Interested in a Mini-Turing Test?

ranmafan

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Well, not really a Turing test per se. Just a test of HL2's AI and pathfinding.

I don't have the game yet, so does anyone know if Striders really navigate the terrain 'intelligently'? Once someone finally gets off HL2, I have a few proposals to make...

Strider Pathfinding test - Make a map (city, preferably) with all sorts of bridges, pitfalls and odd obstacles. The player will start in a control box high above the city to change the terrain by pressing all sorts of buttons while AI controlled teammates try to lure a strider through the city. (I wonder if the teammates' AI can also navigate the map?) It would be interesting to see the dynamicism of the Strider's pathfinding.

AI test - Same idea, except it the player fighting in a simulated FIBUA (fighting in built up areas) with pre-arrange obstacles. Blocked doors, open windows, etc. Will the combine AI know if a door is unblocked after a while? What if the player creates his own barricade?

Anyone interested in trying? ^_^ :cool: :dork:
 
They use hints to 'help' the AI, don't think it would work...
 
like in HL1 the AI is not deigned to navigate entirely by itself, the mapper is supposed to put in hints for the AI telling it good paths to take, or ways to get around obstacles and other stuff like that. Its pretty d@mn hard to make an AI that can navigate in new maps without any type of human suggestions. Ive seen it done in HL1 bots, but they just arent nearly as smart as ones with hint waypoints telling them where to snipe from or what buttons to click etc..
 
I saw a metrocop navigate through a maze of waiting lines in the trainstation level (after I pissed him off) so that's pretty good pathfinding.

And as far as I know, Striders use physics to propel themselves, not canned animations, so they should be able to navigate on not too extreme terrain.
 
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