Vic
Savant
That’s sad.Coupled with the death of community servers, it's not surprising that people would rather play against bots.
That’s sad.Coupled with the death of community servers, it's not surprising that people would rather play against bots.
Ignoring the fact that the OP primarily mentions single player games, metafaggotry has become much more common in multiplayer games over the years. More and more players are watching Youtube videos telling them which units and buildings to create down to the second in RTS games, they're memorizing which pixel of a cloud they need to align their crosshair on to throw flashbangs in FPSs, and I've even seen players temporarily banned from mass-reports because they chose a sub-optimal character. Coupled with the death of community servers, it's not surprising that people would rather play against bots.
"We don't want challenge and want game designers keep designing broken games"But we do not want an AI that abuse the same meta/overpowered strategies(Earth Magic in Heroes 3 as an example).
Yes and where i said it would not?Don't you think it would be better to have a smart AI (smartness adjustable via difficulty mode) and a non broken game?
AI should exploit broken strategies if they exist. It shouldn't avoid doing so.Yes and where i said it would not?Don't you think it would be better to have a smart AI (smartness adjustable via difficulty mode) and a non broken game?
To do that, first the designers would have to know that this strategy is broken, i don't think the devs of Heroes III knew that Earth Magic was broken, i had 50h in the game and i did not, until i saw someone commenting about it online. Most Devs do not have 50 hours to spent testing the game to fix balance issues, they are more worried about bugs.AI should exploit broken strategies if they exist. It shouldn't avoid doing so.
This isn't true. Modern AI isn't "hard coded" so to speak. Or do you think ChatGPT is "scripted" to have a response to everything someone might ask it? ANN based AIs (famously DeepMind's game playing AIs) very much so can discover strategies by themselves.AI does not discover strategies
I mean, what single player games use this type of AI that i can play right now? from what i know, those AIs are run on a server from a multibillion dollar company. They are more of a project/test than something made from the devs to be in a game, and i heard they cost a lot of money, i already posted a video about the Starcraft AlphaStar AI, that cost million of dollars to DeepMind. So what games?This isn't true. Modern AI isn't "hard coded" so to speak. Or do you think ChatGPT is "scripted" to have a response to everything someone might ask it? ANN based AIs (famously DeepMind's game playing AIs) very much so can discover strategies by themselves.AI does not discover strategies
Running even very large models can be done on consumer hardware. Training them on the other hand is a different story. In the future, if developers are educated and competent, they can distribute training to player's systems.those AIs are run on a server from a multibillion dollar company. They are more of a project/test
A good GOFAI (basically a more sophisticated version of what you call "scripting") will also cost a lot of money. The costs aren't due to the "servers" or whatever, they're due to the shortage of the kind of highly, highly skilled labor required.and i heard they cost a lot of money
According to Todd Howard
Yes, the liar himself, but it sounds dumb (smart?) enough to be radiant ai behavior. Its basically what goblins do; if you steal their wizard staffs, they go looking them. If an npc is told it needs an item another npc has, it will either kill the npc or die stealing it. What if the chests in dungeons aren't locked, and npcs allowed to look for the best gear? The npcs will open every container, equipping the good gear and leaving nothing for the player (which was what loot in Oblivion felt like, anyway). The radiant stuff wasn't really Oblivion's problem, that was the only interesting thing Oblivion had going for it, the problem was BGS evidently didn't know how to use those behaviors. Probably had to do with Todd's game philosophy, making the player the center of the universe.
Well, TRADITIONAL game AI, which is really just a simple script, doesn't. Advanced new neutral-net AI actually WOULD learn to exploit things, as AI researchers often find, where the AI learns to exploit bugs in its test environment.y to rebalance it with a patch instead of changing the AI to use the broken strat. So your comment makes not much sense at all, AI does not discover new strategies, it's scripted to behave in a way, the only way to an AI to abuse broken strats, it's to be scripted to abuse the broken strats, why not just fix the broken strats instead?
To begin with "AI" to me only begins where sufficiently big ANNs come into play.[...]
AI is extremely underdeveloped in games. In my opinions for three major reasons.
1. It’s not ‘worth it’ for advertisements since you cannot show the AI before a game’s release: Screenshots are static, trailers are short and focus on action. Therefore you cannot build hype based on AI at all.
2. Players don’t care about AI. People often discuss graphics, stories, atmosphere or quests, but I find it extremely rare that an AI is discussed. Players are engaged in a game due to fluid or challenging combat, fascinating stories or atmosphere i.e. of a horror. AI? It doesn’t happen.
3. Money. I have no idea, but I guess developing AI is much more complex than most other game features. It would need lots of work, and therefore investment. Gaming companies usually don’t pay well in comparison to IT, but require similar skills. Somebody who could develop a good AI will likely move to an IT company that pays much better.
In consequence there were few attempts to develop a decent AI in games. By ‘decent AI’ I mean an AI that attempts to adapt to the situation in some ways. [...]
Well, that's just my random thoughts about it, I'd be interested in hearing your opinions and especially about other examples of attempts at creating a decent AI in games that isn't there just to interact with the player and that's it.
Aren't they all? (No worries I get what you mean there.)Well, that's just my random thoughts about it, I'd be interested in hearing your opinions and especially about other examples of attempts at creating a decent AI in games that isn't there just to interact with the player and that's it.
BRO THATS THE BEST AISomebody correct me if I'm wrong, but isn't FEAR's AI complexity just the product of the devs planning for most actions that the player might make in a given area?
Isn't it even why the game is mostly set in linear tight spaces - to make it easier for the devs to account for player's strategies?
Learning NPC schedules to rob their houses etc. IS in the released game and it's even referenced in quests. In the Thieves Guild in the first quest they tell you and the other thieves when a mark probably won't be home, and then the other thieves actually arrive there at that time. So you literally cannot miss that this is a feature of the game, unless you're a Morrowind fanboy looking for any bullshit excuse to shit on Oblivion.They toned down Radiant AI in Oblivion because the NPCs were doing odd unexpected things - I think there was a famous example where hunters would kill a deer, one would take the meat from the deer's corpse, and then the rest of the hunters would attack him, identifying him as a deer because he had deer meat in his inventory.
That's not to say that the unchained version of Radiant AI would have been impressive - if anything, it'd just be more fucky than the version included in the released game - but it was a pretty cool idea for NPCs to have dynamic shedules, especially if you're a thief character who wants to learn when people will be out of their houses and such (not that it matters since there's no actual consequences for breaking into people's houses other than being told to leave).
The radiant AI was the best thing about Oblivion:
this is incline, might look cringe but in what other game you have a non scripted bar fight?
In open world games, it's good to have an AI that react and interact with things in a way that was not planned to, take Gothic vs Morrowind as a example, i might be wrong about this because i played them long time ago but i think in Gothic i could lure strong monsters and have the guards/civilians kill them, or they would die and them i would finish the monsters with low HP and loot the dead guards. In Morrowind the guards ignore the monsters and just stand there doing nothing, but i might be wrong. I think in Gothic human enemies would climb stuff too when chasing you, but i don't remember correctly if it's Gothic or other game that enemies do that. These random interactions with the AI makes the game more dynamic and fun.
I think there are two kinds of open world RPG, the party based isometric one and the one person third or first person one, AI of NPCs in the former really does not matter much, i never thought Baldur's Gate or Fallout 1 and 2 needs complex AI or interactions, the NPCs there are just quest givers that stand there doing nothing. Then there's the Elder Scrolls, Gothic, Fallout 3/NV/ ones where random interactions with the NPCs enhances the games, that's why i think these games are kinda of an immersive sim. I would put Morrowind in the former(NPCs are dead quest givers) and Ultima in the latter.
Good stealth games usually have good AI, since the entire genre is designed around the AI, if you fuck up the AI in a stealth game you fuck up the game. Of this genre i've played Thief and Metal Gear, they have good AI, the enemies react to a lot of things and you could manipulate them in a lot of ways and it does not feel like bullshit when they spot you. I don't remember if Deus Ex had good or bad AI.
Lots of butthurt babies reacting to this post but it's true and there's nothing anyone can do about it.Artificial intelligence was always a myth.
The focus should have always been on clever scripting and trying to "fool" the player into thinking the AI was smart instead of trying to make the AI actually smart and end up with janky radiant shit, which is always terrible.
You've misread my intent, but it's 100% my fault for writing my post so badly - I meant to say that Oblivion's attempts at Radiant AI, even in neutered form, were admirable and something the game can hold over other instalments in the Elder Scrolls series (especially Morrowind, which is undermined constantly by how static and unreactive it is) and something Skyrim should have sought to expand on rather than water down further. I'm aware that this feature is in the game, and I played as a thief character in my recent playthrough, hence me saying that there's no consequence for breaking into people's houses.Learning NPC schedules to rob their houses etc. IS in the released game and it's even referenced in quests. In the Thieves Guild in the first quest they tell you and the other thieves when a mark probably won't be home, and then the other thieves actually arrive their at that time. So you literally cannot miss that this is a feature of the game, unless you're a Morrowind fanboy looking for any bullshit excuse to shit on Oblivion.
Initial plans for Oblivion (before Morrowind was in production) were really ambitious - and that included AI.Oblivion was again a precursor of the incline and that's a FACT.
Oblivion did this one thing right, and everybody ignored it or made fun of itOblivion was again a precursor of the incline and that's a FACT.