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Inteligência artificial em jogos orientados a estória

Sobre a possibilidade de novos usos de inteligência artificial em jogos orientados por estórias

#3
Emergent Behaviors within Stories
The Ecology of BioShock


Screenshot 3: Group dynamics form the story within BioShock.

Game developers are also becoming increasingly skilled at integrating forms of emergence within linear story-like progressions. For example, the ecosystem in BioShock is designed in such a way that you have to understand its functioning to use it to your advantage. The enemies in Halo 3 also exhibit forms of emergent group behaviors when you fight against heterogeneous groups (e.g. and take out the leader).

Prediction: Even in story-driven games, developers will increasingly use pockets of emergent behaviors to increase variety and replayability. This is a great way to bring a sandbox-like environment into a more traditional AAA form, getting the benefits of both.

Tip: Design groups of characters together, and build the AI so that it responds to the rest of the group and not only the environment. Traditional techniques like finite-state machines are perfectly acceptable to achieve this kind of emergence.


http://aigamedev.com/editorial/predictions-game-ai-2008

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