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{{refideas|1=[https://www.gamasutra.com/blogs/TommyThompson/20200507/362417/Building_the_AI_of_FEAR_with_Goal_Oriented_Action_Planning.php Building the AI of F.E.A.R. with Goal Oriented Action Planning]}}
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==Out-of-context information==
 
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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."[[User:TimMagic|TimMagic]] ([[User talk:TimMagic|talk]]) 05:12, 12 December 2013 (UTC)
 
:This isn't NPOV, this is what 99% of video games are besides very specialized examples. If anything, this article talks more about specialized AI than common in-game agents. Your correction implies that AIs actually implement human-like behaviors, rather than simulating it. Video games have nowhere near the resources necessary to simulate real-time behaviors that would be considered strong AI even in part. That's not to mention there is no incentive to do so when simple rule-based design produces realistic behavior with significantly less effort (and within actual budgets and deadlines). —&nbsp;<small>&nbsp;[[user:Hellknowz|<fontspan colorstyle="color:#B00;">HELL</fontspan>KNOWZ]]&nbsp;&nbsp;▎[[User talk:Hellknowz|TALK]]</small> 16:53, 12 December 2013 (UTC)
 
::I disagree that "Video games have nowhere near the resources necessary to simulate real-time behaviors." A great deal of resources are not necessary. Terry Winograd's SHRDLU, created in 1970, showed an impressive "understanding" of its micro world of virtual blocks with only a tiny fraction of the resources that are available to today's game programmers, to the degree that it could understand a command like "pick up anything green, at least three of the blocks, and either a box or a sphere which is bigger than any brick on the table," or variations on similar commands that had never been posed to it before, and carry them out. Today's video games only need an "understanding" of a similarly small world. The sentence in question on this article assumes that intelligence can be precisely defined, but this is actually a very hard thing to do. The common definition of intelligence as "the ability to solve problems" falls apart when applied to computers, which are very good at solving problems, at least of a very narrow type. My correction may imply something that is not 100% correct, but that's better than flat out stating something that is incorrect or at least is merely an assumption. [[User:TimMagic|TimMagic]] ([[User talk:TimMagic|talk]]) 07:09, 14 December 2013 (UTC)
 
:::I'm merely telling you how things are actually done in the industry. If you disagree, then you need to provide sources to support your changes. I'm not saying the current wording is the best, but it matches the practice (see "Views" section). The bottom line is that video games never have and won't have [[strong AI]] anytime soon. Best popular example so far has been [[Black & White]] in approaching actual AI algorithms. Everything else may ''appear'' intelligent, but is pretty much linear at its core. Saying anything but "simulates" human-like behavior would be inaccurate. [http://www.gamesradar.com/artificial-stupidity/] "true artificial intelligence is rare." [http://www.gameplanet.co.nz/features/i136738/The-stagnant-state-of-AI-why-are-they-still-so-stupid/] "Despite significant technological advances in gaming over the past decade, one area of games is still largely bereft of any meaningful innovation: artificial intelligence" [http://www.edge-online.com/features/ai/2/] "AI has been given relatively short shrift in the mainstream gaming space" [http://www.ign.com/articles/2013/04/08/whatever-happened-to-video-game-ai] "Even the best games of recent years have been criticised for their unimpressive AI" [http://www.gamezone.com/originals/2012/05/28/nitpick-artificial-intelligence-or-artificial-stupidity/2] "AI problems will still exist in the future, especially when it's prominent currently" etc. —&nbsp;<small>&nbsp;[[user:Hellknowz|<fontspan colorstyle="color:#B00;">HELL</fontspan>KNOWZ]]&nbsp;&nbsp;▎[[User talk:Hellknowz|TALK]]</small> 10:17, 14 December 2013 (UTC)
 
:::: AI researcher Rodney Brooks [[AI_winter|complained in 2002]] that "There's this stupid myth out there that AI has failed, but AI is around you every second of the day ... Every time you play a video game, you're playing against an AI system." In [http://www.wired.com/wired/archive/10.03/aigames_pr.html WIRED 10.03], "This is not some hopelessly optimistic sci-fi scenario from 20 years ago. It is reality. Consumer-grade artificial intelligence is alive and well in the world of games." If the sentence in question read, artificial intelligence is used to ''simulate'' a specific subset of behaviors that are commonly associated with human intelligence" it still wouldn't be perfect but it would be less objectionable. As it stands now, it merely expresses an opinion, not a fact. <small><span class="autosigned">—&nbsp;Preceding [[Wikipedia:Signatures|unsigned]] comment added by [[User:TimMagic|TimMagic]] ([[User talk:TimMagic|talk]] • [[Special:Contributions/TimMagic|contribs]]) 01:36, 16 December 2013 (UTC)</span></small><!-- Template:Unsigned --> <!--Autosigned by SineBot-->
 
:::::It may appear like an opinion to you, but in reality it is very true to the practice. If anything, "human-like" is an opinion, as not every game has "human-like" behavior. Anyway, I expanded the lead a bit to include it all. —&nbsp;<small>&nbsp;[[user:Hellknowz|<fontspan colorstyle="color:#B00;">HELL</fontspan>KNOWZ]]&nbsp;&nbsp;▎[[User talk:Hellknowz|TALK]]</small> 11:12, 16 December 2013 (UTC)
 
::::::Well, all AI isn't [[strong AI]]. Making that identification is a mistake. Note that even a simple [[path finding]] algorithm is considered AI. —[[User:Kri|Kri]] ([[User talk:Kri|talk]]) 23:41, 5 October 2014 (UTC)
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Or [[AI_Dungeon]] which use real AI but in other scope.--[[User:MasterLee|MasterLee]] ([[User talk:MasterLee|talk]]) 09:39, 16 September 2020 (UTC)
 
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== Possible Entry on Art ==
 
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 in '''Uses 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. [[User:Reese02|Reese02]] ([[User talk:Reese02|talk]]) 15:27, 30 October 2023 (UTC)
 
== Comment on the first sentence ==
 
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" [[User:Jandrdr|Jandrdr]] ([[User talk:Jandrdr|talk]]) 13:05, 26 December 2023 (UTC)
 
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== Entire rewrite of NPC section ==
 
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.) [[Special:Contributions/128.250.0.213|128.250.0.213]] ([[User talk:128.250.0.213|talk]]) 04:33, 5 November 2024 (UTC)
 
:It was added as part of educational task by/from [https://en.wikipedia.org/w/index.php?title=User:Clifford04/Artificial_intelligence_in_video_games], although they didn't actually copy/add the references to the article itself. —&nbsp;<small>&nbsp;[[user:Hellknowz|<span style="color: #B00;">HELL</span>KNOWZ]]&nbsp;<b>∣</b>&nbsp;[[User talk:Hellknowz|TALK]]</small> 12:35, 5 November 2024 (UTC)