I finished Silent Hill 2 too, the Mannequins made me jump so many times. They always seemed to appear when I least expected them to. The game created such a tense and scary atmosphere the whole way through but the prison area was by far the spookiest and of course I didn’t understand the hanging part and kept getting punished for it lol.
I also played The Last of Us Part 1 it was no where near as scary but the story was so good, I even cried a bit. I’d love more games that focused on keeping quiet, I dont think I’ve played anything with that sort of mechanic before. I really hope they port part 2 to pc soon.
I tried to play Alien Isolation but I kept getting game breaking bugs and when I finally managed to get about an hour in, there were still no aliens?? Just more bugs so I’ve given up on it and maybe I’ll try see if there are any fixes and stuff when I have more time since so many people recommend it.
Ah damn, its an issue on console too, that sucks. I wonder why there are so many recommendations when its so broken. I can’t believe its on gamepass and PS5 when it can so easily be broken in less than 5 minutes
Somehow replied to my own comment. Good thing I am actively drinking coffee. Yeah, although it makes me wonder if the game pass version isn’t basically the console version. They do some weird stuff with required windows processes.
Still playing Metaphor, I’m really enjoying it. I think I’m around halfway through. The story is going in an interesting direction, and the gameplay is still fun, altho I’m always feeling a bit underleveled.
I’ve spent about an hour with “Drova - Forsaken Kin”. The best way to describe it (and I’m not the first person to do this) would be “2D Gothic”. It’s quite neat. Exploration is a bit labyrinthian, but it’s appropriately punishing and bleak, has meaty combat that becomes satisfying once it finally clicks with you. Just like in Gothic, you start out as someone who can barely swing a club and just like in Gothic again, you need trainers to level up your skills. Controls can take a bit of getting used to and I have no idea where the story will take me, but so far, I’m enjoying my time with it. Really the worst thing I can say about it so far is that the music is rather monotonous.
Drova is available on gog without DRM, supporting Linux and MacOS in addition to Windows (also on Steam and every current and last-gen console):
The only issue with current systems is that the “AI” is tweaked to the specific game mechanics. You can easily enough build multiple algorithms for varying play styles and then have it adapt to counter the play style of the player. The problems is that the current way that many games are monetized is through expansions, gameplay tweaks, etc., as well as those being necessary when a game mechanic turns out to be really poorly implemented or just unpopular and the mechanics change. If the “AI” isn’t modified at the same time to rake advantage of the changes, then it becomes easy to beat. The other issue is that eventually a human can learn all of the play style algorithms and learn to counter them and then it becomes boring.
Unfortunately, generative “AI” is not a true learning model and thus not truly intelligent in any sense of the word. It requires that it is only “taught” with good information. So if it gets any data that includes even slight mistakes, it can end up making lots of those mistakes repeatedly. And if those mistakes aren’t corrected by a human, it doesn’t understand which things were mistakes and how they contributed to winning or losing. It can’t learn that they were mistakes or to not do them. It doesn’t truly understand how to decide something is wrong on its own, only that things are related and how often it should use those relationships over others. Which means manual training is required, which due to the sheer volume of information required to train a generative “AI”, is not possible in a complex game where the player has thousand of possible moves that each branch to thousands of possible combinations of moves, etc.
A little bit of emulation but mostly minecraft. Though a friendly creeper turned my hardcore world into spectator mode. I have a save that is about a day before it but I will probably delete it since I think the point of hardcore is to not save copies. Plus it was before I built the nether portal or got a mending fishing rod. I am thinking of using the beehaw seed that I discovered before to give hardcore another try.
The most advanced AI I’ve seen is in Hitman WoA, and Zelda: Breath of the Wild.
Both games don’t have “learning” AI. They just have tons of rules that the player can reasonably expect and interact with, that make them seem lifelike. If a guard sees you throw a coin twice in Hitman, he doesn’t get suspicious and investigate - he goes and picks it up just like the first one. Same for reactions to finding guns, briefcases, or your exploding rubber duck.
Im pretty sure we could make AI in games smarter and/or better than humans for a long time. They are just not fun to play against. You need to have AI that you can win against. What i think should be happening instead of neural networks is the ai should gamble a bit more . The good example is eu4 where on hard difficulty ai will not attack you until its sure it can win… which makes it more predictable than normal ai beacuse you can reasonably guess whetewer it will attack you and try to outmanouver it. Wheras on normal sometimes it will just attack you if there is a reasonable ( or sometimes even unreasonable ) chance to win which makes normal sometimes( very very very very rarely ) harder difficulty. Now hard difficulty is stil generaly ( 99,9% of time ) much harder due to ai cheats but what i said is a thing. Total war Warhammer 3 could use that in particular to spice things up. Currently attacking army will always attack and defending will defend which makes attacking more advantagous , and the army will always wait for reinforcment . They could for example make it so depending on the army composition ( or even just rng ) the defending army will sometimes attack ( for example when there are only melee combatants ) so that you dont have time to deal damage with mage . Or the opposite. Make it so the attacking army will just stay still and protect the artilery and bombard you with canons it it has lots of artilery . Like you know just some basic strategies so the fights arent always so similar at the begining.
Yeah, the easiest thing to implement is omnipotent AI. The code for the AI is executed within the game engine, so you have complete access to any information you want.
You can just query the player position at any point in time, even if there’s a wall between the NPC and the player. It requires extra logic to not use the player position in such a case, or to only use the rough player position after the player made a noise, for example.
Of course, the decision-making is a whole separate story. Even an omnipotent AI won’t know how to use this information, unless you provide it with rules.
I’m guessing, what OP wants is:
limiting the knowledge of the AI by just feeding it a rendered image like humans see it, and
somehow train AI on this input, so it figures out such rules on its own.
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