Prepare to Die by Simple AI - Dark Souls and Difficulty | Design Dive

AI and Games · Beginner ·🧠 Large Language Models ·8y ago
Support my videos via my Patreon page. http://www.patreon.com/ai_and_games Can't Use Patreon? Leave a tip with your vote on my Paypal! http://www.paypal.me/AIandGames Like AI and Games on Facebook: http://www.facebook.com/AIandGames Follows me on Twitter: http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon: https://www.patreon.com/posts/15411848 Vote for the next Design Dive on Patreon: https://www.patreon.com/posts/15411971 Want to know more about HTN planning? Watch the video on Transformers: Fall of Cybertron: https://www.youtube.com/watch?v=kXm467TFTcY -- In my fourth Design Dive video I take a look at the infamous Dark Souls. We explore the issues of video game difficulty and why From Software's celebrated game is actually a lot easier if we stop and pay attention to how it works. Chapters [00:00] Introduction [04:42] Notions of Difficulty [07:22] Difficulty in Mechanics [12:06] Difficulty from AI [16:14] Semantic Difficulty [19:29] Bringing to a Close [23:28] A Personal Message -- The following links are directed towards articles referenced in this video: "Game Creation Magic Is More Science Than Smoke and Mirrors" by Jennifer Scheurle http://www.rollingstone.com/glixel/features/game-creation-magic-w503332 "How video game difficulty became a cultural battleground" by Simon Parkin http://www.eurogamer.net/articles/2017-10-21-how-video-game-difficulty-became-a-cultural-battleground "Hey #gamedev, tell me about some brilliant mechanics in games that are hidden from the player to get across a certain feeling." A twitter thread by Jennifer Scheurle. https://twitter.com/Gaohmee/status/903510060197744640 -- The following footage was adopted from YouTube for use in this video: "Let's Play Fantasyworld Dizzy (1/2)" https://www.youtube.com/watch?v=YQ4qvmUQDGg -- Music in this episode (in order of appearance): "Nameless Song" "Taurus Demon" "Bell Gargoyle" "Gaping Dragon" "Four Kings" "Firelink Shrine" Composed by Motoi
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Uploads from AI and Games · AI and Games · 14 of 60

1 Evolving Particle Weapons in Galactic Arms Race | AI and Games #04
Evolving Particle Weapons in Galactic Arms Race | AI and Games #04
AI and Games
2 Pac-Man AI Research and Competitions | AI and Games #06
Pac-Man AI Research and Competitions | AI and Games #06
AI and Games
3 The Behaviour Tree AI of Halo 2 | AI and Games #09
The Behaviour Tree AI of Halo 2 | AI and Games #09
AI and Games
4 Researching Super Mario Bros. Level Design | AI and Games #10
Researching Super Mario Bros. Level Design | AI and Games #10
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5 Teaching Robots to Play | AI and Games #12
Teaching Robots to Play | AI and Games #12
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6 The Quest for AI Game Designers | AI and Games #13
The Quest for AI Game Designers | AI and Games #13
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7 HTN Planning in Transformers: Fall of Cybertron | AI and Games #14
HTN Planning in Transformers: Fall of Cybertron | AI and Games #14
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8 The AI of Alien: Isolation | AI and Games #15
The AI of Alien: Isolation | AI and Games #15
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9 Status Performance Analysis in Team Fortress 2 | AI and Games #17
Status Performance Analysis in Team Fortress 2 | AI and Games #17
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10 Training the Shadow AI of Killer Instinct (2013) | AI and Games #18
Training the Shadow AI of Killer Instinct (2013) | AI and Games #18
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11 Resurrection & Reverence: The Return of DOOM | Design Dive
Resurrection & Reverence: The Return of DOOM | Design Dive
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12 Left Behind on LV-426 - The Design of Aliens: Colonial Marines | Design Dive
Left Behind on LV-426 - The Design of Aliens: Colonial Marines | Design Dive
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13 Games By ANGELINA, the AI Game Designer | AI and Games #20
Games By ANGELINA, the AI Game Designer | AI and Games #20
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Prepare to Die by Simple AI - Dark Souls and Difficulty | Design Dive
Prepare to Die by Simple AI - Dark Souls and Difficulty | Design Dive
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15 Looking for Love on Pandora: PCG and Borderlands 2 | Design Dive
Looking for Love on Pandora: PCG and Borderlands 2 | Design Dive
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16 The AI of Shogun: Total War | AI and Games #21
The AI of Shogun: Total War | AI and Games #21
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17 The Campaign AI of Total War: Rome II | AI and Games #23
The Campaign AI of Total War: Rome II | AI and Games #23
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18 AI 101: Monte Carlo Tree Search
AI 101: Monte Carlo Tree Search
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19 The Diplomacy AI in Total War: Attila | AI and Games #24
The Diplomacy AI in Total War: Attila | AI and Games #24
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20 A History of AI Research in StarCraft | AI and Games #26
A History of AI Research in StarCraft | AI and Games #26
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21 Dota 2, MOBA's and the Future of AI Research | AI and Games #27
Dota 2, MOBA's and the Future of AI Research | AI and Games #27
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22 Procedural Level Generation in Sure Footing | AI and Games #28
Procedural Level Generation in Sure Footing | AI and Games #28
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23 Behind the AI and Storytelling of Spec Ops: The Line | AI and Games #29
Behind the AI and Storytelling of Spec Ops: The Line | AI and Games #29
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24 The AI of DOOM (2016) | AI and Games #30
The AI of DOOM (2016) | AI and Games #30
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25 Machine Learning Analysis of Player Behaviour in Tomb Raider: Underworld | AI and Games #31
Machine Learning Analysis of Player Behaviour in Tomb Raider: Underworld | AI and Games #31
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26 How A Navigation Mesh Works in 3D Games | AI 101
How A Navigation Mesh Works in 3D Games | AI 101
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27 How Halo 3 Builds Large-Scale AI Battles | AI and Games #33
How Halo 3 Builds Large-Scale AI Battles | AI and Games #33
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28 Enemy AI Design in Tom Clancy's The Division (Part 1 of 2) | AI and Games #34
Enemy AI Design in Tom Clancy's The Division (Part 1 of 2) | AI and Games #34
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29 Building the Online World of Tom Clancy's The Division (Part 2 of 2) | AI and Games #35
Building the Online World of Tom Clancy's The Division (Part 2 of 2) | AI and Games #35
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30 Behaviour Trees: The Cornerstone of Modern Game AI | AI 101
Behaviour Trees: The Cornerstone of Modern Game AI | AI 101
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31 Why Friendly AI Cheat in Ghost Recon Wildlands | AI and Games #36
Why Friendly AI Cheat in Ghost Recon Wildlands | AI and Games #36
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32 The AI of Horizon Zero Dawn | Part 1: Rise of the Machines | AI and Games #37
The AI of Horizon Zero Dawn | Part 1: Rise of the Machines | AI and Games #37
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33 The AI of Horizon Zero Dawn | Part 2: Metal Militia | AI and Games #38
The AI of Horizon Zero Dawn | Part 2: Metal Militia | AI and Games #38
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34 Augmented Reaction: Vanquish - 9 Years Later | Design Dive
Augmented Reaction: Vanquish - 9 Years Later | Design Dive
AI and Games
35 Building Mario Levels with Machine Learning | AI and Games #39
Building Mario Levels with Machine Learning | AI and Games #39
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36 The AI of Half-Life: Finite State Machines | AI 101
The AI of Half-Life: Finite State Machines | AI 101
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37 Building a Pirate's Paradise in Sea of Thieves | AI and Games #40
Building a Pirate's Paradise in Sea of Thieves | AI and Games #40
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38 The Secrets of Skeleton and Shark AI in Sea of Thieves | AI and Games #41
The Secrets of Skeleton and Shark AI in Sea of Thieves | AI and Games #41
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39 How Megalodon, Kraken and Skeleton Ships Haunt the Sea of Thieves | AI and Games #42
How Megalodon, Kraken and Skeleton Ships Haunt the Sea of Thieves | AI and Games #42
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40 How Rare Tests Sea of Thieves to Stop Bugs Reaching Players | AI and Games #43
How Rare Tests Sea of Thieves to Stop Bugs Reaching Players | AI and Games #43
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41 The Legacy of GoldenEye 007 | Design Dive
The Legacy of GoldenEye 007 | Design Dive
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42 The Secrets of GoldenEye's AI Revealed | AI and Games #44
The Secrets of GoldenEye's AI Revealed | AI and Games #44
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43 Sandbox Assassin: The AI of Hitman (2016) | AI and Games #45
Sandbox Assassin: The AI of Hitman (2016) | AI and Games #45
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44 The Dangers of AI, Microtransactions & Lootboxes | Design Dive
The Dangers of AI, Microtransactions & Lootboxes | Design Dive
AI and Games
45 Minecraft Villages Built by AI - The Generative Design in Minecraft Competition | AI and Games #46
Minecraft Villages Built by AI - The Generative Design in Minecraft Competition | AI and Games #46
AI and Games
46 The Secret Reward Systems of Dark Souls II | Design Dive
The Secret Reward Systems of Dark Souls II | Design Dive
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47 Why Adding Bots to Fortnite Was a Great Idea | Design Dive
Why Adding Bots to Fortnite Was a Great Idea | Design Dive
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48 The Best Games Engines for AI (2019) | AI 101
The Best Games Engines for AI (2019) | AI 101
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49 How Atriox Can Beat You in Halo Wars 2 Without Cheating | AI and Games #47
How Atriox Can Beat You in Halo Wars 2 Without Cheating | AI and Games #47
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50 How AlphaStar Became a StarCraft Grandmaster | AI and Games #48
How AlphaStar Became a StarCraft Grandmaster | AI and Games #48
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51 Why AlphaStar Does Not Solve Gaming's AI Problems | Design Dive
Why AlphaStar Does Not Solve Gaming's AI Problems | Design Dive
AI and Games
52 Designing the Enemy AI of Tom Clancy's The Division 2 | AI and Games
Designing the Enemy AI of Tom Clancy's The Division 2 | AI and Games
AI and Games
53 Bringing Washington D.C. to Life: The AI of Tom Clancy's The Division 2 | AI and Games
Bringing Washington D.C. to Life: The AI of Tom Clancy's The Division 2 | AI and Games
AI and Games
54 The Secret AI Testers Inside Tom Clancy's The Division 2 | AI and Games
The Secret AI Testers Inside Tom Clancy's The Division 2 | AI and Games
AI and Games
55 DOOM 64 Revisited | Design Dive
DOOM 64 Revisited | Design Dive
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56 The Story of Facade: The AI-Powered Interactive Drama | AI and Games #49
The Story of Facade: The AI-Powered Interactive Drama | AI and Games #49
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57 Building the AI of F.E.A.R. with Goal Oriented Action Planning | AI 101
Building the AI of F.E.A.R. with Goal Oriented Action Planning | AI 101
AI and Games
58 Revisiting the AI of Alien: Isolation | AI and Games #50
Revisiting the AI of Alien: Isolation | AI and Games #50
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59 How Splinter Cell: Blacklist Builds Balance for Stealth | AI and Games #51
How Splinter Cell: Blacklist Builds Balance for Stealth | AI and Games #51
AI and Games
60 Endure and Survive: the AI of The Last of Us | AI and Games #52
Endure and Survive: the AI of The Last of Us | AI and Games #52
AI and Games

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