All language subtitles for 3. Different Types of Game AI

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 1 00:00:00,030 --> 00:00:04,200 When people discuss AI, automatically they think about enemies. 1 2 00:00:04,410 --> 00:00:09,360 But that's not the only way the players experience AI systems in modern games. 2 3 00:00:09,480 --> 00:00:12,420 What are the most common types of AIs? 3 4 00:00:12,510 --> 00:00:13,320 Let's find out 4 5 00:00:13,320 --> 00:00:13,920 together. 5 6 00:00:15,360 --> 00:00:15,890 AIs 6 7 00:00:15,900 --> 00:00:17,040 as enemies. 7 8 00:00:17,580 --> 00:00:20,550 This is the most found implementation in games. 8 9 00:00:20,850 --> 00:00:26,640 Usually everything that comes to you and shoots to kill is most likely an enemy. 9 10 00:00:26,670 --> 00:00:28,990 Enemies come in different flavors 10 11 00:00:29,010 --> 00:00:30,450 to spice up the gameplay. 11 12 00:00:30,780 --> 00:00:33,300 Aggressive, defensive, tactical. 12 13 00:00:33,300 --> 00:00:34,260 And much more. 13 14 00:00:35,620 --> 00:00:37,490 AI as companions. 14 15 00:00:37,610 --> 00:00:40,910 Is there a non-player character following you? Then, 15 16 00:00:40,940 --> 00:00:47,720 most likely, you got yourself a companion, be it either for a specific mission or a squad based game. 16 17 00:00:48,050 --> 00:00:53,270 Companions play an important role. Games like Mass Effect or Gears of War 17 18 00:00:53,300 --> 00:00:56,390 have a lot of mechanics focused on companions. 18 19 00:00:56,690 --> 00:00:59,690 Do it right and your game will benefit a lot. 19 20 00:00:59,780 --> 00:01:05,960 Have companions going through walls, dying randomly and failing the mission and your game's player 20 21 00:01:05,960 --> 00:01:10,950 will get the bad experience. AI as your own units. 21 22 00:01:11,060 --> 00:01:15,590 Are you issuing orders to a squad of units in real time strategy game? 22 23 00:01:15,860 --> 00:01:23,300 Then most likely you are ordering smart AI Agents a tactical decision and they handle the movement, patrolling, 23 24 00:01:23,300 --> 00:01:26,210 attacking, or any other action they have. 24 25 00:01:27,020 --> 00:01:29,480 AI can be your own character, in fact. 25 26 00:01:29,480 --> 00:01:34,550 Are you playing a top down role playing game where your character moves around in a dungeon? 26 27 00:01:34,580 --> 00:01:40,790 Most likely, the AI is controlled by a pathfinder that decides where to move exactly based on your 27 28 00:01:40,790 --> 00:01:42,770 specific required move location. 28 29 00:01:43,810 --> 00:01:46,970 AI as helpers or invisible helpers. 29 30 00:01:46,990 --> 00:01:53,920 What if I told you that a game that has zero non-player characters and in fact any other moving parts 30 31 00:01:53,920 --> 00:01:54,670 has AI? 31 32 00:01:54,760 --> 00:01:55,320 It's true. 32 33 00:01:55,330 --> 00:02:01,510 I'm referring to The Witness from Jonathan Blow, where the AI was used to debug the map to find out 33 34 00:02:01,510 --> 00:02:03,010 the walkable areas. 34 35 00:02:03,160 --> 00:02:05,020 AI can take many forms. 35 36 00:02:05,140 --> 00:02:08,140 The limit being the imagination of the developer. 36 37 00:02:08,590 --> 00:02:13,990 My hope is that by getting all this information to you and that by providing this course, you'll be 37 38 00:02:13,990 --> 00:02:18,160 on your way to make great AI systems that will improve your game. 38 39 00:02:18,400 --> 00:02:22,300 Next, let's look at how AI can handle decisions. 3622

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