AI Comparison: HL1 vs HL2: The solution?

As many custom mappers are starting to realise, the foundations of some very new and very amazing AI is definately there.... But it just wasn't fully realised in the game. Striders are by far and away the most glaring example of this. Every time we meet them in the game, they are placed on rails like a train and keep going around in circles until they are 50% damaged, at which point some of them switch tracks onto a looping track.

One mapper in our very own mapping forums has posted about putting striders on his own maps, and has been amazed with the results. By not putting them on rails, and allowing them to properly explore the level on their own, he has found that the striders are actually very very tricky buggers that flank you and hunt you down mercilessly (maybe they were put on tracks simply because they were TOO difficult to beat when put on free roaming).

Same goes for antlions and combine elite soldiers, on a much smaller scale. If you are playing on hard on a custom map with nodes properly set up, you will quickly notice that antlions will take cover from their enemies by jumping up on the roofs of buildings and try things like jumping behind their enemies while other antlions attack head on, meaning you are quickly surrounded and torn apart by the pack (provided they don't all die due to their low health first). Combine Soldiers work amazingly well in squads when on hard mode. The cover each other and move from cover to cover, and are constantly giving each other hand signals and code phrases to let everyone know exactly where you are and how to best take you down. They sometimes send half their force around another way to attack you from behind, and sometimes they'll all wait outside a room while one guy lobs a grenade in, before they all burst in at the same time. If they lose track of you they start splitting up and sweeping the area until they run into you again, and even before they catch sight of you they'll send out a scout to investigate any explosions or gunfire, who'll then call in the rest of the squad if need be.

Fortunately, fast zombies did get they attention they deserved, and Ravenholm perfectly showcased their AI everytime you shut a door on them and found they simply came through a window or a hole in the roof instead.

Granted, HL2 would have been completely impossible to beat even on easy had the Source AI been given the full freedom it thrives on, which really makes you think about marshmallow's point...
 
Fortunately, fast zombies did get they attention they deserved, and Ravenholm perfectly showcased their AI everytime you shut a door on them and found they simply came through a window or a hole in the roof instead.

Haha, they sure can! I let one chase me for fun, and as I went into a house and walked down the stairs, I was disappointed that it didn't follow me. Crap AI I thought, until it jumped from the back, it sought another way in!

One thing that people complain about is that you can't block doors like in Traptown, while that is true, you can however block the path they have to take, and the soldiers will realize that, and seek another way in. In the part where you first meet the roller mines, I locked myself up in a house, and barricaded the door. They couldn't get in through the front door.

Any other game's AI would stand around picking their noses, but the soldiers looked for another way in and found the backdoor, which they happily used.
When I barricaded that too the next time, they positioned themselves to shoot me through the windows while I was in the attic of the house. They almost never stand still when they are outwitted by you, but try to find solutions. When you get out of their line of fire, they'll always reposition themselves.

In the same house, there's a small room that you can fully barricade with closets and stuff. When I did that, the AI followed me inside the house, and realized it couldn't get through, but it didn't just stand there, but started moving around the house until they found a window through which they could shoot me. But they didn't all magically know this, but one found me, and it summoned it's teammates. They will also try to throw grenades through the windows, although they seem to still have trouble doing that (not accurate enough).

Another GREAT thing about the AI is that it's not cheating AI like pretty much all the other games, when you show yourself once they don't have absolute memory and vision where you went. They'll look for you, and may lose you too.
This is already a big improvement over other games where there's magic AI that always knows your exact position.

Granted, HL2 would have been completely impossible to beat even on easy had the Source AI been given the full freedom it thrives on, which really makes you think about marshmallow's point...

It's true. While 85% is exaggerated, they won't always dodge the nade but they are fully aware of them, but they won't run away from it until 1 second from detonation to give the player a chance to kill with nades. It's done for the fun factor, I've seen AI dodge grenades by seeking complex paths through a house. The same with explosive barrels, they won't run away from it until it almost explodes. But they know damn well it's there.

Valve also said that AI is hinted to stand under stuff like containers when you lift them with the crane to increase the fun factor.
 
Yes, I can't help but laugh when you toss a nade at them in a large open area (e.g. coast). "WATCH OUT! GRENADE!" *stands still like a deer in headlights* kaboom!!
 
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