The bottom line
Good game AI is AI that serves the game's intended experience by giving the player interesting gameplay, not AI that is simply strong at killing. Designers should treat AI as a design problem as well as a technical one.
Key takeaways
- Aggressive, tough enemies feel smart, but that is not the same as good AI. 0:05
- In a Halo playtest with identical AI, players who rated enemies "very intelligent" rose from 8 percent to 43 percent when the enemies had more health and damage.
- Doom 2016 enemies that chased the player made players back up, so id had them hold ground and let the player push forward.
- Good AI is built to be fair to the player and readable by the player. 2:27
- In Uncharted, enemies start with a zero percent chance to hit Drake when he leaves cover, and Far Cry limits how many enemies can shoot at once.
- Barks, body language and vision cones show what the AI is thinking, so the player can plan around it.
- Predictable behavior lets the player make plans and use the AI's rules. 4:48
- Halo's Grunt always runs away when you sneak up on it, but you can't tell where it will run. Halo tech lead Chris Butcher: "it would be bad if they only ran away half of the time."
- AI that uses the game's systems, reacts to the player and pursues its own goals makes a richer game. 6:47
- Breath of the Wild enemies pick up weapons, set clubs alight and throw other monsters, so players can exploit those behaviors.
- Shadow of Mordor orc captains remember past fights, and in Rain World and STALKER the AI pursues goals like food and territory.
- Every game needs its own approach, because the AI's job is to present interesting gameplay. 14:24
- Naughty Dog tried complex AI for Uncharted 4, then settled on spread-out, mildly predictable enemies. Designer Matthew Gallant: the goal "isn't to find the player. It's to present interesting gameplay."
The AI's goal isn't to find the player. It's to present interesting gameplay.
Matthew Gallant, Naughty Dog designer
Chapter summaries
0:00 What does 'Good AI' Mean?
Good AI is more than enemies that can kill the player.
- The famous "good AI" games share aggressive, durable enemies. 0:05
- FEAR, Halo and Half-Life.
- Their enemies hunt the player.
- Halo 2 and FEAR pioneered AI technology still used today.
- Doom director Marty Stratton: We'd end up in these situations where you would instantly start backing up.
- AI must fit the game's intended experience. 1:49
- Aggression suits Alien: Isolation.
- It would be out of place in Batman: Arkham Asylum.
- Nobody gets the drop on Batman.
- The rest covers general practices and some ambitious examples.
2:27 Good AI Lets the Player Cheat
Good AI quietly bends the rules for the player, so the game feels fair.
- The best cheats are ones the player never notices. 2:33
- A bucket on a shopkeeper's head in Skyrim is a cheat players do notice.
- In Arkham's predator sections, enemies won't turn around.
- Players feel their absence if removed.
- Most games are biased wildly in the player's favour.
3:21 Good AI Tells you what its Thinking
Showing the AI's thinking makes it seem smarter and lets players plan.
- Distinct personalities make AI characters readable. 4:00
- Pac-Man's coloured ghosts.
- Civilization's single-player leaders, each with unique quirks.
- Developers found this makes AI seem smarter.
- How much to show or keep fuzzy is a stealth-game question.
- A spoken thought reveals skills the player would never notice. 4:14
- A guard sees an opened door.
- Only Did I leave that door open? shows he noticed.
- Barks like Sounds like someone's over there and Must be nothing signal alertness.
- Light and noise sensors and ghost images of your last position do the same.
4:49 Good AI is Predictable
Consistent AI lets players build plans and play with intentionality.
- Predictable AI lets players devise their own goals. 5:09
- Clint Hocking calls it intentionality.
- Shoot a red barrel once and you know it always explodes.
- Guards always return dropped guns to crates.
- Turning off a generator always draws an enemy, so it makes a diversion or trap.
- Predictable does not mean easy. 6:24
- Spelunky enemies are almost fully scripted.
- Groups, varied terrain and other characters make them hard.
- Alone, each would be effortless to avoid or kill.
6:47 Good AI can Interact with the Game's Systems
AI that uses the game's systems looks smart and gives players roundabout ways to beat it.
- Enemies using the world seem aware and can be exploited. 7:09
- A Bioshock enemy runs to a health dispenser mid-fight.
- Putting a trap on the dispenser beats him.
- He seems aware of his surroundings, self-preserving and as capable as the player.
- Prey lets you make an enemy fight for you.
- In Zelda you can trick an enemy into attacking a Cucco, "chicken-boning" it.
7:55 Good AI Reacts to the Player
AI that responds to what the player does makes personal stories and stops one strategy from working forever.
- Remembering the player makes stories that feel personal. 8:07
- Shadow of Mordor orc captains get random names, abilities and relationships.
- They recall past fights, such as the player running away.
- Zumug taunts: Not letting you run this time!
- Batman guards grow more frightened as their buddies fall.
- Adapting to the player keeps play fresh and sets the pacing. 8:56
- Metal Gear Solid V enemies answer headshots, unseen base raids and night infiltration with helmets, traps and night-vision goggles.
- The Left 4 Dead AI director raises the horde while the team cruises, then eases off.
- This isn't learning. The AI only uses scripted behaviors once a threshold is hit.
- Alien: Isolation unlocks Xenomorph abilities over time to look like learning.
- Pac-Man ghosts swap between chasing and the four corners. Iwatani wanted waves, not constant hunting.
10:33 Good AI has its own Goals
AI with goals beyond killing the player makes a world that moves without you.
- Characters that pursue their own plans create events the player stumbles into. 10:32
- In Rain World, animals hunt for food and fight rivals over territory.
- STALKER bandits make plans, so two factions may collide in a battle you just happen upon.
- STALKER's A-Life is buggy, and mods are needed for activity away from the player.
- In Waking Mars, the critters you set up keep living and breeding while you explore elsewhere.
11:45 Good AI isn't Just About Enemies
| Elizabeth (Bioshock Infinite) | Trico (Last Guardian) | Prompto (FFXV) | |
|---|---|---|---|
| What they do | Follows you through combat | Fights enemies for you | Snaps photos automatically |
| Design trick | Can't be hurt in combat | Fears stained glass you smash | Shoots on triggers or whim |
| Cost | Sidesteps the problem | Ignores orders about half the time | Almost no gameplay value |
| Adds | No escort-mission frustration | Forced cooperation, animal feel | Personal album, rich character |
Friendly characters deserve the same design care, because they are often as dumb as dirt.
- Allies work best when they bring their own character to the game. 11:57
- Bioshock Infinite makes Elizabeth invincible to dodge the escort-mission problem.
- Trico in The Last Guardian can fight enemies but panics at stained glass, so player and AI must cooperate.
- Trico ignores the player's instructions about half the time, to seem animal-like.
- In Final Fantasy XV, Prompto's automatic photos have almost no gameplay value but add to his character.
13:30 Conclusion
Smarter AI technology still matters, but each game should choose its AI for its own design.
- Better tech and better design both matter. 13:30
- Stupid enemy decisions pull players out of the experience.
- Beating an obviously unintelligent opponent gives little satisfaction.
- Most modern shooters still lag behind a "campy 13 year old game".
- AI is a design problem as well as a technical one, so each game needs its own approach.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Good game AI is not just aggressive enemies that kill the player: it must fit the intended experience, stay readable and consistent, bend the rules in the player's favor, and serve interesting gameplay. The Halo playtest where identical AI was rated 'very intelligent' by 8 percent of players versus 43 percent once enemies were tougher shows how perception shapes how smart AI feels.
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