Well, let’s hold on a second here.
A lot of this discussion basically boils down to our collective understanding of AI and our ideas for how to design around it’s restrictions. Since it’s so central to the discussion, let’s just take a minute to talk about AI.
Sandwhich Making Sequence
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Get bread out of fridge Select Flavor Put flavor between two slices bread
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BLT Sequence PBJ Random Sequence
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Get Bacon Get Lettuce Get Tomato Get PB Get JellyThe AI goes through this performing the actions listed. They generally perform these actions from top to down and then left to right within each level. Whether an action was successful or unsuccessful determines what the AI will perform next, and the node directly above the actions says how many actions in each group are necessary to go through.
- A Sequence will try to do everything directly under in order from left to right
- A Select it’ll try to accomplish just one thing directly under it moving from left to right until it’s successful once.
- A Random is a Select or Sequence that goes through the things under it randomly instead of left to right. Can be Weighted to prefer some things more than others.This AI sequence:
Will get bread out of the fridge.
It’ll then select a flavor.
Since BLT is first, it’ll get Bacon, then Lettuce, then Tomato. If it was able to get all these things successfully, it moves on to putting these flavors between two slices of bread.
If we failed getting Lettuce, it would be unsuccessful and move on to PBJ. It’ll randomly select either PB or Jelly, and then get the remaining one. It’ll then move to the putting these flavors between two slices of bread.That’s a very broad description of the industry’s boilerplate 15year-old StateMachine/BehaviorTree AI in so far as office smalltalk can take me.
It has a sense of Priorities, it can Follow-up one action with another, it can create reactions that happen ‘Mostly-but-not-every-time’ . There is just so much stuff between an absolute like ‘IF Player x:THEN mob y’ and the pure chaos of Completely Random. It’s pretty robust, really!
the difference is i think they should have more if then situations between the player and the enemy. AKA player npc interation.
Others say the best thing is an overall prescripted plan that has a lot of details.
Boss is basically going to the exact same things until you get him to a new phase.
Too me, it seems they are saying
for bosses, its better to have the boss have set a set pattern that you have to properly respond to.
i say thats ok, for some encounters
But its also good to have encounters where what happens is partially based on the interaction of the player and the npc.