What do you mean by "low-tech AI"? This isn't AI...It's a behavior tree. Calling every decision-making system "AI" is like calling a flowchart a neural network.
What you're describing is a behavior tree: predefined logic, predefined responses, no learning, no inference, no model.
There are paradigms of AI that are not deep learning. If you took an AI course in the 90s or earlier, implementations like this are much closer to what you would learn about -- symbolics/GOFAI. It remains basic to some fields where stakes and complexity are high (air traffic control and military systems) but determinism is a strict requirement, not to mention others like gamedev that have lots of performance constraints -- and usually don't actually need or want anything non-deterministic or overly smart.
Deep Blue, the first chess engine to defeat a world champion, was a GOFAI system
There was an article recently about a system used in production at a pasty chain in Japan to classify pastries at checkout that didn't use DL for most of its existence. Now it seems to be a hybrid system that uses symbolics and DL for certain functions
This is game AI, games called this sort of thing "AI" for a long time. Behavior trees is (among others) one of the most common things someone with the role of game AI programmer will implement.
This has been the case since at least the 90s, it is not a new thing.
The logic used to implement game NPCs has been called "AI" since well before the current AI boom. And many of the techniques come from the previous AI boom of the 1970s-1980s.
I know that we're all experiencing AI fatigue, but this comment is an example of the "once an AI technology finds a niche and becomes accepted technique within that niche, it ceases to be AI" meme.
Is a book like that still pretty useful? Or is Ai in games abstracted away in game engines pretty much? I've been meaning to play with unreals Ai features a bit.
I actually herald from the 486 era. I am old. I just noticed a shift in how we use AI as a clickbait buzzword and was commenting on that. slow down guys. stop calling it AI.
It's not pedantry at all, there are simply different paradigms of AI. The dominant one today is DL, symbolics/GOFAI were dominant decades ago. These methods are still used today in some fields, not merely gamedev
> This isn't AI...It's a behavior tree. Calling every decision-making system "AI" is like calling a flowchart a neural network.
What you're describing is a behavior tree: predefined logic, predefined responses, no learning, no inference, no model.
This is literally AI. A behavior tree is AI, all of those things are AI. It's just symbolic rather than neural network based.
It's called AI because it drives the behavior of the NPCs, hence the name "artificial intelligence". I couldn't think of a better fitting term, especially if you know it is in the context of games. Everyone who actually plays games knows what AI in gaming means and that it doesn't need to involve LLMs or neural networks.
The thing about artificial intelligence is that it doesn't necessarily have to look or behave like biological intelligence. It could very well be a very alien and foreign form of intelligence.
Artificial intelligence is a huge research field and has been for closer to 50 years. It's taught in schools. It has hard theory and praxis. Not everything, but adversarial algorithms are absolutely core AI.
You do realize that an LLM is an enormous decision tree? The prompt is the state and output tokens added to that are the subsequent state that's fed back into the machine. Running the math without deliberately adding any randomness would produce a deterministic output.
What you're describing is a behavior tree: predefined logic, predefined responses, no learning, no inference, no model.
Stop calling everything AI, guys.