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Rommie10-284
Hard Core Member
Joined: 12/07/05
Really Uncle Bugs? Spirit of Fair Play is slain by Online Community! |
2/07/12 12:49:21 PM#21
Originally posted by stealthbr Okay, I goofed and did a derail. Bascially - it's the Game vs. Virtual World issue, and the tech is finally catching up to allow AI's to really simulate another person/being. Too good a simulation can turn off players as much as static bricks can. I suppose it's a nice problem to have, but the programmers are going to need a bit of cleverness in how they do the AI. If it's too intelligent, it can feel even faker than cardboard cutout NPCs. Avatars are people too |
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Bear in mind that I envision the concept of having NPC's evaluate situations and make decisions based on a variety of factors in a more sandbox type of game. A game where there is very little linearity in the sense that you progress from one area to the next (quest hub to quest hub). It would be a game where the player's actions would have a real impact in the world, but the world would never be static, even if there were no player input. NPC's would be more than simple quest givers, they would become living and breathing entities with complex lives capable of changing the world around the player. That way, the experience would always be fresh, there would always be things to do, stories to experience, and consequence would gain new meaning. |
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2/07/12 1:18:35 PM#23
It's not really about mobs being hard to kill or not. You could still have intelligent seeming NPS that are easy to kill. Take this example of some virtual ants that each have senses and a neural network as a brain which evolves: http://www.youtube.com/watch?v=1iamM0SuPto&feature=related Wouldn't it be more immersive and cool if all the animals etc in a world went around there own business fighting other animals and growing stronger and so on. You could have really cool things like certain animals growing stronger than others, and they would start to look bigger and more fierce - you would get more "points" for hunting them and taking them out. |
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2/07/12 2:05:42 PM#24
Mobs don't necessarily have to be really intelligent to seem more realistic. In Minecraft, if I wack a pig with my stone sword, the pig immediately tries to run away. This makes perfect sense. It's not real intelligent, but it's interesting. Join the League For Gamers. |
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2/07/12 2:31:01 PM#25
Originally posted by Axehilt Thanks, Axe! |
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2/07/12 2:53:32 PM#26
UO had thought to put in place a whole ecology of fauna in the game. Then players signed in and destroyed the system. Don't forget that players will factor into all these AI decisions, too, for the good AND the bad. In Bob's burglary scenario when a player does the stealing, they could not log on again for a month on that character. What then? Another factor is grouping, which many players look forward to. If people are on differing quests, that will make grouping tougher with no common goal to share. I agree with the OP's idea of a better AI with questing. I would be pumped for that game. But then players sign in and all that wonderful thinking goes down the tubes. I think the majority of MMO players want to "just kill stuff." - Al Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. |
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2/07/12 2:55:54 PM#27
Originally posted by Axehilt Very true. There are many ways to simulate intelligence without really adding any AI. The vast majority of players wouldn't know AI from a hole in the ground. "How should I know if it works? That's what beta testers are for. I only coded it." |
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2/07/12 3:13:13 PM#28
Originally posted by stealthbr |
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2/07/12 3:27:32 PM#29
Originally posted by dave6660 Yea reading through the comments I would say that what MMOs are best at are giving illusions of AI and intelligence. The minecraft example of a pig running away from someone hitting it with a sword is simplistic. But very simplistic concepts often combine in unique ways to create a truely authentic experience, here is a quote from Majong's blog about updating Minecraft as an example:
"While testing the biome code, I started running out of food in the game and started hunting animals. Cows would just stand there, looking at me as I mashed them over and over to get their precious loot, so I figured I’d just make that mechanic a bit more fun. Four lines of code later, and animals now flee randomly after taking damage. Hunting animals suddenly became a lot more fun and morally questionable as pigs would storm off grunting and chicken (or whatever the heck they are) would jump into ravines. But the real fun came later on."
"Back to doing some further testing. I was exploring a forest biome, hit upon a river cutting through it, and walked over a small hill. On the other side, a wolf was chasing a sheep, but the sheep was running away. I didn’t have this in mind when I wrote the code to make mobs flee, but it ended up giving me an unexpected experience of having some kind of echo system of competing behaviors in various animals, and it just felt.. nice. It made me realize we should explore more mob to mob interactions, and have more chaotic competing behavior." "They essentially want to say 'Correlation proves Causation' when it's just not true." - Sovrath |
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Originally posted by Robsolf As I stated, my example was crude and short for the sake of brevity. However, I do not agree that only one of the options I presented would be deemed useful by the players. For instance, if Bob were stolen by Tom, and Bob were to choose to go after the thief himself, a quest could open up from Bob's relatives to go and see if he's alright. If Bob were to decide to not go after the robber and instead ameloriate the security of his store, a quest could open up allowing the players to help Bob amass the materials needed. Another interesting point that needs clarification is that no action would be out of context. For example, Tom would not steal Bob without any purpose. Perhaps he needs the money to survive. Maybe he's crazy and thinks Bob is conspiring against him. Or perhaps he works for the rival village and is there to cripple it from the inside. Also, the quests could work both ways, in the sense that players could help Tom to steal Bob if they believe it to be the best choice. |
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2/07/12 5:06:25 PM#31
AI in mmos seem to be non existent.
Before they see you they're in a state of: "Oh man I bet this road would look SO much cooler 4 feet to my left."... "nah it was better over there." as they wander back and forth mindless.
Then when they see you or you aggro them it's best described by looking at space invaders.
Keep coming at you, until it dies or you die.
Hell even minecraft is getting some AI tweaks that make the mobs slightly more intelligent than most mmos. "Egad the sun is burning me!" *moves into the shade* Mobs in mmos: *Kills 40 boars with one hit.* "Egad he's 1 hitting us... Maybe if I can just touch him he'll die!"
There's no sense of urgency or intelligence in many mmos, and from what I've seen in the star wars the old republic (start flame fest) it's not raising any eyebrows on my end. "Holy crap a guy with a lightsaber is running at me killing everyone in his path, what do i do what do i do?!?!" *stands still while shooting enemy*
Definitely need to get a revolutionized way to make AI because the way it currently is bores the hell out of me. |
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2/07/12 5:27:36 PM#32
Everquest had some rudimentary AI: Some mobs would run for help on low health, some would enrage and fight harder as they got weaker. Some would talk to you, or mock you.w Mobs could "assist" each other - there were distinct and separate "aggro" radii and "assist" radii. Not all mobs would assist each other, it was based on their factions Now almost all of that was hard coded, and hardly classifies as AI. After a while became pretty predictable, but that brings me to my next point: AI is resource intensive. Very resource intensive. Keep in mind that it has to run on the server, so that each and every player in the game sees consistent actions across the virtual world by the NPCs (not to mention security). Even if you have a finite state machine with pre-determined outcomes (Bob gets robbed, so Bob does A), B), or C)) - that's still a lot of lookup tables for a lot of NPCs, and that's a lot of effort in defining each and every state, and the tables for that state. It sounds very easy to make Bob the Builder react to Tom the thief. Now consider how many NPC's are in a typical MMO. If I walk down a typical town setting/zone in a typical MMO there are dozens, sometimes hundreds depending on the game. And even out in the "wild" there are literally dozens of hostile NPC's waiting to kill me (or for me to kill them). And how many players interact with Bob the Builder on a routine basis to make an investment - not only in time and code, but also in server power and resources - in Bob's AI pay off? - My point there is that some NPC's would see more benefit than others, and certainly not all NPC's need advanced interaction routines - most are just there as eye candy to fill out the world. I do agree, having a more robust AI scheme in place for most NPC's - particularly those that get interacted with routinely (Monsters/Mobs, main quest NPCs, infinite quest engines, etc) would make a marked difference in MMO's. Even small and poorly defined "AI" such as that in EQ and Darkfall make for a dramamtic change (I think for the better) in the game play. Something more than "Mob attacks per hate table" at any rate. |
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2/07/12 5:52:23 PM#33
The thing is even in single player games the AI is still quite lacking. Could you imagine a smart dragon in skyrim?
"Pah this guy doesn't even have a bow! What a joke!" *flies around shooting fire at you instead of walking on the ground and letting your 2 handed axe cut my face open* I understand some gameplay mechanics would be ruined by this, but it would definitely make the game more engaging if the dragon hunter had to actually prepare to hunt them instead of the waiting for animation queue > walk on ground and shoot fire, rolls in.
But yeah, bosses would be a first step to making them more interactive. Then of course I would love to see the city life being more lively.
Was playing Star Trek online earlier and I was ashamed to be surprised that the NPC said Hello DwarfJuggler (my name.) Stuff like that should be commonplace with the advancements we've had in gaming capabilities.
Would say though that Assassin Creed did a decent job. The damn beggers were always getting in my way. And while the animations and such are programmed in it still seemed like there was a life to the city as they wandered from shop to shop acting like they're buying things. Even something like that mixed into an mmo... egad. Would be like day and night compared to what we have now. |
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Originally posted by Ridelynn True, I am no programmer, but I would be inclined to agree that such a concept would be very taxing, not to mention difficult to implement properly. I just think it's a glaring facet of MMO gaming that needs to evolve, and one that would have a large impact on gameplay. After all, we are interacting with NPC's almost all the time. |
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2/07/12 6:01:34 PM#35
Just thought of a way to make npcs more engaging :) Make them all run on Cleverbot algorythms. Would be funny watching the guards try to talk to the people begging for gold to buy items in an actual debate :).
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2/07/12 7:57:42 PM#36
Originally posted by Ridelynn Don't make the mobs smart, make the world smart. |
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2/08/12 2:38:46 AM#37
Originally posted by stealthbr You know, the more I look at this thread's responses, the more I think that this is an inappropriate direction for MMOs to go. It's really more suited for single-player games. In a single-player game, the NPCs exist to define the world. If as the designer of a single-player game, you want to use NPCs as a tool to express the idea of a world that irrevocably changes due to random things going on within it, that's great. But in an MMO, other players can already fill this role far better. If the world irrevocably changes, it's supposed to be due to the machinations of the players. There's nothing really wrong with what people have suggested here except that the game world would be defined by the random things that AI do in the background. That just screams single-player. MMOs don't need that. ![]() |
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Adamantine
Elite Member
Joined: 1/07/08
War is not the ultima ratio, but the ultima irratio - Willy Brandt |
2/08/12 4:07:58 AM#38
There is really no such thing as "evolution of AI". Outside of science fiction like "The Matrix", Data from "Star Trek: The Next Generation", droids from "Star Wars", or the bots in the Webcomic "Questionable Content", AI in reality is still just as primitive as it has been since the 1960's, and only very, very little has improved since then. Like, we have constructed an Eliza that uses insults instead of comments. Turns out people have a much harder time recognizing they are talking with an AI if said AI keeps insulting them. In games, AI still just executes predefined scripts that react to certain outside conditions. And getting more would require different kinds of computers, computers designed as neuronal networks, instead of the same old Neumann design all the time.
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Elikal
Spotlight Poster
Joined: 2/09/06
“No path is darker then when your eyes are shut.” -Flemeth |
2/08/12 5:34:48 AM#39
I really hope they develop Artificial Intelligence fast. Biological Intelligence is so rare. Maybe I can finally have some meaningful conversations? Holy Trinity who art in our MMORPGs! Blessed be thy speccs, as in WOW so in all MMOs! Our daily loot grant us, and forgive us our noobness, as we forgive the noobs! And do not lead us to disconnects, But deliver us from mediocrity, For thine is the specialization and the teamwork and the endgame, Until cancellation, Amen! |
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2/08/12 7:41:36 AM#40
Originally posted by Elikal Once Artificial Intelligence recognizes patronizing tones, you'll just be in the same boat you're in now... |
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