   AI in movies
  So I was watching Matrix Revolutions the other night.  At the end there is the scene where all the sentinels breach into the dock and are flying around.  I thought to myself, "Dang, that is a pretty good flocking algorithm that looks pretty realistic!"I don't think that many people outside the software field would even notice scenes like that.I'm bored at work, so I thought I'd start this thread.  Anyone else noticed really good/cool/realistic looking AI in movies?Geo   
  Isn't most of the battle scene at Helm's Deep in Lord of the Rings: The Two Towers AI generated?   ;  Now that you mention it, I remember someone telling me that the AI in LOTR had to be 'dumbed down' because in parts they were so outnumbered they tried to retreat, haha.   ;Quote:Original post by geo2004Now that you mention it, I remember someone telling me that the AI in LOTR had to be 'dumbed down' because in parts they were so outnumbered they tried to retreat, haha.In one of the 5 million hours of LOTR special features, they discussed this situation. They noticed some agents at the back of the field running away. This surprised the designer of the software (I believe it was called "massive"), since he hadn't allowed for this behaviour. Turns out, the agents were facing the wrong way and couldn't "see" any opponents, so ran off looking for them! [grin]   ;Quote:Original post by ChaosEngineQuote:Original post by geo2004Now that you mention it, I remember someone telling me that the AI in LOTR had to be 'dumbed down' because in parts they were so outnumbered they tried to retreat, haha.In one of the 5 million hours of LOTR special features, they discussed this situation. They noticed some agents at the back of the field running away. This surprised the designer of the software (I believe it was called "massive"), since he hadn't allowed for this behaviour. Turns out, the agents were facing the wrong way and couldn't "see" any opponents, so ran off looking for them! [grin]My understanding of it was that the path finding failed because too many allied units were between them and the opponent units. This resulted in the path finding system telling the agents to move to the edge of the map.   