Submitted by its_muh_username t3_yhpq5k in gaming

I'm currently playing a racing game called GRID Legends on PS5. The opponent A.I acts like it's human and makes mistakes. Sometimes they will lose the back end just for a second and correct it. Sometimes they will spin or flip and crash. The cars catch fire and parts fall off, like doors, wheels, wheel arches etc and they react to it. If you crash Into them or cut them off they and their team mate get upset and try to sabotage you for the rest of the race and a couple of races after until they cool off. I've never seen this in a racing game before. It's really adding to the immersion and a very welcome change to opponent A.I. being on rails and perfect all the time like In other racing games.

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lawfer23 t1_iuf2zre wrote

Alien Isolation!

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WistfulDread t1_iuf4dyb wrote

The original FEAR was famous for its AI. They would proper flank, hunt, and retreat.

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DanSanderman t1_iuf4wni wrote

They designed the AI specific for each encounter rather than just giving them a blanket AI. So for a specific room the AI knew which hallway the player would be coming from, and where the cover was, and how to flank each piece of cover depending on where the player was.

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SpiderGhost01 t1_iuf3fov wrote

The AI on Alien: Isolation, on the extreme level, is impossible. The ending of that game is hard even on the easiest level. The alien hunts you so well.

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grublets t1_iuf6p5s wrote

Alien: Isolation. The alien was often relentless and unpredictable.

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AwesomeX121189 t1_iuf6yto wrote

Alien isolation was a game made entirely around the Xenomorph’s AI system which was in fact 2 AI’s. One was an “administrator” that knew where the player was, their inventory, what their objective is, tracks stuff like if you’re using one area to hide in often, then gives “clues” or goals to the second AI that is fully controlling the Xenomorph and onlu knows what the Xenomorph would know. The admin AI is tooled to not reveal specific player locations, and can even point it away from the player, if the game determines things are a bit too rough for you at the moment.

There are still some hard coded scripted “alien drops from vent in the room when player pulls the lever” but the AI’s from that point continue as normal.

Other games can’t just copy and paste this system as every aspect of game play, story pacing, level design, non xenomorph npc AI’s, we’re all made specifically for this system. And it’s why we’ll never get a sequel too

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djr7 t1_iufjuy2 wrote

Alien Isolation, essentially has 2 AI working for the alien.

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DdCno1 t1_iufbkrw wrote

Not your typical answer to this question, but the game Façade has an impressive dialogue AI that can react to what you're typing in with spoken replies. The scenario is simple - you're invited into a young couple's apartment and quickly learn that their relationship isn't as harmonious as it may seem - it looks very simple in terms of visuals, but the immersion it creates by dynamically reacting to you is rather impressive. There is still nothing quite like it 17 years later. It was the future of gaming back then and it still is a glimpse into the future of gaming today.

Free download from the developer's website:

https://www.playablstudios.com/facade

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RugBugSlim t1_iugvn9w wrote

Was this comment an ad?

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DdCno1 t1_iuh271z wrote

For a free game (with no DLC nor microtransactions, since those hadn't been invented yet) that came out 17 years ago?

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jakalarf t1_iugxo9y wrote

The first FEAR game.

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TotallyMojo t1_iuhi0lw wrote

I found The Division 2 AI was pretty challenging. For the most part.

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MrThr0waway666 t1_iuiy7nb wrote

S.T.A.L.K.E.R.

Alien isolation

F.E.A.R.

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Ok-Ambition-9432 t1_iujppm6 wrote

Alien Isolation as everyone is saying, for obvious reasons. Zelda botw is great as well, but here's my pick.

This is the best A.I. I've ever seen in a video game:

Rain World

Rain world us a survival action platformer. You control a slugcat and brave an extremely Hostile and unforgiving world. The game simulates a real word ecosystem, and you are near the bottom of the food chain.

Enemies are always loaded and doing things in the world, this allows you to stumble upon an interaction that has just finished, is partway through, or just the aftermath. Some creatures creatures will run when scared or hurt, but some of those creatures in the same species will be a little more brave (or stupid) and advance anyways. Nothing is scripted and the creatures all use procedural animation, as well as the slugcat.

The true king of the AI in the game though, is the scavengers. Monkey-like creatures who form packs and small societies. Capable lf doing everything the slugcat can and more. They are extremely well animated, showing emotion when they're scared, angry, curious, or sad. They have a reputation system that allows you to befriend them or become mortal enemies. Kill scavengers, steal from them, etc and they will hate you so much that they will send out hunting parties to kill you. Give them gifts, save them from creatures, etc, and they will love you, giving you gifts and following you around. Scavengers have personalities, some are timid and will run from you if they don't know you. Some are just assholes and pelt you with rocks. This is just scratching the surface, it is incredible.

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nervousmelon t1_iufbyfm wrote

Not sure if it's AI or something else but the enemies in stealth sections in the Arkham games are surprisingly smart.

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