Campaign A.I as smart as multiplayer bots?!

After playing halo infinite multiplayer i cant help but be impressed at the way the bots played as if they were other players in a pvp online match! I just hope the A.I in the campaign are as smart and as diverse!

It will be challenging if they do lol

Lol I don’t’, it’d be practically unbeatable on Legendary.

Add the a.i cpabilities alongside hyperaim from jackals aka Halo 2 and we are golden!

What’s with the all the AI praise? We tried to forcefully throw a game during the tech preview, because we wanted to see the loss screen and that was kinda hard to accomplish.

If you run around and bump into them, use the drop shield in close quarters etc they often ran around aimlessly or just stood there sometimes switching targets randomly without killing and so on.

While it’s the first try at mp bots for Halo, there are not good but rather serviceable.

ODST bots were fun, and actually killed me a few times. Spartan bots are gonna be challenging and very fun.
If each enemy type used a different A.I. playset, I think the Legendary difficulty would be fun!
Low level units like grunts, jackals, etc. be on Marine A.I
Elites and Brutes be on ODST A.I.
Then have the Chieftain’s and such as Spartan A.I.

> 2533274903878267;6:
> ODST bots were fun, and actually killed me a few times. Spartan bots are gonna be challenging and very fun.
> If each enemy type used a different A.I. playset, I think the Legendary difficulty would be fun!
> Low level units like grunts, jackals, etc. be on Marine A.I
> Elites and Brutes be on ODST A.I.
> Then have the Chieftain’s and such as Spartan A.I.

Yess!! I think it would certainly make each type of enemy stand out from each other and give them that bit more character! Obviously in previous halo games we have grunts that panick and run and elites that will shout and attack more agressive when you kill there pals so would be cool to see them dive deeper with more characters should it be covenant, brutes or fellow marines and spartans etc just to make them each stand out that bit more and seem more life like

> 2535467341363106;5:
> What’s with the all the AI praise? We tried to forcefully throw a game during the tech preview, because we wanted to see the loss screen and that was kinda hard to accomplish.
>
> If you run around and bump into them, use the drop shield in close quarters etc they often ran around aimlessly or just stood there sometimes switching targets randomly without killing and so on.
>
> While it’s the first try at mp bots for Halo, there are not good but rather serviceable.

i dont think you realize how impressive the ai were given how AI is usually programmed. Sure, the bots themselves would not be a super challenge for the average player given their general lack of team cooperation and overall lack of flow. However, their personaly ability to react in specific ways based on the encounter is was was interesting. A bot strafing and crouch shotting, a bot bouncing a nade pre fight and then engaging. A bot knowing your weak and then pushing for the melee kill. All of these things are impressive from an individual bot behavior stand point given id argue most ai wont function in that manner.

When you move over to the campaign, people want that kind of behavior to be added on top of the team ai behavior that Halo was known for. So brutes throwing grunts, the ai pushing when they have numbers, the ai dodging or countering based on the players actions etc. The ability for the ai to engage with the sandbox and then use it to engage the player is what people want. Given the bots in multi are running while also the servers are being strained for the match, its a good sign that maybe they get a bit more juce in the campaign. The ai in campaign should work with the sandbox and eachother and each difficulty should increase that behaviors effectivness instead of just providing a damage and health buff (what past halos did).

> 2533274840624875;8:
> > 2535467341363106;5:
> > What’s with the all the AI praise? We tried to forcefully throw a game during the tech preview, because we wanted to see the loss screen and that was kinda hard to accomplish.
> >
> > If you run around and bump into them, use the drop shield in close quarters etc they often ran around aimlessly or just stood there sometimes switching targets randomly without killing and so on.
> >
> > While it’s the first try at mp bots for Halo, there are not good but rather serviceable.
>
> i dont think you realize how impressive the I were given how AI is usually programmed. Sure, the bots themselves would not be a super challenge for the ai player given their general lack of team cooperation and overall lack of flow. However, their personaly ability to react in specific ways based on the encounter is was was interested. A bot strafing and crouch shotting, a bot bouncing a nade pre fight and then engaging. A bot knowing your weak and then pushing for the melee kill. All of these things are impressive from an individual bot behavior stand point.
>
> When you move over to the campaign, people want that kind of behavior to be added on top of the team ai behavior that Halo was known for. So brutes throwing grunts, the ai pushing when they have numbers. The ai dodging or countering based on the players actions etc. The ability for the ai to engage with the sandbox and then use it to engage the player is what people want. Given the bots in multi are running while also the servers are being strained for the match, its a good sign that maybe they get a bit more juce in the campaign. The ai in campaign should work with the sandbox and eachother and each difficulty should increase that behaviors effectivness instead of just providing a damage and health buff (what past halos did).

^
What they said.

> 2533274804704076;1:
> After playing halo infinite multiplayer i cant help but be impressed at the way the bots played as if they were other players in a pvp online match! I just hope the A.I in the campaign are as smart and as diverse!

This is good to hear. I cant wait to play.

> 2535467341363106;5:
> What’s with the all the AI praise? We tried to forcefully throw a game during the tech preview, because we wanted to see the loss screen and that was kinda hard to accomplish.
>
> If you run around and bump into them, use the drop shield in close quarters etc they often ran around aimlessly or just stood there sometimes switching targets randomly without killing and so on.
>
> While it’s the first try at mp bots for Halo, there are not good but rather serviceable.

You must not have run into a bot with a needler. They got me every time.

> 2533274840624875;8:
> > 2535467341363106;5:
> > What’s with the all the AI praise? We tried to forcefully throw a game during the tech preview, because we wanted to see the loss screen and that was kinda hard to accomplish.
> >
> > If you run around and bump into them, use the drop shield in close quarters etc they often ran around aimlessly or just stood there sometimes switching targets randomly without killing and so on.
> >
> > While it’s the first try at mp bots for Halo, there are not good but rather serviceable.
>
> i dont think you realize how impressive the ai were given how AI is usually programmed. Sure, the bots themselves would not be a super challenge for the average player given their general lack of team cooperation and overall lack of flow. However, their personaly ability to react in specific ways based on the encounter is was was interesting. A bot strafing and crouch shotting, a bot bouncing a nade pre fight and then engaging. A bot knowing your weak and then pushing for the melee kill. All of these things are impressive from an individual bot behavior stand point given id argue most ai wont function in that manner.
>
> When you move over to the campaign, people want that kind of behavior to be added on top of the team ai behavior that Halo was known for. So brutes throwing grunts, the ai pushing when they have numbers, the ai dodging or countering based on the players actions etc. The ability for the ai to engage with the sandbox and then use it to engage the player is what people want. Given the bots in multi are running while also the servers are being strained for the match, its a good sign that maybe they get a bit more juce in the campaign. The ai in campaign should work with the sandbox and eachother and each difficulty should increase that behaviors effectivness instead of just providing a damage and health buff (what past halos did).

I totally agree with your assessment but this has been done before years ago in shooters like Quake and UT. Especially UT3, while being a bit of a meh entry to the series had insane AI reacting to you and even with different personalities like one bot went for range weapons, the other one preferred close combat, a powerup hogger, camper, jumpy-strafing dude etc.

In Infinite I have seen nothing new or better than already done before. They had far too many dumb behavioral aspects than expected in 2021.

> 2535467341363106;12:
> > 2533274840624875;8:
> > > 2535467341363106;5:
> > > What’s with the all the AI praise? We tried to forcefully throw a game during the tech preview, because we wanted to see the loss screen and that was kinda hard to accomplish.
> > >
> > > If you run around and bump into them, use the drop shield in close quarters etc they often ran around aimlessly or just stood there sometimes switching targets randomly without killing and so on.
> > >
> > > While it’s the first try at mp bots for Halo, there are not good but rather serviceable.
> >
> > i dont think you realize how impressive the ai were given how AI is usually programmed. Sure, the bots themselves would not be a super challenge for the average player given their general lack of team cooperation and overall lack of flow. However, their personaly ability to react in specific ways based on the encounter is was was interesting. A bot strafing and crouch shotting, a bot bouncing a nade pre fight and then engaging. A bot knowing your weak and then pushing for the melee kill. All of these things are impressive from an individual bot behavior stand point given id argue most ai wont function in that manner.
> >
> > When you move over to the campaign, people want that kind of behavior to be added on top of the team ai behavior that Halo was known for. So brutes throwing grunts, the ai pushing when they have numbers, the ai dodging or countering based on the players actions etc. The ability for the ai to engage with the sandbox and then use it to engage the player is what people want. Given the bots in multi are running while also the servers are being strained for the match, its a good sign that maybe they get a bit more juce in the campaign. The ai in campaign should work with the sandbox and eachother and each difficulty should increase that behaviors effectivness instead of just providing a damage and health buff (what past halos did).
>
> I totally agree with your assessment but this has been done before years ago in shooters like Quake and UT. Especially UT3, while being a bit of a meh entry to the series had insane AI reacting to you and even with different personalities like one bot went for range weapons, the other one preferred close combat, a powerup hogger, camper, jumpy-strafing dude etc.
>
> In Infinite I have seen nothing new or better than already done before. They had far too many dumb behavioral aspects than expected in 2021.

I never said any of it was new nor did I say its the best. If we look at the gaming landscape though, games dont do this. So, people are excited to see ai be taken somewhat seriously again and want to see wha the potentials are. Especially since this is a cpu heavy feature and the current gen of consoles have great cpus.

If Perfect Dark is any hint, campaign AI might have a different behavior.

In PD, the bots can do everything like a player and react to things like a player.

The enemies in missions are in another league (note : worse) and have unique weakness and animations, like head hits on human characters inflict massive damage (it’s merely strong otherwise) , explosions are a one-hit kill if they are unshielded because unique death animations, can be knocked out and more.

I really don’t expect the campaign AI to pull the stunts the bots do.

EDIT : they probably have a different AI.

I hope the campaign enemies are harder. Spartan level bots were about as difficult to deal with as Halo 2 Heroic enemies. It’ll be too easy if they are at the Spartan level.

If every enemy has Spartan Bot intelligence . . . . . Jackal Sniper is watching.

> 2533274804704076;1:
> After playing halo infinite multiplayer i cant help but be impressed at the way the bots played as if they were other players in a pvp online match! I just hope the A.I in the campaign are as smart and as diverse!

I’d imagine the ai in game will be better.
I do hope the bots are used as created turn coat Spartans and atriox aligned marines though.
But ya, if ye look at how halo traditionally designs ai for specific roles in the sandbox it is possible they will act better in campaign.
I’d love to see little scripted this certain configuration can wip out off of a behaviour tree.
For example a pulse carbine elite running g at you and a sword elite is behind him and uses a grav lift to lead over and slice you open.
That sort of thing would rule.

> 2533274840624875;13:
> > 2535467341363106;12:
> > > 2533274840624875;8:
> > > > 2535467341363106;5:
> > > > What’s with the all the AI praise? We tried to forcefully throw a game during the tech preview, because we wanted to see the loss screen and that was kinda hard to accomplish.
> > > >
> > > > If you run around and bump into them, use the drop shield in close quarters etc they often ran around aimlessly or just stood there sometimes switching targets randomly without killing and so on.
> > > >
> > > > While it’s the first try at mp bots for Halo, there are not good but rather serviceable.
> > >
> > > i dont think you realize how impressive the ai were given how AI is usually programmed. Sure, the bots themselves would not be a super challenge for the average player given their general lack of team cooperation and overall lack of flow. However, their personaly ability to react in specific ways based on the encounter is was was interesting. A bot strafing and crouch shotting, a bot bouncing a nade pre fight and then engaging. A bot knowing your weak and then pushing for the melee kill. All of these things are impressive from an individual bot behavior stand point given id argue most ai wont function in that manner.
> > >
> > > When you move over to the campaign, people want that kind of behavior to be added on top of the team ai behavior that Halo was known for. So brutes throwing grunts, the ai pushing when they have numbers, the ai dodging or countering based on the players actions etc. The ability for the ai to engage with the sandbox and then use it to engage the player is what people want. Given the bots in multi are running while also the servers are being strained for the match, its a good sign that maybe they get a bit more juce in the campaign. The ai in campaign should work with the sandbox and eachother and each difficulty should increase that behaviors effectivness instead of just providing a damage and health buff (what past halos did).
> >
> > I totally agree with your assessment but this has been done before years ago in shooters like Quake and UT. Especially UT3, while being a bit of a meh entry to the series had insane AI reacting to you and even with different personalities like one bot went for range weapons, the other one preferred close combat, a powerup hogger, camper, jumpy-strafing dude etc.
> >
> > In Infinite I have seen nothing new or better than already done before. They had far too many dumb behavioral aspects than expected in 2021.
>
> I never said any of it was new nor did I say its the best. If we look at the gaming landscape though, games dont do this. So, people are excited to see ai be taken somewhat seriously again and want to see wha the potentials are. Especially since this is a cpu heavy feature and the current gen of consoles have great cpus.

Yes it can be very hardware intensive but I’m not sold on the bot AI being impressive here, since reactionary AI behavior has been here before; 15 or more years ago. I hope we will get a big bump in the AI department in the future and put an end to see enemy, bee line to enemy and shoot enemy. It’s nice to see they are not completely useless though, I give them that.

> 2535467341363106;18:
> > 2533274840624875;13:
> > > 2535467341363106;12:
> > > > 2533274840624875;8:
> > > > > 2535467341363106;5:
> > > > > What’s with the all the AI praise? We tried to forcefully throw a game during the tech preview, because we wanted to see the loss screen and that was kinda hard to accomplish.
> > > > >
> > > > > If you run around and bump into them, use the drop shield in close quarters etc they often ran around aimlessly or just stood there sometimes switching targets randomly without killing and so on.
> > > > >
> > > > > While it’s the first try at mp bots for Halo, there are not good but rather serviceable.
> > > >
> > > > i dont think you realize how impressive the ai were given how AI is usually programmed. Sure, the bots themselves would not be a super challenge for the average player given their general lack of team cooperation and overall lack of flow. However, their personaly ability to react in specific ways based on the encounter is was was interesting. A bot strafing and crouch shotting, a bot bouncing a nade pre fight and then engaging. A bot knowing your weak and then pushing for the melee kill. All of these things are impressive from an individual bot behavior stand point given id argue most ai wont function in that manner.
> > > >
> > > > When you move over to the campaign, people want that kind of behavior to be added on top of the team ai behavior that Halo was known for. So brutes throwing grunts, the ai pushing when they have numbers, the ai dodging or countering based on the players actions etc. The ability for the ai to engage with the sandbox and then use it to engage the player is what people want. Given the bots in multi are running while also the servers are being strained for the match, its a good sign that maybe they get a bit more juce in the campaign. The ai in campaign should work with the sandbox and eachother and each difficulty should increase that behaviors effectivness instead of just providing a damage and health buff (what past halos did).
> > >
> > > I totally agree with your assessment but this has been done before years ago in shooters like Quake and UT. Especially UT3, while being a bit of a meh entry to the series had insane AI reacting to you and even with different personalities like one bot went for range weapons, the other one preferred close combat, a powerup hogger, camper, jumpy-strafing dude etc.
> > >
> > > In Infinite I have seen nothing new or better than already done before. They had far too many dumb behavioral aspects than expected in 2021.
> >
> > I never said any of it was new nor did I say its the best. If we look at the gaming landscape though, games dont do this. So, people are excited to see ai be taken somewhat seriously again and want to see wha the potentials are. Especially since this is a cpu heavy feature and the current gen of consoles have great cpus.
>
> Yes it can be very hardware intensive but I’m not sold on the bot AI being impressive here, since reactionary AI behavior has been here before; 15 or more years ago. I hope we will get a big bump in the AI department in the future and put an end to see enemy, bee line to enemy and shoot enemy. It’s nice to see they are not completely useless though, I give them that.

this is where you have to consider perspective. For you, its not new. But again, in the current gaming landscape and the general gaming population, it is.

Once they upped the AIs difficulty the game was much harder not impossible but harder