How far we've come from the days when enemies spawning out of thin air behind you was considered a design flaw.
Are you talking about the two extra skeletons behind the characters? They don't come out of thin air, necromancers summon them. I think the original three's bones are lying there from the beginning, they can just add 2 more skeleton piles in the mix.
The most advanced AI I know of is in, funnily enough, F.E.A.R. 1. It's different there though, because the AI actually has to react to you in real time ... Enemies trying to ambush you from behind are fine if there is a logical way these enemies could do that
Monolith fully integrated this system with the enemy's dialogue and game environments in an effort to create the illusion that the AI was smarter than it actually is. F.E.A.R. was widely lauded for the ability of its soldiers (both singly and in squads) to flank the player. In reality, the AI wasn't flanking at all -- it was moving from one cover area to another cover area. Because of the skill exhibited by the level designers, that next cover area was to the side of the player's location (or where the designers assumed the player would be), so when the AI moved to that location, it created a seamless illusion of the enemy flanking you.
Adding a final layer to the illusion was the notion that the AI called for reinforcements. As the player slugged it out with the game's bad guys, one of them would call out for reinforcements. Then, when the player moved forward, they would come across an enemy squad rushing toward them. The squad was always there, regardless of whether or not reinforcements were actually "summoned," but because of the dialogue, the player creates a connection that really isn't there.
If the enemies in FEAR had truly intelligent A.I., they wouldn't loudly announce their next course of action every few seconds.
Credit where credit is due :p It's not one thing though, it's a combination of all elements and that is what makes it good.If so however, we need applaud their level design rather than the AI. Can't believe i'm discussing shooters now, lol
First of all, the AI powering F.E.A.R. was based around the idea of giving the AI a need. As illustrated by Orkin, this need could take the form of Alma (the creepy little girl in F.E.A.R.) being hungry and wanting to eat, but in terms of the game, this means something like "see player, attack player, find cover." The actions that the AI could take to satisfy its need are strung together and happen based on the player's actions; each action the AI can take is assigned a "cost" and the AI goes for the least expensive action.
As demoed by Orkin, the AI sees the player and wants to kill the player. The AI then runs through its possible actions, like take cover, attack, or melee-attack. The player fires on the AI and the AI looks for cover; once behind cover, the AI will take note that the player is aiming his weapon at it, so the AI will try to suppress the player by firing blindly.
All games have AI, yes.
All games have AI, yes. That isn't particularly exceptional.
Far Cry was released a year earlier. Ignoring trickery, is it really that much better?actually it is. Most of shooters have really dumb AI