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The AI Systems of "Left 4 Dead" [pdf]

277 点作者 StylifyYourBlog大约 12 年前

14 条评论

danso大约 12 年前
I love this game, one of the last FPSes I still play other than Team Fortress 2...unfortunately, like TF2, it's not very playable unless everyone in the round is amenable to being a team player. The multiplayer deathmatch allows one team to take the role of monsters, who have the backing of the zombie horde to make up for lack of guns. Playing it really provides some interesting insights to how the AI effectively functions, by slowly getting the human players to come unglued, either by targeting stragglers or letting the best players get too overconfident and move ahead of the team. Of course, all deathmatch games have this dynamic but it's very explicit in L4D, mostly because it's impossible for one human or monster player to singlehandedly own the opposing team in the way that an ace player can miraculously wipe out a team in Counter-Strike.<p>edit: The AI controlled human players is extremely competent, maybe the best bot players yet created. But they do show their limitations in multiplayer...among their weaknesses: they're too willing to sacrifice their healthpacks for an injured teammate, and will almost always try to help an incapacitated player no matter how hopeless his/her cause. Real humans can be total assholes, but in some situations its best for the team to leave a straggler behind, especially if the enemy has set up an ambush for the rescuers.
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TheMakeA大约 12 年前
Valve is (was) very open with their publications. There are more available on their website[1]. I definitely recommend taking a little time to look through them.<p>[1] <a href="http://www.valvesoftware.com/publications.html" rel="nofollow">http://www.valvesoftware.com/publications.html</a>
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johnyzee大约 12 年前
Adjusting enemy spawn and behavior by a calculated 'emotional intensity' of the player - very nice.
solnyshok大约 12 年前
If a SurvivorBot ever gets far out of place for any reason, it is teleported near the team when no human is looking at it (AI cheating algoritm!!! Really enjoyed that)
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adriancooney大约 12 年前
The climbing sequence is particularly impressive but maybe a tad excessive in my opinion but. I count six operations, two of which seem to computationally intensive due to their trial-and-error approach. I can see the reasoning behind it if the AI is climbing a physics props but surely map data could be retrieved relative to position and save all that ray tracing (if that's the correct term)?
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vy8vWJlco大约 12 年前
Google's PDF viewer works for reading in the browser (scribd isn't working on this one):<p><a href="https://docs.google.com/viewer?embedded=true&#38;url=http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf" rel="nofollow">https://docs.google.com/viewer?embedded=true&#38;url=http://...</a>
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TillE大约 12 年前
scribd is "unable to display this document", and the download button doesn't even work. Just link the original.<p><a href="http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf" rel="nofollow">http://www.valvesoftware.com/publications/2009/ai_systems_of...</a>
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kriro大约 12 年前
Question about the navigation mesh.<p>I'm assuming that represents an entire open area (otherwise the path optimization makes no sense) and the dark stuff are the obstacles. In that case I'm wondering how the arrive at the actual grids and arrows (slide 12)
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lazyjones大约 12 年前
That's a very interesting read, even though in practice, the ingame AI still feels lackluster. Survivor bots often ignore nearby players attacked by special infected to move (slowly) towards some far away target (another attacked/incapacitated player) and special infected bots could really use some cooperation (as do many human players ...).
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lucb1e大约 12 年前
I never felt like playing this game until now. The AI sounds very interesting to try for myself! Game producers should release such documents upon launching the game, it makes it that much more interesting.
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iam大约 12 年前
Great stuff, have to disagree on the "replayability" section though. There were only 2-3 tier 2 weapon spawns on the entire map, the crescendos were pretty much always in the same spot (this was a bit better in L4D2), and so on. After the first 10 times every map felt the exact same.
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cateye大约 12 年前
This is exactly the reason why I don't like playing computer games. The games feel really scripted. Enemy character that wait until I cross a line before they attack me etc.<p>I wished that instead of investing in graphics, the AI got more attention.
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jnazario大约 12 年前
in the past few months i started to learn a little bit about AI, including algorithms in planning (like PDDL) and logic engines. the more i learned the more i saw what the gaming companies, and that entire community, are doing and how they are some of the biggest consumers of these technologies. i have to say that it's impressed me, and it seems like the gaming companies are on the forefront of multiple areas of technologies, not just graphics and specialized CPUs.<p>no if only i could hire from that talent pool :)
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ccozan大约 12 年前
That's hardly AI. It's just algorithms. Parametrized, using a probability distribution to randomize the environment, user programmed algorithms.<p>EDIT: Well, if this AI in game development, then so be it. But it's still not AI in the generic way, IMHO. To downvoters: I didn't contest the fact that they don't work. I do enjoy this games a lot and I praise the programmers that make such games work.
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