Throughout our History of AI series, we’ve looked at some pivotal entries in the videogames industry such as Left 4 Dead, Thief, Shadow of Mordor, and The Sims. But if you really want to get to the heart of artificial intelligence and games, we have to go back to the very origins of computing itself. …
Category Archives: History of AI
History of AI in Games -Procedural Content Generation Part 2
With procedural content generation (PCG) we can create algorithms that design new weapons, characters, dungeons, and even entire worlds. This seems quite commonplace today, with games such as No Man’s Sky and Elite: Dangerous putting players in the face of the infinite: with millions upon millions of unique planets to visit in an ever-expanding universe. …
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History of AI in Games -Procedural content generation Part 1
Building AI for games is much more than just characters. While it’s now being used to improve animation, spot bugs and even detect cheaters, arguably the second most popular application is in generating videogame content. One of the biggest challenges any game developer can face is ensuring a lot of variety. Bringing players back to …
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History of AI in Games – HalfLife & Halo
When we consider artificial intelligence for non-player characters (NPCs) in games and how it evolved over the years, two of the most influential games come from the first-person shooter genre: Half-Life and Halo 2. Welcome to Black Mesa Half-Life, released on PC by Valve back in 1998 and it was a real turning point for …
History of AI in Games – Video Game – F.E.A.R
When you head to a search engine, and type ‘top 10 best videogame AI’, the resulting lists and articles will often contain many a familiar face if you’re been reading the History of AI series. You’ll find classics like StarCraft or Halo, and perhaps some beloved stealth games like Splinter Cell or The Last of …
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History of AI in Games – Simulating Life
When we think of artificial intelligence for video games, we typically think of opponents or adversaries: non-player characters designed to present a challenge or fill the world with activity and life. But quite often, it can be used to create more realistic simulations of human behavior. Complex systems are full of individual characters that might …
The Sensory Systems of Guards in the Game – Thief : The Dark Project
One of the biggest challenges faced when creating characters for video games is that you often have to replicate real-world ideas or concepts that a player may take for granted and then tweak them slightly so that it’s fun to play against. And there’s no better example than stealth games. Whether you’re playing Splinter Cell, …
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The Nemesis System of Shadow of Mordor
Creating Your Own Story We’ve all experienced it in a big action-adventure game: the enemy gives a speech, we get into a big boss fight, we take them down and move along. Sure, there might be some stakes to it all, and the characters might have some history, but it’s not a story in that …
History of AI in Games – Poker
Poker is one of the most popular card games in the world. While it might look like a rather simple game on first passing, with a handful of cards and simple betting actions, the way it is designed leads to a lot of complexity that makes it hard for humans to master, much less …
History of AI in Games – The AI director of Left 4 Dead (2008)
At modl.ai our goal is to help make game production smarter and faster thanks to our expertise in artificial intelligence. But in order to create the future of AI for games, we need to know its history as well. So in this History of AI in Games series, we’re taking a look at how AI …
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