An example on why having PvP is good. I mostly play friendly. I spawned into Dam a bunch during hurricane, etc., while bringing in a power rod because I heard that room in Power Gen had a good chance for some augment blueprints I was still looking for. I finally got a close spawn. I start looting and this little shitter immediately busts in and starts looting my lockers. I murdered his ass.
@Inkslanger_69@DuneAwakening The game has added options if you plan on going inactive for long amounts of time. Even if you chose not to go that route powering off all your benches, etc., you could keep your base powered just by logging in for 15 minutes every 20 days.
Around 1980, with explicit references in games like Computer Bismarck, though the behaviors (simple scripted or patterned movement) existed earlier in arcade titles like Space Invaders (1978) and Pac-Man (1980), and the term was often applied retrospectively by later historians, developers, and players.2
Non-player enemies (or opponents) in early video games were controlled by basic rules, stored movement patterns, finite state machines, or simple randomization—core ideas now lumped under “game AI.” However, the specific phrasing “AI” (or “artificial intelligence,” “AI opponent/enemies”) for these in-game enemies wasn’t commonly used in marketing or contemporary player discussions until the early 1980s, as the field of AI research was still young and arcade games prioritized fun mechanics over technical jargon.0
Key Early Milestones
•Pre-1978 (1970s arcade and computer games): Single-player modes with enemies appeared, such as in Speed Race, Qwak, and Pursuit (1974), or text games like Hunt the Wumpus (1973). Enemies followed fixed or pseudo-random patterns (no true “intelligence”). Contemporary sources rarely (if ever) called this “AI”—it was just programming.0
•1978: Space Invaders: Often cited as one of the first popular games with dynamic enemy behavior (descending formations that speed up, responsive to player input via simple rules or hash functions). Modern articles frequently describe its aliens as using “early AI,” but this is retrospective. It popularized challenging, pattern-based foes that felt responsive.3
•1980: Pac-Man: The ghosts (Blinky, Pinky, Inky, Clyde) had distinct behavioral “personalities” or modes (chase, scatter, frightened) based on simple algorithms and player position. This is widely called an early example of AI giving enemies individuality. Again, largely retrospective labeling.10
The clearest early explicit use of the term for non-player enemies/opponents is Computer Bismarck (1980, SSI), a turn-based naval wargame (one of the first serious computer strategy titles). It featured a computer-controlled opponent explicitly called an “AI opponent” (nicknamed “Otto von Computer”) that managed German forces against the player. Reviews from the time and retrospectives directly reference this as AI.2
Later Popularization
By the mid-1980s and especially the 1990s (e.g., Doom’s “thinker” enemies using finite state machines, or strategy/RTS games), “enemy AI,” “AI opponents,” or “the AI” became standard gamer and developer shorthand for any computer-controlled foes. This usage exploded with more complex behaviors in games like Half-Life (1998), which advanced tactical enemy coordination.12
In short, the behaviors date to the late 1970s arcade boom, but calling them “AI” (as opposed to just “computer-controlled” or “programmed patterns”) started gaining traction right around 1980 in strategy/PC games and became commonplace in gaming discourse shortly after. Modern retellings of gaming history retroactively apply the term to Space Invaders and Pac-Man because those mechanics align with what we now recognize as rudimentary game AI.