Challenges with AI and bots in gaming scenarios
Challenges with AI and bots in gaming scenarios
Current AI systems in various games tend to be relatively easy to overcome, particularly for top-tier players at championships. Imagine enhancing these systems with the newest AI advancements to test the skills of elite competitors, such as in chess. Matches could range from one-on-one to three or five players. This concept would likely attract many viewers and highlight the capabilities of AI globally. It's surprising that this approach hasn't been explored yet for MOBA titles, FPS games, and similar genres, which could accelerate AI progress.
Bots rarely treat opponents equally, no matter how hard you try. They either perform too well or too poorly. I understand this from Rainbow Six Siege—when you choose Realistic difficulty, they’ll react with double the human delay and strike quickly, often ending your game in a short time if you miss. If you don’t eliminate them fast enough, they’ll deal damage or kill you right away.
Work on refining the AI for Trackmania by adjusting parameters and testing performance.
For the games you referenced, Sony experimented with a comparable approach in Gran Turismo 7: https://www.gran-turismo.com/us/gran-turismo-sophy/
The robot uses tricks to mimic AI behavior. If it’s an aimbot, it identifies enemies and snaps the cursor to them. It then moves the cursor a certain distance horizontally and vertically to align with the head. Once the crosshair is over the enemy, it automatically fires once. This approach lacks conversation but functions like intelligent decision-making.
for things like bots in shooters, the artificial limits are usually in place because otherwise they become perfectly accurate aimbots. in contrast, games such as chess have well-defined rules and clear objectives, making it realistic to design an AI for those. however, when it comes to complex scenarios like civilization-building, the sheer number of variables and strategies makes it impractical to create a reliable AI model for real-time use. (ghandi's peace nukes would be overrated given the existing flaws in game logic... now picture this if all that were advanced AI technology...) there’s a future possibility where AI can become powerful enough to play as a godlike player, but the more intricate the game, the less likely that timeline becomes. when you consider the effort and resources needed to train an AI model, game developers understand their systems well enough to build nearly flawless bots without relying on vague tech jargon.
in games it's just pressing buttons repeatedly until something happens. after a while you might notice it works randomly. once millions of tries are done... tas is a person using a tool that takes whatever input they get frame by frame and then speeds it up to make it look normal. Edited September 22, 2024 by thrasher_565
In 2017 they played a 1v1 match focusing on creep blocking, blocking attempts, deception, and taunting in a 5v5 setting.