I think making an AI that seems human would just require a lot of research tailored to that specific game. It's all about knowing how a human would think while playing the game, so it would get better the more time they spent watching really close while people played the game in question. What this is saying is that I agree it depends on dev time.
On the other side, though, I can't help but wonder how much it matters. In Section 8: Prejudice on PC, it took me ages to realize half my matches were populated almost entirely by bots, and I only did so by looking at their names on the scoreboard. In TF2, I think it would be pretty simple to implement a system for bots to use the chat. They can already use the game's various indication commands, right?
I think an important question is how good a substitute you want, and which games you want it in. Do you want it to play exactly like a human for the sake of honing fighting game skills, or do you just want it to be a convincing facsimile?
Shining Charizard wrote:Shining Charizard wrote:An unfair enemy is one who breaks the rules of the game world in a manner the player cannot surmount or reproduce using his own techniques.
You can still kill Lizalfos using other methods, such as the sword, bombs, whatever. And the player is allowed to block things with their shield, so it's within the game's logic that a shield-carrying enemy can do the same.
They're still challenging, yes, but they're fair.
Also, that was a pretty obvious decision by the developers to force you to fight the enemy. The fight itself is entirely possible to succeed at, you're just trying to break the game. I don't think it's unfair for the developers to put their feet down and make an enemy that's tough because it forces you into combat. They broke the "rules" of the game in a way, yes, but only because they didn't want to let you cheat your way through relatively major fights. I think that's completely justified.
Galaxy Man wrote:Fake difficulty is whenever trial and error is introduced. That's the qualifier.
No it's not? There are more qualifiers. A better definition is anything that makes the game harder that can't be surpassed through skill. An example of this that doesn't involve trial and error is Astro Man's stage in Megaman and Bass. It contains several areas which spawn random enemies at random times, sometimes right on top of the player.
Coming from the other direction, trial and error isn't necessarily bad, so long as the player isn't punished too heavily for it. An example of this in the same games is the robot masters' weaknesses. Unless you cheat and look it up, you have to find out the order by finding out.... except that if you want, you can simply fight the bosses with only the mega buster. You're not forced to figure it out, but doing so is deinitely dependent on trial and error.
Since this is garbled English, please refer to the brutal attack of confusion.