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An anon user just added this information. The quotes are his:
It is out of context and has little to nothing to do with the article. It mentions that it uses AI, but mentions nothing about why that AI is notable or how it works. It also uses in-article external links, which are a no-no (except as cites). As it is, it is just an ad. If someone wants to take a crack at fixing it (i.e. giving it context, mentioning why it is notable, how it works), please feel free.
UPDATE: Actually, I just looked at it. It is a simple game of 20 questions. Variations on this game have been around for more than 20 years. It isn't artificial intelligence. It just creates binary trees to track user's questions and answers and spits out an answer when it gets to a leaf node. If the leaf node is wrong, it creates a new branch. Not AI, it is just an ad.—Frecklefoot |Talk 14:31, May 17, 2005 (UTC)
Ah, 20q... I once had a long, long debate with another guy over whether 20q is to be seen as binary tree based or not. Implementation-wise, it clearly isn't, and it is rather comparable to a Kohonen network (but not quite), if I remember right. Whether it is functionally equivalent to a binary tree-based algorithm is another question. I think it is an interesting application, but I agree that the above ad is just an ad and has no place in the article.--Julian Togelius03:06, 27 March 2006 (UTC)[reply]
While I'm at it, would it be appropriate to add a paragraph or two about the resarch being done about computational intelligence and games[1], even though it is rather academical at the moment (but trying to get closer to commercial game ai)?--Julian Togelius03:06, 27 March 2006 (UTC)[reply]
For the little I have skimmed, very relevant and usable references:[2]IvanDíaz14:03, 4 April 2006 (UTC)[reply]
Bots belongs under the "See also" section. It does not need its own section simply to link to the bots article. That's exactly what see also is for. -Dave21:05, 5 April 2006 (UTC)[reply]
As this article is talking specifically about computer games and the use of AI in games, wouldn't it be appropriate to have a section which lists those games which either 1) Has incredibly good game AI, or 2) Is supported by a language which allows people to write their own.Enigmatical00:36, 7 April 2006 (UTC)[reply]
Those of note which I can think about include:
How about a few images for this article, such as screenshots and game covers?(^'-')^Covington07:36, 8 April 2006 (UTC)[reply]
The "Traditional turn-based games" section seems out of place and meaningless. --Mrwojo18:22, 8 April 2006 (UTC)[reply]
I think that naming conventions would put this article atAI (game), or some such with the modifier subordinate and following AI, since in video game parlance the AI is referred to generally only as "the AI". Thoughts?ENeville20:36, 21 October 2006 (UTC)[reply]
I removed the following paragraphs:
I removed them earlier, but an anon user added them back in. They are confusing and don't use wiki-markup correctly (but that's easily remedied). The biggest problem, though, is they give no context, don't really express their ideas clearly and give us no reason why we should consider any of it important. It presents ideas without explaining what they are, why they are important, or why anyone should care or how they advanced the field of artificial intelligence in games. What's a differential game?I have no idea, and it isn't explained.
So, before adding them in again, try fixing them. Otherwise, they'll just be removed again. —Frecklefoot |Talk21:40, 1 February 2007 (UTC)[reply]
Have you read something about Dynamic Games? I advice you to study the Book Differential Games of Isaacs, it is a nice and very famous book,and was translated to different languages, I advice you to study higher higher mathematics to be able to read such book! . I belief that this will make additional knowledge to you in GAMES . You will not be confused, and at that time you will never cancel such games . Advice ; if you do not know about this field and you are personally interest to know the fundamentls of dynamic games, Do not cancel such papers , but bring them and try to study them instead of writing about scientific branches you never heard about them. If you do not know and you are not willing to know let others who are more interesting than you to see and read, these research were published internationally !!!!!!—Precedingunsigned comment added by62.114.92.188 (talk •contribs)
refference for Facade:http://games.softpedia.com/get/Freeware-Games/Facade.shtml—Precedingunsigned comment added by195.210.245.91 (talk)21:06, 18 September 2007 (UTC)[reply]
facade is obscure game, i agree, but it is an important game in artificial intelligence not in game artificial intelligence. It`s an expirimental game maybe more inportant in field than "far cry". Far cry was game with advances in 3d more that AI. Games mentioned here are mostly mainstream games.Artificial intelligence in mainstream games is more obsuce theme than 3D. So maybe we should stick to "obscure" games. This game was mentioned in magazine "joker" (game magazine Slovenia) in artificial intelligence article.—Precedingunsigned comment added by195.210.245.252 (talk)02:11, 14 December 2007 (UTC)[reply]
In Facade are human interactions very precise similar to those in black and white, but here they depend on talk rather than actions (communication bots) There are two people in relation(love) and you interract with them in your visit in their appartment. Due to your interaction theri romance fails, get stronger, they throw you out,ets (different endings)—Precedingunsigned comment added by195.210.245.252 (talk)02:16, 14 December 2007 (UTC)[reply]
Dont know if thats what you are looking for but anyway:http://www.gamespot.com/pc/adventure/facade/here are some news,awards (indie award for most innovative game,etc..) about the game Facade made by professor related to AI and this cite:Facade, an artificial intelligence-based art/research experiment in electronic narrative.—Precedingunsigned comment added by195.250.202.181 (talk)04:37, 26 December 2007 (UTC)[reply]
This article is badly organized and really needs a revamp. The "Views" section is nothing more than an opinion of misconceptions. The "Usage" section discusses almost no usage notes at all. The "Cheating AI" section is worthless as it contributes nothing to the actual discussion of Game AI. (Wjmurdick (talk)18:51, 15 May 2008 (UTC)).[reply]
There is no article in Wikipedia which summarizes the application of AI technology to gamesin general, beginning with thechess &checkers programs of the 1950s, describing the basic forms of "adversarial search" and other strategies (such asalpha beta pruning), and including the modern video game AI described in this article. I would like to see this article expanded to cover these topics. Any objections? ----CharlesGillingham (talk)02:40, 9 October 2008 (UTC)[reply]
Sounds like a good plan.Wjmurdick (talk)01:01, 17 February 2009 (UTC)[reply]
The rubberband AI section section describes a situation where a computer controlled character get a bonus when losing. However in most of the examples in this section, the bonus is not related to AI, because the bonus does not make the computer controlled character smarter og it doesn't give the computer controlled character any new information. As an example the section mentions a game where a computer controlled racing car gets a speed bonus. This bonus is not related to AI and it doesn't not belong to an article about "Game artificial intelligence". I suggest that the section about "rubberband AI" is moved to a separate article called "rubberband bonus".nielsle—Precedingunsigned comment added by89.150.116.99 (talk)10:15, 13 September 2009 (UTC)[reply]
I've always heard rubberband AI to mean that the computer gets harder as you get better, i.e., the harder you pull the harder it pulls back; this is not necessarily cheating AI.
This is common in family games where if I child plays, the computer lets up until it is ridiculously easy. But if a halfway intelligent adult plays, the computer starts playing harder to compensate, so that the game is properly challenging for all skill levels (in theory, anyway). This can be achieved though some computer chicanery, but cheating is not required.—Precedingunsigned comment added bySim (talk •contribs)22:13, 18 November 2009 (UTC)[reply]
"GoldenEye 007 ... was one of the first FPSs to use AI that would react to players' movements and actions as well as taking cover ..."
Mech Warrior? Doom? Quake? Didn't these earlier games have AI that did just that?—Precedingunsigned comment added by98.243.106.85 (talk •contribs)
I've gone through anddeleted some material that was blatantly inaccurate or off-topic. As you can see from the above comments these issues have plagued this article for years. The "Cheating AI" sectionwas (dynamic)game balance; it's now reflecting its source (the Scott article) which only talks about omniscience, illusion of intelligence, and "what feels right". —Mrwojo (talk)23:04, 9 May 2010 (UTC)[reply]
User 2.125.207.207 vandalized the History section on October 10, 2011 at 15:18. I may not have time to fix it for 1 to 2 weeks. Maybe someone can fix it sooner.— Precedingunsigned comment added byMschribr (talk •contribs)02:03, 12 October 2011 (UTC)[reply]
"In video games, artificial intelligence is used to produce the illusion of intelligence primarily in the behavior of non-player characters (NPCs)."
I didn't want to change this page without discussion, but I did want to voice an objection to the first sentence in which it is stated that artificial intelligence in games produces only “the illusion of intelligence.” As it now stands, I see this sentence as being in violation ofNPOV, as It currently makes assumptions about intelligence and whether computer games are capable of reproducing it.
Since AI exists in so many other arenas, it's hard to see why games would remain stubbornly immune to it, especially as they are rapidly becoming more and more sophisticated. I also think video games are a good way for the average person as well as aspiring developers to interact with and start thinking about AI, so dismissing it out of hand in games is a little irresponsible.
I think a more neutral statement about AI in games would be that “artificial intelligence is used to reproduce a specific subset of behaviors that are commonly associated with human intelligence."TimMagic (talk)05:12, 12 December 2013 (UTC)[reply]
What does "video games with acclaimed AI" mean in this context? Surely, it can't mean what it says, since AI is used in some form in practically every game that features computer controlled agents (entities). So, what does it really mean? Does it mean that the listed games claim to make use ofmachine learning? —Kri (talk)23:32, 5 October 2014 (UTC)[reply]
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The result of the move request was:move the page toArtificial intelligence in video games, per the discussion below.Dekimasuよ!18:02, 5 April 2018 (UTC)[reply]
Artificial intelligence (video games) →Video game AIVideo game AI – PerWP:NATURAL andWP:CONCISE.ZXCVBNM (TALK) 06:39, 23 March 2018 (UTC)--Relisting.Dekimasuよ!20:19, 31 March 2018 (UTC)[reply]
Why not add more examples for current AI video games, such as VR stations or Alpha Go, which had won lots of top-notched Go players in recent years. These new examples can show much progress that was completed by human brains.Junwei Sheng (talk)03:39, 7 June 2020 (UTC)[reply]
Two strong recent sources would be[8] and[9]. You could also add more to the article about the use of AI to create video game levels.Rolf H Nelson (talk)04:29, 9 June 2020 (UTC)[reply]
OrAI_Dungeon which use real AI but in other scope.--MasterLee (talk)09:39, 16 September 2020 (UTC)[reply]
This article was the subject of a Wiki Education Foundation-supported course assignment, between28 August 2023 and14 December 2023. Further details are availableon the course page. Student editor(s):Beast Rengoku,Reese02 (article contribs).
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Hi, sorry to bother anyone if they are still present on this page. I just wanted to float the idea by for a possible addition to this article about AI art and narrative. It could possibly be added inUses in games beyond NPC. I have some summarized idea with sources that I could add talking about how generative AI could possibly be the next step in video games or how it could be used in the future.
I would also like to clarify that this is for a class assignment so I understand if anyone would rather me not to add or edit anything, I just want to reach out and ask before doing anything.Reese02 (talk)15:27, 30 October 2023 (UTC)[reply]
I came here to read the article, and I think the first sentence subtly misuses a gaming term, so I'll share my nitpick here.
While every character in a game that is not playable could technically be described as a non playable character, the term NPC in gaming culture usually refers to non-enemy characters, that interact with the player via dialogue and possibly give quests or offer services like buying and selling items. But when I think about AI in games, I think first and foremost of enemies or opponents whose behavior is a core component of the game, while NPCs in most games are content just standing in a spot or walking around. Of course sometimes NPCs have complex behaviors, but that's the exception not the norm. Hence I feel saying that AI is found "primarily in NPCs" sounds wrong, it sounds like it's written by someone removed from video game culture (even if that's not the case) and doesn't make me want to read the rest of the article.
And if we accept that AI is concerned primarily with enemies, it proceeds that a lot of AI scripts don't try to imitate human intelligence, rather they aim for animal-like or "monster-like" behaviors. I mean the main, broader goal of AI in games is not to imitate human behavior, rather it's to have believable, interesting and challenging enemies, be they human or not. I think this should be emphasized more in the intro of the article, rather than leaving room for a reader to confuse video game AI with other types of AI that really aim to simulate human behavior.
The sentence is not wrong but too specific because AI in games is broader than human-like NPCs.
For references here it is: "In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-playable characters (NPCs) similar to human-like intelligence"Jandrdr (talk)13:05, 26 December 2023 (UTC)[reply]
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The entire section is written with vague allusions to unnamed experts and academics, redundant and clumsy phrasing, no citations for anything, and constant repetition of the same concepts (AI NPCs adding to immersion is said multiple times with no additional information given that justifies making the same point repeatedly.)128.250.0.213 (talk)04:33, 5 November 2024 (UTC)[reply]
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