Can You See Me Now? Building Robust AI Sensory Systems

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  • เผยแพร่เมื่อ 19 พ.ย. 2024

ความคิดเห็น • 9

  • @mdo
    @mdo 3 ปีที่แล้ว +23

    This was a really good talk. Some really neat tricks.

  • @velashevskyy
    @velashevskyy 3 ปีที่แล้ว +5

    Pretty much summed up a lot of stuff I was working on for the last two years. With all the pitfalls I took before learning how to do things right.
    Loved the talk. Thank you.

  • @vast634
    @vast634 3 ปีที่แล้ว +4

    Sensors should also take the AI-Actor actions in consideration. A sprinting or dodging enemy will not have much peripheral vision.
    Also: detection should depend more on a sum of observations over time, such that a clear line of light close by will ADD a lot to the sum, and a peripheral or obstructed target will add a smaller sum. The detection triggers when the sum get over a threshold.

  • @sampayne5467
    @sampayne5467 6 หลายเดือนก่อน

    Really great talk! I just wish it was longer, with more time for questions

  • @DYLOGaming
    @DYLOGaming 3 ปีที่แล้ว +2

    Am I the only one watching this thinking this should be common sense? I feel like if you’ve simply played any metal gear solid game (before 5) then you’ve seen all this implemented with absolute perfection

    • @RSProduxx
      @RSProduxx ปีที่แล้ว +2

      MGS even made most of it visible to the player, so it is indeed a good reference on how detection can work.

    • @DYLOGaming
      @DYLOGaming ปีที่แล้ว

      @@RSProduxx very true fam. Very true

    • @batty251
      @batty251 6 หลายเดือนก่อน

      It feels like a common approach but also it does not hit the nail on the head. The way he uses the Ray cast is a bit expensive and there are a lot better methods in doing so and most just require a bit more programming to get the AI just right but its better then shotting out a ray cast to see what is there.

  • @michalslusarski
    @michalslusarski 3 ปีที่แล้ว

    14:00 (ignore this comment, it's just my personal timestamp)