This is unfortunately not true - AI has been a defined term for several years, maybe even decades by now. It’s a whole field of study in Computer Science about different algorithms, including stuff like Expert Systems, agents based on FSM or Behavior Trees, and more. Only subset of AI algorithms require learning.
As a side-note, it must suck to be an AI CS student in this day and age. Searching for anything AI related on the internet now sucks, if you want to get to anything not directly related to LLMs. I’d hate to have to study for exams in this environment…
I hate it when CS terms become buzzwords… It makes academic learning so much harder, without providing anything positive to the subject. Only low-effort articles trying to explain subject matter they barely understand, usually mixing terms that have been exactly defined with unrelated stuff, making it super hard to find actually useful information. And the AI is the worst offender so far, being a game developer who needs to research AI Agents for games, it’s attrocious. I have to sort through so many “I’ve used AI to make this game…” articles and YT videos, to the point it’s basically not possible to find anything relevant to AI I’m interrested it…
Oh, was not aware of this… (It’s also embarrassing considering that I’m a CS student. We haven’t reached the AI credits yet, but still…). Anyway, thank you for the info! And yeah, the buzzwords part does indeed suck! Whenever I tried to learn more about the topic, I was indeed bombarded by the Elon Musk techbro spam on YouTube. But whatever, I don’t have THAT long to get to these credits. Sooo wish me luck ;)
Take a look at this: https://en.wikipedia.org/wiki/AI_winter
AI has a strong boom/bust cycle. We’re currently in the middle of a “boom.” It’s possible that this is an “eternal September” scenario where deep networks and LLMs are predominant forever, or…
I’d recommend getting Kagi.com. It’s one of the best software investments I’ve recently made, it makes searching for technical questions so much better, because they have their own indexer with a pretty interresting philosophy behind it. I’ve been using it for a few months by now, and it has been awesome so far. I get way less results from random websites that are just framing clicks on any topic imaginable by raping SEO, and as an added bonus I can just send selected pages, such as Reddit, to the bottom of search results.
Plus, the fact that it’s paid, I don’t have to worry about how they are monetizing my data.
I am really convinced there is a Kagi marketing department dedicated to Lemmy. But if it really works that much better for you, that’s great.
But I wouldnt only bank on the logic “the fact that it’s paid, I don’t have to worry about how they are monetizing my data”. A lot of paid services still try to find ways for more money
“I’ve used AI to make this game…”
Before artificial intelligence became a marketable buzz word, most games already included artificial intelligence (like NPCs) I guess when you have a GPT shaped hammer, everything looks like a nail.
That’s what I was reffering to. I’m looking for articles and inspiration about how to cleverly write NPC game AI that I’m struggling with, I don’t want to see how are other people raping game deveopment, or 1000th tutorial about steering behaviors (which are, by the way, awfull solution for most of use-cases, and you will get frustrated with them - Context Steering or RVHO is way better, but explain that to any low-effort youtuber).
I’ve recetly just had to start using Google Scholar instead of search, just so I can find the answers I’m looking for…
If you are looking into how to write game ai there’s a few key terms that can help a ton. Look into anything related to the game FEAR there AI was considered revolutionary at the time and balanced difficulty without knowing too much.
A few other terms are GOAP for goal oriented action programming, behavior trees. And as weird as it sounds looking up logic used my mmorpg bots can have a ton of great logic as the ones not running a completely script path do interact with the game world based on changing factors.