Like changing attack in response to your actions.

  • datavoid@sh.itjust.works
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    3 hours ago

    Haven’t played it much, but I’d assume there is some enemy in dwarf fortress with 30 years of development.

    • Echo Dot@feddit.uk
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      5 hours ago

      It’s AI is actually really interestingly implemented. In most games involving stealth the AI knows where you are but is programmed to ignore you if you’re crouched in bushes or something. But in alien isolation it genuinely doesn’t know where you are, there is a master control AI that does no wjere you are and it directs the xenomorph to your approximate location, but then it has to use its AI to look for you.

      I’m not quite sure what the advantage of doing it that way is but it’s certainly an interesting approach. Of course it’s not an original approach, left 4 dead did it decades ago but it is rarely done this way.

      • themoken@startrek.website
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        33 minutes ago

        I’m not quite sure what the advantage of doing it that way is

        If I had to guess, it just kept the programmers from being super lazy about it. If the individual enemy AI doesn’t have exact coordinates of the player, it actually has to move around, search a space, potentially manipulate the environment, and possibly fail to find the player, versus doing what is effectively an idle animation while waiting for the player to step out of cover.

  • AstroLightz@lemmy.world
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    6 hours ago

    Not necessarily smart, but very aware: a lot of NPCs in Red Dead Redemption 2.

    They’ll often comment about Aurther when his clothes are bloody, dirty, he has long facial hair, etc. One of the NPCs in your main camp will complain if you stay in the camp for a while.

    It really makes the world feel alive.

    • Lemmywinks@lemmy.world
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      5 hours ago

      One of the NPCs in your main camp will complain if you stay in the camp for a while.

      This one annoyed me, to be honest. He’s like “Arthur, Arthur, you need to go out and earn some money for the camp!”, but when you look at the logbook most of the NPCs are bringing in about a dollar fifty per day in pocket watches and so on, whereas I’ve paid in over a thousand bucks in the past week and have singlehandedly bankrolled every single improvement to the camp since the game’s start. Ungrateful sons of bitches…

  • theunknownmuncher@lemmy.world
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    8 hours ago

    S.T.A.L.K.E.R. Shadow of Chernobyl all NPCs. The intelligence ranges from impressive squad tactics that intelligently flank and corner you or flush you out with grenades to a group of dudes in a huddle walking straight into a wall, though. Really imperfect but it has its moments.

    • TheFeatureCreature@lemmy.ca
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      7 hours ago

      I’ve lost track of how many times I’ve nearly pissed myself because an enemy NPC crept up behind me and put a round in the back of my head while I was busy doing something else. I’m not sure which of the STALKER games has the best AI but it can get really clever. I’ve never played another game that has enemies that can spot you from a distance, recognise that you are an enemy and that you haven’t spotted them back, and then sneak up to you to assassinate you stealthily. You might’ve never even known they were there in the level with you until you’re staring at the game over screen.

      • Echo Dot@feddit.uk
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        5 hours ago

        That’s of course why a lot of games don’t implement AI like that. It works for some genres but you wouldn’t want smart AI in Call Of Duty or Doom because it would ruin the immersion of you as a super soldier.

  • Björn@swg-empire.de
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    7 hours ago

    Not sure if you’d count it as a boss but the Alien in Alien Isolation is pretty good.

  • 0li0li@lemmy.world
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    8 hours ago

    Dreamrunners in DmC need to be opened up. They deny most moves unless you break their combos and don’t get greedy or they will counter hard. They feel scripted a bit tho.

    F.E.A.R. soldiers are quite intelligent. They will flank, retreat, suppress and hide. Still the best NPC enemies if you ask me.

    • Coelacanth@feddit.nu
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      7 hours ago

      F.E.A.R. enemies are very good for their time period, but there’s also quite a lot of smoke and mirrors involved that make them appear much smarter than they actually are. The voice lines are a great example, making you think they’re actually much more coordinated and intelligent than they are. The combat arenas are also very deliberately designed in tandem with the AI, both to maximise the efficiency of the AI that exists, but also to give them a bunch of opportunities to do manoeuvres that were unusual for the time - again to further the illusion. Good examples are ledges they can jump over and windows they can smash. It’s a much less smart and dynamic AI than it appears, but these small interactions give the impression of a highly intelligent enemy that interacts with the environment a lot.

      They still do do some cool things sometimes though, like retreat and close the door behind them and wait in ambush.

      • LurkingLuddite@piefed.social
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        6 hours ago

        That’s all videogame “AI”, though. It’s all basic algorithms that provide an illusion. That’s why it’s so great when they nail it.

        Hell, even the real “AI” like Claude is still just an illusion, and there are WAY too many dumbass ELIZA effect suffering motherfuckers on this planet…

        • Coelacanth@feddit.nu
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          6 hours ago

          Yes of course, I’m not suggesting any video game has any sentient actual intelligence. I’m just using the old terminology where “AI” means “whatever controls enemy and NPC behaviour in the game”.

          My point is that even F.E.A.R.'s “Goal Oriented Action Planning” is much less sophisticated and complex than it first appears, thanks to excellent design and clever illusions.

  • BigBananaDealer@lemmy.world
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    8 hours ago

    havent played prey but it has heaps of praise for its AI

    the raider AI in fallout 4 is pretty good, they are kinda smart for some drugged out maniacs

      • openchan@piefed.social
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        6 hours ago

        HL2 was amazing. Playing Alyx as well gave me the creeps hiding from Combine. I loved it.

        HL1 had AI that was so good for the late 90s it ruined games for me

        • BallShapedMan@lemmy.world
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          6 hours ago

          It did for me too! And the scripted events layered in seamlessly in all three games. It’s easy to forget it’s a game.

  • bamboo@lemmy.blahaj.zone
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    8 hours ago

    Not an enemy, but Kaepora Gaebora (the owl) from The Legend of Zelda Ocarina of Time. Feels like every time you talk with him and try to skip the dialog by mashing A, the question changes and you get stuck having to hear him repeat what he was saying.

  • amniotic druid@lemmy.world
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    8 hours ago

    Far Cry 2 gets an honorable mention for scary realistic flanking and rush mechanics. Shame Ubisoft lobotomized them for the sequels.

  • Katana314@lemmy.world
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    8 hours ago

    Two games I remember for having tons of interactions are Hitman (World of Assassination) and Breath of the Wild.

    It’s all a lot of preprogrammed, precise reactions you can count on, but they’re built to let the player schedule out specific ways of outsmarting enemies, and they’re made to sometimes be overwhelming in a straight, brute force fight.

    My favorite moment in Breath of the Wild was when I put a balloon on a piece of meat, blew it to the edge of a cliff, and all the Bokoblins saw it drop and followed it. Then I came out and blew them off the cliff.

  • blindbunny@lemmy.ml
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    5 hours ago

    Strelok from S.T.A.L.K.E.R.:Shadow of Chernobyl

    Misunderstood the assignment.

    A-Life from S.T.A.L.K.E.R.:Shadow of Chernobyl is pretty great. If you move from where you’re shooting at people and run around and shoot them from a different spot, if they didn’t spot you moving, they’ll be looking for you from the last spot they seen you. AND if one ai didn’t know where you’re at you’ll hear the ai with knowledge share that information. It’s kind of wild once you know how it works.

    I remember F.E.A.R. having a lesser version that worked better in rooms.

    Probably over rated but Metal Gear Solid had one that would clear rooms and search lockers

    I heard Selaco basically remade F.E.A.R. engine with extremely stylized graphics.

    Much lesser known is “The Signal From Tölva” you can listen to robots try to kill you like a group.

  • Strider@lemmy.world
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    7 hours ago

    The enemy behavior in FEAR was very good, especially in groups. They didn’t just attack bluntly from the front but also flanked you and other stuff.

    Maybe the memory is some nostalgia, but it was really good at that time.