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Artificial Intelligence

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AI to Use choke points

Explanation:

Allow the AI to recognise important locations, where they can stay and look for the player. For example, if they know that the player is in the room, but do not know where, then the intelligent AI will go to the choke point, and wait for help.

Points to bear in mind:

Point to bear in mindThe player would need a way of escaping the situation - either by skill or use of item or tool, else it will become too difficult.

Good nor bad pointGOOD: More realistic in some ways. BAD: Less realistic in other ways. Imagine being in the Kitchin in Truarts home. Its all dimmly lit. That same anoying guard patrols through it and another is at the bottom of the stares. Is it realistic that the patrolling guard is to stand at a choke point to wait for the thief that make a noise to come out? No, it isnt realistic. That guard needt to patrol the rest of the house. What about the guard at the bottom of the stares in the bacement? No. Hes paid to stand guard in the bacement. Heres my point: Its realistic for people to want money. To get money thay must do thair job. If a guard is standing in a door way insted of patroling the house or standing at thiar post, thay arnt doing thair job are thay? Then thay wont get paid, will thay? Then its not realistic is it? If you can get it to work, fine, then please add this in the game but most guards arnt likely to do this.

Date Last Update: 12/6/1981

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Current Rating: 2.66Number Of Votes: 27

Against Unfair Homing AI
AI Aware of Projectiles
AI Can Jump and Climb Ladders
AI can use Inventory Items
AI Emotions
AI Personalities
AI should be completely different from T1/T2
AI should Panic
AI Should react to their environment and player
AI to Use choke points
AIs not to Fall Over if Blackjacked when Asleep
AIs Noticing Anomalies
AIs to Perform More Mundane Tasks
Alerted Guards Secure Treasure
Appropiate Death Motions
Better Fleeing
Capture rather than Kill
Changing of the Guard
Configurable AI
Constant Difficulty To Attack
Deafened By Ambient Sounds
Die From Blood Loss
Different Levels of Sleepiness
Differentiate between Death/KO
Discovery by guards to be scary.
Disguised Guards
Dynamic Pathfinding around Objects
Fluid Alert Levels, not Discrete
Give Guards a Plan
Guard Diversity - Fat/Thin Guards
Guards Biding Their Time
Guards having More than one Weapon
Guards Noticing Reduced Numbers
Guards Release Weapons/Items when Dead
Guards should be fewer and stronger
Guards should have Swords Sheathed
Guards Should Never Forget Seeing a Thief
Guards Should not Automatically Suspect a Thief
Guards Who Wait Until Backup
Intelligent Pursuing
KO''s wearing off
Lantern/Torch Guards
Less Idiotic Guards
Locational Damage for AIs
Locked Doors are Locked for AIs
Make AIs Turn Around and Shut Doors
More AI Communication
Neutral''s Interaction
Potentially Hostile Non-Guards
Random NPC Creator
Randomised Patrols
Refined Searching Motions
Remove Unbased Threats
Scarable Guards
Spontaneous Combustion
Undead Should Not Drown