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Don't make NPCs smarter than the player

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Don't make NPCs smarter than the player

This Habr article explores a paradox in the modern gaming industry: despite the rapid development of neural networks and AI, developers of AAA projects continue to rely on classic finite state machines and Behavior Trees to control NPCs. The author notes that while ML is actively used in graphics, audio, and procedural generation, the 'intelligence' of game characters remains strictly hard-coded. The main argument is that overcomplicating NPCs with advanced models can disrupt the game balance and predictability required for a smooth experience. Traditional methods, such as heuristics and 'if-else' conditions, remain the most effective engineering solutions because they provide the controlled behavior that players expect from virtual enemies or allies. Thus, technological progress in AI does not always necessitate the integration of complex models into character logic, where simplicity is often more valuable than realism.

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