Analysing the AI of Super Mario 64
gamedeveloper.com
gamedeveloper.com
Brutal example, but you get my point. Something that is ever changing.
The Creatures trilogy also had some pretty advanced AI, based on neural nets. They're pretty small by today's standards, but the paper below does a fantastic job of explaining how they are trained while minimizing the computational time.
https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.18...
- You were supposed to pet a creature if he did something correctly. Unfortunately, that same behavior also encouraged him to eat whatever he was holding. So I pet him after he caught a boulder, which then made him eat the boulder.
Gameplay focuses on raising alien creatures known as Norns, teaching them to survive, helping them explore their world, defending them against other species, and breeding them. Words can be taught to creatures by a learning computer (for verbs) or by repeating the name of the object while the creature is looking at it. After a creature understands language, the player can instruct their creature by typing in instructions, which the creature may choose to obey.
A complete life cycle is modelled for the creatures – childhood, adolescence, adulthood, and senescence, each with their own particular needs. The gameplay is designed to foster an emotional bond between the player and their creatures. Rather than taking a scripted approach, Creatures series games were driven by detailed biological and neurological simulation and their unexpected results.
https://en.wikipedia.org/wiki/Creatures_(video_game_series)
I bought it on [well-known website that sells old, DRM-free games) but it was a bit... too old? So I never quite played it. So I have no clue how well the whole idea worked out.
Half joke, since too many RPGs have killing (or something equivalent) as their primary interaction. Geralt of Rivia must have extinguished the wolf population of entire countries, a band of Pokémon trainers would devoid an entire forest of animals to level up their pikachus, etc.
I'm more impressed with the handling of consequences in Mass Effect 1 to 3. If you carry a single save game through all three games, the third game can become drastically different. One member of your party won't survive ME1 (it's your choice who that is) and the other one will substitute for them in ME 2 and 3. You can lose an almost arbitrary set of party members at the end of ME2. ME3 has a set of alternate party members to draw on when the main ones are gone. The fates of multiple NPCs can carry through all three games and end in very different ways (e.g. Karin Chakwas, Conrad Werner, Gianna Parasini). The controversy of the ME3 ending aside, the last entry of the series changes remarkably depending on your earlier decisions. Getting all of this straight must have been an enormous effort.
A game's narrative complexity can easily get out of control when impactful player choices are allowed to become combinatorial. Implementing that many different outcomes quickly becomes infeasible.
https://heterogenoustasks.wordpress.com/2015/01/26/standard-...
I was just talking about the original / the series in general.
I haven't played any after 2.
I'm very happy to have read this because now, finally, I understand what Molyneux was all about. At the very least a Marketing genius (among other things).
Sakon was a memorable case for me. I’m pretty sure he’s the only regular human you can kill in the whole series
Most people don't try it, but as a kid I felt a little slighted by the end game god beast refering to me by my one time misdeed :(
In contrast it seems almost all game NPC AI's are state-machine based. One could fit this into the framework described above by calling it a degenerate form of production system, where rules can be applied to transform a sentence (or symbol) representing one state into that representing another state, but none of the states are combinatoric and the rules just interact in a directed graph.
I'd like to see a game where, instead of just states in a state-machine, the NPC's could generate thoughts like a production system. Even if it wasn't connected up to complex action or a planner, it would be interesting if the NPC's could have inner lives based on a chain of thinking, like, "Mary loves Joe. Joe loves his dog. Joe's dog eats hot dogs. I wonder from where Joe buys the hot dogs for his dog." Etc. etc.
See: https://plato.stanford.edu/entries/language-thought/#ArguPro...
https://ifdb.org/viewgame?id=urxrv27t7qtu52lb (you can play in your browser with the "Play On-line" button.)
Make sure to start with "help".
She gets annoyed at repetition. She'll react to things you do in the room. Responses differ based on prior conversation and some sort of internal mood implementation.
It's a breathtaking amount of work, but it's the very best NPC conversation I've seen.
Perhaps give Trust and Betrayal: The Legacy of Siboot a try. Arguably NLP has reached the point where that game could be remade without the reverse-parser?
V switched to a simpler karma system that mostly affected how badly you were penalized by dying and whether you were able to complete the game.
Reputation systems were pretty common in CRPGs starting in the '90s. In practice, though, a lot of those systems just boiled down to "does everyone in town want to kill you the moment they see you or not".
What we ended up with was 2-9 factions with up to 3 levels of response (hostile, neutral, friendly) which would be a disappoint to an optimistic CRPG player from the late 80s.
1. It's often likely not fun. A big part of the joy of games is feeling empowered and free from all of the consequences of our actions in real life. Exerting power is often selfish and if NPCs remembered every single selfish thing you did, it would make playing the game feel as confined as real life. So much of the escapism of games is that freedom from consequences.
2. It's a testing nightmare. Games are essentially a ball of mutable state wrapped in a rendering engine. As any software engineer knows, mutable state is the largest source of bugs. Whenever you increase the amount of state the player can modify, your testing burden goes up significantly, potentially combinatorially. If NPCs remember your interactions, it means they are all carrying some mutable state around that can affect gameplay.
You've opened the door to an absolute testing nightmare where QA will file bugs like, "If you forget to ask Jane about her dog before talking to Fred about Jane, then four levels later you can't get her to tell you about her dog door and it's impossible to sneak in and find the key to finish the game."
With deep learning maybe we have a hope to reach the other side where AI can add value.
So we're stuck in a kind of AI limbo.
Efforts exist in beating humans in specific games like chess; these games are often symmetric, i.e. all players compete on fair ground, and the AIs aim to replace human players. But most games don't want this! Most games seek theatrical asymmetry in computer-controlled agents. Most games want the illusion of cleverness without actually being clever, because most players don't want their gaming experience interrupted by undefeatable killer robots. Most games are power fantasies.
I posit that what we actually want is simply some programming pattern for managing complexity in autonomous theatrical agents. Some way to organize the creative will of the game designer easily enough that it democratizes independent developers to craft interesting behaviors.
I've got my own ideas but they're as of yet unproven.
That seems like a reasonable first step imho.
They use an AI trained on PvP player behaviour, so the NPCs jump around, respond to teammates being injured, try to catch you off-rotation, etc.
In my opinion, it wouldn't work for bosses though, as part of the fun is exactly about understanding the tells and patterns. If you want to fight against intelligent enemies, just play PvP! I think if you play without addons like BigWigs/DeadlyBossMods you'll have much more fun, if what you're looking for is unpredictability.
Plus, would there really be that much of a difference between a machine-learned approach and a decision tree when every action the boss can perform needs to be pre-programmed anyway, and have predefined ranges/optimal uses? Maybe a different game could combine that with something like Magicka, where there are spell "recipes" which can be combined, so the AI would have more options to play with.
Another example is things like Dark Souls, the bosses are so engaging to its players _because_ you can learn to understand how they respond to your positioning. If they were a moving target, there would be no point in doing anything but learning the animations for each attack so you can dodge, so in the end they would be _less_ intellectually engaging.
The AI could be unaware of its tells or that it's telegraphing moves. Even more wild would be if the AI could be aware, so that maybe it tries to cover the status light or hide the weapon from view while it charges up. That in itself would be a tell.
Emphasis mine.
(I am not 100% sure though. Was my initial thought when playing HL2)
https://www.gamedeveloper.com/disciplines/designing-the-enem...
There's definitely a balance between "real" and "fun".
(and beyond perceptual tasks like vision, does modern AI benefit from GPUs that much?)
Even strategy games designed content usually come from you beating an opponent with a superior starting position.
What you really want is more immersive AI. Not in terms of the intelligence, but in the ability to do actions that interact with the environment. But this usually requires one off animation and gameplay coding so its not something that can scale easily. Things like hiding under something form a large enemy and thinking "he can't get me" but then, oh shit, turns out he is capable of crawling.
Little things like letting an actor turn its head to look at things will make the AI feel more alive than a more advanced algorithm for behavior. And you definitely won't see any particular gains by trying to solve it with ML brains.
I wouldn't mind that. I would be fine with an opponent like Scar in BSG:
https://en.wikipedia.org/wiki/Scar_(Battlestar_Galactica)
Something that's actually smart and really, really not just there for you to kill, for once.
You may not have meant that, but it is what you said :).
You just decided you are going to crap all over my comment and crap all over what I said I'd like to see in a game because it does not agree with some kind of idea you have about "fun" in games.
More fool me for commenting in a thread about games.
I could be wrong here, but it may be worth going back and reading what was said again and the obvious inference multiple people took from your original comment, even if it wasn't what you meant.
Good luck!
Getting the feeling you're being actively stalked by a sentient creature is legitimately terrifying, and it's the first time I've felt scared by the intelligence of a game's AI.
https://www.youtube.com/watch?v=P7d5lF6U0eQ goes into some detail on the decision paths governing the AI.
I've heard that the easier difficulty is scarier, because the alien appears less often so when it does it's more terrifying.
Players like to feel smart.