Game AI has nothing to do with AGI (or even regular AI) beyond the surface level description OP provided. The reason game AI hasn't progressed in the last few decades isn't because technology is holding us back - after all we can already achieve impressive machine learning feats using current-gen GPUs - it's because bad NPC AI is by design, so players can learn to overcome them and succeed. Very few people want to play a game that always beats them. Most games use simple state machines or behaviour trees with predictable outcomes for their NPCs because it would be a waste of effort to do anything more, and actually negatively impact the game by making it less fun and burning engineering time on things the player won't benefit from.
systemcluster|6 years ago
While it's true that game AI is often held back by game design decisions, it's not true that technology isn't holding us back in this area as well.
[1] https://www.youtube.com/watch?v=gm7K68663rA (GDC Talk: Goal-Oriented Action Planning: Ten Years of AI Programming)
[2] https://en.wikipedia.org/wiki/Hierarchical_task_network
PeterStuer|6 years ago
Games like PvE MMO's need to find a way to produce engaging content faster than it can be consumed at a pricepoint that is economically viable. The way they do it now is by having the players repeat the same content over and over again with a diminishing returns variable reward behavioral reinforcement system.
antris|6 years ago
You have to hit a spot where they are sometimes a bit surprising, but not in a way that cannot be reacted to quickly on your feet. This throws realism out of the window.
hnaccy|6 years ago
Plenty of games have NPCs with scripted routines, dialog, triggers, etc that could be improved either by reducing the dev cost to generate them without reducing quality or reacting to player behavior more naturally.
sobani|6 years ago
Don't forget there is a certain randomness with 'more natural' and with randomness you're going to invite Murphy to the party.
munificent|6 years ago
That's part of it, but there are other factors too. The more complex the AI, the harder (i.e. more expensive) the game is to tune and test. Game producers and designers are naturally very uncomfortable shipping a game whose behavior they can't reasonably predict.
This is a big part of why gamers always talk about loving procedural generation in games but so few games actually do it. When the software can produce a combinatorial number of play experiences, it's really hard to ensure that most of the ones players will encounter are fun.
oblio|6 years ago
nikki93|6 years ago
The game may even be played by saying things on Twitter and becoming interesting enough that people DM you and try to build a relationship with you, while you're a bot.