{"id":617,"date":"2020-04-23T16:51:00","date_gmt":"2020-04-23T16:51:00","guid":{"rendered":"http:\/\/www.lancaster.ac.uk\/stor-i-student-sites\/tamas-papp\/?p=617"},"modified":"2020-04-25T00:57:18","modified_gmt":"2020-04-25T00:57:18","slug":"fear-shortest-path-for-challenging-ai","status":"publish","type":"post","link":"https:\/\/www.lancaster.ac.uk\/stor-i-student-sites\/tamas-papp\/2020\/04\/23\/fear-shortest-path-for-challenging-ai\/","title":{"rendered":"F.E.A.R.: shortest path for realistic AI"},"content":{"rendered":"\n

This is a bit of a different one, but I think it’s a decent showcase of Occam’s razor. I’ll be looking at how the enemy AI is designed in the video game F.E.A.R.<\/p>\n\n\n\n


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F.E.A.R., Monolith Productions’ 2005 first-person shooter game, was critically acclaimed for having some of the best non-player character (NPC) AI at the time. The enemy soldiers can dodge, fire from cover and even work together to ambush the player. This makes for an all-around challenging experience, especially given the survival horror theme of the game. I mean, just check out the showcase below!<\/p>\n\n\n\n

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