8 тис.6 місяців тому
Earlier this year, the AI company Inworld released their tech-demo 'Origins': a detective game built in Unreal Engine in which you try to solve a mystery by speaking directly with your suspects. Powered by Inworld's character engine, each non-player character you meet in Origins is built to support full voice-based conversations using the latest trends in generative AI technology, each with the...
What Makes Jack Baker and Lady Dimitrescu so Terrifying?
Переглядів 11 тис.7 місяців тому
Resident Evil Biohazard and Village transform the Resident Evil franchise into first-person horror, but what makes it all so compelling? Let's find out. [00:00] Intro [01:22] First-Person Horror [05:43] Resident Evil [12:32] Closing [13:59] Credits Music in this episode is from the Resident Evil: Village soundtrack by the Capcom Sound Team Clips of Jack moving off-camera are from @SlippySlides ...
Calculating Flow Fields for Rats in 'A Plague Tale' | AI and Games #73
Переглядів 14 тис.8 місяців тому
The Plague Tale games are known for the swathes of rats that infest the lands, and do their best to kill the player and everyone else. In this episode, we dig into detail on how the rats actually work, and how it ties back to the Micro Machines games of the early 1990s. References for this episode: How A Plague Tale: Innocence's rat hordes were made www.rockpapershotgun.com/how-a-plague-tale-in...
Create NPCs with LLM-powered Convai!
Переглядів 10 тис.8 місяців тому
@convai recently made headlines because of their conversational AI tools that use large language models (LLMs) like GPT to create intelligent non-player characters (NPCs) in games. In this sponsored video I chat with Convai's CEO Purnendu Mukherjee about the progress they're making in building these tools and even tried making my own NPC to see how well it works in practice. This episode was sp...
The Secret of Into the Breach's AI: Power in Simplicity | AI and Games #72
Переглядів 57 тис.10 місяців тому
The Secret of Into the Breach's AI: Power in Simplicity | AI and Games #72
Is Generative AI the Future of Game Development? | Artifacts #02
Переглядів 40 тис.11 місяців тому
Is Generative AI the Future of Game Development? | Artifacts #02
How Unexplored 2 Generates Entire Fantasy Worlds from Scratch | Artifacts #1
Переглядів 17 тис.11 місяців тому
How Unexplored 2 Generates Entire Fantasy Worlds from Scratch | Artifacts #1
The Story of The Mechanical Turk: the 18th Century Chess Automaton | The History of AI and Games #1
Переглядів 11 тис.Рік тому
The Story of The Mechanical Turk: the 18th Century Chess Automaton | The History of AI and Games #1
Why Halo Infinite's Bots Play More Like Humans | AI and Games #71
Переглядів 24 тис.Рік тому
Why Halo Infinite's Bots Play More Like Humans | AI and Games #71
How Machine Learning is Transforming the Video Games Industry | AI 101
Переглядів 32 тис.Рік тому
How Machine Learning is Transforming the Video Games Industry | AI 101
Analysing the AI of The Last of Us Part II | AI and Games #70
Переглядів 29 тис.Рік тому
Analysing the AI of The Last of Us Part II | AI and Games #70
The Future of 'AI and Games' for 2023 and Beyond
Переглядів 14 тис.Рік тому
The Future of 'AI and Games' for 2023 and Beyond
My Favourite Games from the AI and Games Jam 2022
Переглядів 7 тис.Рік тому
My Favourite Games from the AI and Games Jam 2022
Espire 2: A Pure Stealth Game, in VR! Congrats to Digital Lode
Переглядів 6 тис.Рік тому
Espire 2: A Pure Stealth Game, in VR! Congrats to Digital Lode
Training AI To Write My YouTube Videos | AI and Games #69
Переглядів 7 тис.Рік тому
Training AI To Write My UA-cam Videos | AI and Games #69
AI Wrote This Video Essay on Aliens: Colonial Marines
Переглядів 12 тис.Рік тому
AI Wrote This Video Essay on Aliens: Colonial Marines
DLSS 3 Explained: How NVIDIA's RTX-4090 Uses AI to Increase Frame Rates
Переглядів 16 тис.Рік тому
DLSS 3 Explained: How NVIDIA's RTX-4090 Uses AI to Increase Frame Rates
The Challenge of Remaking Resident Evil 2 & 3 | Design Dive
Переглядів 14 тис.Рік тому
The Challenge of Remaking Resident Evil 2 & 3 | Design Dive
How Barks Make Videogame NPCs Look Smarter | AI 101
Переглядів 23 тис.Рік тому
How Barks Make Videogame NPCs Look Smarter | AI 101

КОМЕНТАРІ

  • @elburto5387
    @elburto5387 День тому

    Great video - thank you!

  • @dkn_chkn
    @dkn_chkn 3 дні тому

    Currently working on horses for my game in unreal how does one make an ai system? any video links I can't seem to find anything on it.

  • @thesmilingman7576
    @thesmilingman7576 3 дні тому

    6:56 makes sense you can't see his eyes

  • @AgentXRifle
    @AgentXRifle 4 дні тому

    Half-life, Halo CE and FEAR are easily my favourite shooters (also loved BF2 online) Something about these games is still missing in most new games… Passion for the project and innovation with NPCs

  • @chetanyamundachali5612
    @chetanyamundachali5612 5 днів тому

    What about the Hitman series from Codename 47 to Blood Money? Those missions need the Remaster treatment!

  • @srisaksing
    @srisaksing 5 днів тому

    In fact, Turk is an AI robot that travels back in time. It was impossible for people to stay inside for a long time. There were months of cross-country travel and hours of chess battles. It doesn't make any logical sense that someone must be able to see who is hiding inside. For a human being to stay in a small box for a long time and have to urinate and defecate is simply impossible, and there are many inventors who have come to test the Turk, it is impossible to deceive those inventors. The only possible reason is to go back in time. Or is Turk an AI from the future combined with the machines of that era?

  • @DBagg-zz4ip
    @DBagg-zz4ip 5 днів тому

    22:40 IQ just sounds like tech level?

  • @olegteslenko5328
    @olegteslenko5328 7 днів тому

    2025 The game begins with a call to the senator. A female voice reports problems with the Source: “Riot. Fettel has taken over control of the prototypes." Armacham Technology was a weapons developer with a military program: an army of clone troopers subordinate to a commander who controlled them using telepathy. Paxton Fettel uses his telepathic abilities to take control of a battalion of clone troopers. Fortunately, to stop an armed conflict, it is enough to eliminate the commander, after which the clones will cease to act and will be absolutely safe. And finding Fettel won’t be difficult: he has a sensor implanted in his head that gives away his location. He will not have any protection, one of the conditions of the program is the safety of the commander, he does not fight along with the rest of the soldiers, but only controls them at a considerable distance. The protagonist of the game is a new operative officer “F. E.A.R.”

  • @wmka
    @wmka 7 днів тому

    Can you do a retrospective on Oblivion's Radiant AI please. Thank you.

  • @DrMateen36
    @DrMateen36 7 днів тому

    Hell yeah

  • @RKS_ICEMAN
    @RKS_ICEMAN 8 днів тому

    Fear remastered and use the money earned to reboot series^^^

  • @henriquem3111
    @henriquem3111 9 днів тому

    The video is great, awesome insight and i love how he makes it seems simpler than it really is. Just one observation the sound in the background while Jeff is talking makes quite hard to concentrate on the subject... had to re-watch the video because the background noise is too distracting

  • @endrgar
    @endrgar 9 днів тому

    It's a shame that no one makes games with such high-quality AI anymore. Well Fear, no one has made a game like this to this day.

  • @jaimiesmith9502
    @jaimiesmith9502 10 днів тому

    Tip: the game is a lot more fun and exciting when you’re not cowering around every corner!

  • @Burnrate
    @Burnrate 10 днів тому

    A devs famous last words "i don't think people will notice"

  • @olasarcasm
    @olasarcasm 11 днів тому

    Its cool for someone like me to hear about all the work that went into this game when all I can remember is how scared I got almost 20 years ago when you go down that ladder and you see that girl where you just were

  • @Isaacfess
    @Isaacfess 11 днів тому

    F.E.A.R. is just hands down one of the best shooters of all time. Genuinely the best squad AI in a game ever. UT2004's bots come a close 2nd place but for tactical combat the Replicas win. Hearing Orkin's story was amazing, what a super talented genuine guy! Great and well edited video!

  • @PurpleMoon799
    @PurpleMoon799 12 днів тому

    i wanna see this game remade now especially with how ai has developed

  • @silent_bob_
    @silent_bob_ 12 днів тому

    My computer couldn't play fear when it came out. Still haven't but I really need to.

  • @benox50
    @benox50 13 днів тому

    Well, thanks to Jeff for making an AI that is fun to setup in combat arenas with the SDK, altho having to manually create the navmesh is something x) Also amazing video!!

  • @mohokhachai
    @mohokhachai 13 днів тому

    Machine yees

  • @Binxalot
    @Binxalot 13 днів тому

    Unless they patched it, i remember that the loading of the soldiers in an area would slow down the game a bit and all you had to do to clear an area was walk through a door to trigger the enemies and then they would all funnel through the door in a line.

  • @santiagomoralesgarcia1802
    @santiagomoralesgarcia1802 13 днів тому

    I never played F.E.A.R. before, i know i watched videos the AI is very smart, so thanks to this video i bought the game and holy crap, community weren't liying with the AI of this game, a freaking enemy run around a building just to take me by surprise and attack me.

  • @jacopobalia31
    @jacopobalia31 14 днів тому

    Dude, i am surprised you still didn't make any video on rain world

    • @AIandGames
      @AIandGames 13 днів тому

      The backlog is long. Rain World is very far down...

  • @DasAntiNaziBroetchen
    @DasAntiNaziBroetchen 14 днів тому

    Not getting any feedback from anyone ever is a very familiar thing I have experienced myself, working in the industry.

  • @tjakal
    @tjakal 14 днів тому

    46:45 In my view as someone who is currently attempting to build a interesting AI system for a tactical shooter type game I think what's 'haunting the industry' here is how much knowledge is necessary to have rolled up in those few people with real influence of how to allocate the time and budget to see this thru. To know how to craft gameplay like the beloved parts of F.E.A.R you need a high level understanding of how to design the technical state machines, behavior trees, path-finding that is mirrored by the spatial design of the level by someone who is also a proficient gamer who understands how to hold angles and what affordances different cover and placement will provide. The difficulty is in how to create a scenario that forces the player to traverse the environment mindful of exposure and have the AI functionally play 'cat and mouse' attempting to get the drop on one another. Games of this era was still made by teams of all enthusiasts who built games they themselves would want to play. A small team that can pivot on a dime where everyone understands a lot about the thing they're attempting to build at an enthusiast level are a lot better poised to get it right than a gargantuan team where you have to clear every decision with people who may or may not have the slightest clue what you're talking about or even able to play your own game well. F.E.A.R itself is very start/stop with those ingenious 'combat space arenas' we all remember being dotted thruout a game intermingled with long segments of the same sort of linear corridor geometry guilty of all the same mistakes how forgettable encounters in titles before/after tend to play out. Replayability needs unpredictability and that is something even F.E.A.R only succeeds with in a handful of places where the start configuration of the encounter doesn't determine how the rest unfolds. That slice of F.E.A.R that get all of this so right is what needs to be lifted out and studied in great detail, it's a synergy where ones understanding of player tactics, AI tactics and spatial level design all play equal importance.

  • @ievaday
    @ievaday 14 днів тому

    Fascinating video! I've always wanted to get into game dev, and similar to Jeff, I was interested in animation and graphics part but AI and behaviour programming sounds so much more interesting to me.

  • @franzpattison
    @franzpattison 14 днів тому

    My favourite chatter from the enemies was "Where should I go?" "Shut the fuck up!" It really got across the stress of the situation. "Where is he? Fuck! Oh shit! He's wiped out the whole squad!"

  • @robertewans5313
    @robertewans5313 15 днів тому

    Always love hearing about f.e.a.r

  • @DarthIckus
    @DarthIckus 15 днів тому

    I only discovered your channel this morning, but I am glad that I did. Thank you!

  • @HueyTheDoctor
    @HueyTheDoctor 15 днів тому

    Wow Jeff is awesome. This is a great insight into those early days and how much more exciting and productive the whole industry was.

    • @AIandGames
      @AIandGames 15 днів тому

      Having now met the man in person, I can confirm he's a very cool dude.

  • @isthatajojoreference3517
    @isthatajojoreference3517 15 днів тому

    Any people wanted to relive F.E.A.R. without replaying it should check out Trepang2

  • @joker345172
    @joker345172 15 днів тому

    I think this is the best way to celebrate the 10 years, and I love all the context that Dr Orkin gives us. He really walks you through how GOAP came to be, and I loved that. Amazing, simply amazing video as always!

  • @BucklingSwashes
    @BucklingSwashes 16 днів тому

    Commenting for the algorithm primarily, but also to just give my two cents on the final big question. I think a big part of what makes the A.I. in F.E.A.R. still hold up so well is the way in which it was so closely integrated with the level and audio design, animation work, and the gameplay in general. The enemies feel interactive, reactive, and exciting because so much of what they do relates to their surroundings, as well as to the presence and their knowledge about the player character. The use of calls and responses in their dialogue, and actions like firing while retreating, diving through windows, and hiding make them seem especially dynamic, even if most of those are ultimately achieved through relatively simple audio cues and pre-built map pieces being triggered by the A.I. Also, it may seem like a strictly stylistic gameplay choice, but the ability to slow down the action and see combat unfold more clearly also helps to highlight the quality of the incorporation of the A.I. further. All in all, while I do think it's fair to argue that more recent games using GOAP or other systems have more advanced A.I., it's the close integration of the enemy A.I. with F.E.A.R.'s various systems that make it so impressive. And with how segmented and often disparate various parts of game development typically are in the modern industry due to larger teams and longer development times, achieving such a tight connection between A.I., gameplay design, level design, and presentation simply isn't going to happen as easily. F.E.A.R. came at just the right time.

  • @KerupukKeju
    @KerupukKeju 16 днів тому

    51:26 Hey you! You're finally awake. I have no idea why I laughed so much.

  • @BulletWilliam
    @BulletWilliam 16 днів тому

    This was a great interview! It is sad seeing a lot of AI in games being just kinda of bland and good enough. Disappointing to hear he's doing genAI now. Hopefully it's using ethical training data.

    • @AIandGames
      @AIandGames 16 днів тому

      We'll be discussing some of the stuff Jeff's doing now in a future video, but I've seen the tech demo he's built and it's really cool. It's a rather smart application of generative AI, in that it only uses it as part of larger system that still relies on existing approaches (including planning). And critically, the system relies on users providing their own training data, rather than stealing it from the internet.

  • @MladenMihajlovic
    @MladenMihajlovic 16 днів тому

    Great video. I've always has great respect for Jeff Orkin and have tried to implement his GOAP stuff multiple times (out of interest mostly, I'm not a game dev, just love the stuff) so it's really great to see him and hear him talk about this. Loved it.

  • @Ghost_Of_SAS
    @Ghost_Of_SAS 16 днів тому

    This game really shines when you make a no-slowmo playthrough, and the higher the difficulty the better. That's how you really get to appreciate the smart AI, instead of plowing through them like Neo, leaving them no time to do much of anything.

    • @tjakal
      @tjakal 14 днів тому

      Def. Recently replayed it for the first time since it's release days that way specifically to study the AI and level design. Unless you dial the difficulty up and use your own reaction times you're unlikely to ever notice just how well this is made. You need that respect not to risk exposing yourself to the AI's sight-lines to give it space to do it's thing. Unless there is some symmetry in lethality clever flanking behavior just isn't impressive in games, it requires a need to outmaneuver for survival to take center stage. Recently played Division 2 and juxtaposed with F.E.A.R observed how the AI occasionally did things that could've been impressive but in that game it doesn't matter one bit because their (likely accidental) clever movement is spoiled by the interface and being able to tank a lot of damage makes it pretty pointless even if they succeed out-flanking a player. Made me wonder how many games with elaborate behavior trees since F.E.A.R are just like that in wasting the effort thru dumbed down interface and overly forgiving gameplay. If we played F.E.A.R with a permanent radar and near wallhack vision where everyone where located it wouldn't been remembered for much of anything.

  • @xyzz8722
    @xyzz8722 16 днів тому

    Some facts. - All games post Doom 3 are based on that code. - Doom 3 used a scripting language for AI (similar to CPP) it was interpreting events from the game code. But you needed to write it in notepad. - Sometime either Quake Wars or Rage. They kept the script for prototyping but eventually all the scrip written stuff would be compiled in its own dll called superscript. Id still sticks to the classic route if it aint broken dont fix it and it works perfectly. Acrually as far as at least Doom 3 there is code for AI that dates back to Hovertank 3D.

  • @timvanberghem4746
    @timvanberghem4746 16 днів тому

    Amazing work once again! ❤

  • @maxreediii
    @maxreediii 16 днів тому

    Man, I don't have a PC to replay FEAR, Xbox needs to get this back on the marketplace.

    • @AIandGames
      @AIandGames 16 днів тому

      If you can find a physical copy it's backwards compatible on Xbox One and Series S/X. For context: FEAR 2 and 3 were published by WB after they bought up Monolith in 2004. But the original was published by Sierra, and it'll be some rights/royalties issue I suspect between the two that prevents the digital listing on console.

  • @WriteDirekshun
    @WriteDirekshun 16 днів тому

    Straight jorkin it

  • @robchr
    @robchr 16 днів тому

    Small correction. Trespasser (1998) was the first FPS that let you see your character model. Notably health was a heart tattoo on their mammary gland.

    • @Dzztzt
      @Dzztzt 15 днів тому

      I still have my box of Trespasser. It was jank but it literally had heart

    • @AIandGames
      @AIandGames 15 днів тому

      I have a video to make about Trespasser that one day we might actually make happen.

    • @badsectoracula
      @badsectoracula 7 днів тому

      In Montezuma's Return you could also see your body when looking down. Not sure if it was the first, but it predated Trespasser for a bit. A much more niche -and weird- game though (and the English version was released later).

  • @danielberrett2179
    @danielberrett2179 16 днів тому

    A.I. drives engagement in games, While graphics have been steadily improving A.I. seems to change in leaps. Some studios just find out what is already out there and is the bare minimum to get the game "working". I hope the future holds some great experiences. As a hobby game programmer when I was younger without knowing what it even was I made a rudimentary Finite State machine to control my CPU enemy.

  • @kirhgoff
    @kirhgoff 16 днів тому

    What is the game on the "Sentiments and concerns" chapter here? Looks cool, but AIs cannot guess from the screenshot :D

  • @McGamaStuff
    @McGamaStuff 16 днів тому

    MELON

  • @Quargame
    @Quargame 16 днів тому

    20:45 funnily enough in my goap implementation i called it GOAT (goal oriented action thinker i explain it) 🐐

    • @AIandGames
      @AIandGames 16 днів тому

      I assume so you can then declare your AI is the GOAT?