Ummm no, it's called simulating the behavioral pattern of a watchdog tracing scent. It's not a simple path finding algorithm, rather a goal-oriented action plan.My God do people really believe Naughty Dog actually programmed "scent"? Gives a whole new meaning to the term code smell :lol:
But the video game attack dog is almost always a shorthand for mindless, deadly beast. Their AI usually consists of: Walk in a preset square, and if you see the player, sprint at them and try to bite their face off. Players, meanwhile, often have no choice but to use deadly force on these killing machines, usually ending in a pitiful whimper before the pup crumples to the ground in a heap. Attack dogs in games often feel like dumb beasts as a substitute for more grunts, a mere way to beef up enemy variety.
Attack dogs in The Last of Us Part 2 are usually paired with a human and very well-trained, as I learned when playing an early version of the game at an event in Los Angeles this week. Where a human might wander past a window that Ellie is hiding behind, an attack dog will latch onto her scent and start sniffing about. The human will make note of this with the line “got something, boy?” and follow closely after the dog.
The dog is actually directly tracking Ellie, and I can see the scent trail I’m leaving wherever I go. Standing in one place guarantees a swift death.
So how do I get out of this situation without making the easy (and awful) choice? I can toss a brick or bottle, creating enough of a distraction for the dog to lose my scent. If I’m out of stuff to throw, I’ll have to create enough distance between me and the dog for it to lose interest.
https://www.polygon.com/2019/9/26/20884292/the-last-of-us-part-2-gameplay-preview-dogs
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