Artificial Intelligence in Gaming: Part 3 – Appearance and Deception
Programming great AI isn’t the only aspect of intelligent design. Through visuals and audio, programmers must be able to make enemies appear intelligent to provide a better gaming experience to you, the player. Let’s see what Three SpeechÂ and Alex Champandard, Remco Straatman, Louis Gascoigne, and Owen Oâ€™Brien have to say on the subject matter.
Weâ€™re only at the infancy of animation in the games industry, but now we have the computation power, the budgets to acquire the motion capture, and the research to back us up, itâ€™s going to be an exciting few years.
This quote, said by Alex Champandard, pretty much says it all. Through the use of motion capture, games are able to look much more realistic and have greater depth in movements, facial expressions, etc. These animations become methods for which NPC’s express their actions. Remco Straatman’s Killzone 2,for example, tailors specific animations when grenades are thrown or when there is incoming gunfire. It depends on any given situation as to what animation it should be paired with.
Communication between NPC’s also provides a crucial role in appearance. Dead Space engineer, Louis Gascoigne, tells us how they got around the communication barrier due to the fact that their Necromorphs do not speak. Through the use of audio/video logs, and graffiti, players were able to determine how their enemies moved. This all leads to a more believable character, one that actually looks like they have intelligence, according to Owen O’Brian.
It’s amazing to think that we have only scratched the surface of animation. As movements become more fluid and expressions become more realistic, it’s only a matter of time before we are wondering if there is actually another person behind the scenes controlling the enemy to react to your every move. Stay tuned as we bring you more coverage of Three Speech’s in-depth look at Intelligent Design.