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**take cover when under fire, even behind furniture and moving objects, | **take cover when under fire, even behind furniture and moving objects, | ||
**follow you by using elevators, | **follow you by using elevators, | ||
**and generally demonstrate [https://tedai-sanfrancisco.ted.com/glossary/emergent-behavior/ emergent behavior].{{ref|Based on a | **and generally demonstrate [https://tedai-sanfrancisco.ted.com/glossary/emergent-behavior/ emergent behavior].{{ref|Based on a Bungie press release: | ||
{{Quote|Enemies will communicate, work together, move objects to block your path, hide behind furniture, even behind moving objects. Rather than retreat an overmatched enemy group might call for backup. If you retreat they will hunt you through doorways, up elevators, and into different buildings. Not only are the enemies smart and reactive, so is the world you play in. If the doors aren't open you might break it down or perhaps sneak in through an open passageway. In combat the world around you becomes your weapons as well as your defenses. You'll be able to use objects within your environment to your advantage, such as throwing a chair at an oncoming enemy, or pushing a bookcase over to block a pursuer.}}}} | {{Quote|Enemies will communicate, work together, move objects to block your path, hide behind furniture, even behind moving objects. Rather than retreat an overmatched enemy group might call for backup. If you retreat they will hunt you through doorways, up elevators, and into different buildings. Not only are the enemies smart and reactive, so is the world you play in. If the doors aren't open you might break it down or perhaps sneak in through an open passageway. In combat the world around you becomes your weapons as well as your defenses. You'll be able to use objects within your environment to your advantage, such as throwing a chair at an oncoming enemy, or pushing a bookcase over to block a pursuer.}} | ||
No primary source for the text of this press release has been preserved, but it was used on Feral's Oni page (<nowiki>http://www.feralinteractive.com/game/oni</nowiki>) at one time, at which point it was preserved by being [https://web.archive.org/web/20160225095549/http://oni.bungie.org/forum/viewtopic.php?id{{=}}1622 re-posted on our forum]. Very similar language can be found in Bungie's [[:Image:Sell sheet - features.jpg|sell sheet]] that was handed out at expos.}} | |||
:This much-hyped feature was claimed to have been working in the office, and described in detail by an IMG reporter in a sneak preview.{{ref|[http://web.archive.org/web/20000815110700/http://www.insidemacgames.com/features/99/pease/pease_interview.shtml IGN, "Interview: Oni's Brent Pease", 1999.]}}{{ref|[http://web.archive.org/web/20010309233058/http://www.insidemacgames.com/previews/99/oni/oni4.shtml IGN, "Previews: Oni", p. 4, 1999.]}} But after the first AI programmer was fired, the feature seemingly evaporated and the programmer was blamed for promising too much.{{ref|[http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}19661 Oni Central Forum, "Re: More questions... (mainly for chef...)", Jul. 7, 2002.]}} Interestingly, the AIs in the final game normally run blindly into your gunfire, but a patch by a fan restored their ability to take cover intelligently. It turned out that the ability was present all along but obscured by a simple blunder in the code. Was this the result of the second AI programmer lacking familiarity with the code written by his predecessor? How much other working code was lost in the migration from "AI" to "AI2" code after the first programmer supposedly "couldn't deliver on" her promises? It's worth noting that the term "neural net" was used in PR statements by Pease and Zartman, not the programmer herself (see above sources). | :This much-hyped feature was claimed to have been working in the office, and described in detail by an IMG reporter in a sneak preview.{{ref|[http://web.archive.org/web/20000815110700/http://www.insidemacgames.com/features/99/pease/pease_interview.shtml IGN, "Interview: Oni's Brent Pease", 1999.]}}{{ref|[http://web.archive.org/web/20010309233058/http://www.insidemacgames.com/previews/99/oni/oni4.shtml IGN, "Previews: Oni", p. 4, 1999.]}} But after the first AI programmer was fired, the feature seemingly evaporated and the programmer was blamed for promising too much.{{ref|[http://carnage.bungie.org/oniforum/oni.forum.pl?read{{=}}19661 Oni Central Forum, "Re: More questions... (mainly for chef...)", Jul. 7, 2002.]}} Interestingly, the AIs in the final game normally run blindly into your gunfire, but a patch by a fan restored their ability to take cover intelligently. It turned out that the ability was present all along but obscured by a simple blunder in the code. Was this the result of the second AI programmer lacking familiarity with the code written by his predecessor? How much other working code was lost in the migration from "AI" to "AI2" code after the first programmer supposedly "couldn't deliver on" her promises? It's worth noting that the term "neural net" was used in PR statements by Pease and Zartman, not the programmer herself (see above sources). | ||