Friendly and non-friendly AI in TW2
10.06.2013 @ 06:28 #1
My experience with it was okay, but I feel what many RPGs don't emphasize the I in their AI.
I would really appreciate a game where the enemy actively utilized group tactics or learned from player actions to overcome the antagonist (the player).
In part, my post is inspired by the wolf screenshot from TW3, and it would be amazing if those wolves are capable of group tactics in fighting the player.
What I mean by group tactics is this:
-if the player is attacking a member of a group, maybe another member should heal the wounded member, if possible (like in Div II).
-enemies should try to corner player, and make escaping harder.
-divert the player's attention, and attack from a vantage point.
-maybe enemies should have VATS-like system to attack player's sore points.
-enemies should be cognizant of their weak points and seek to protect them!
Also, wouldn't it make sense if the enemies learned from the player's attacks? I mean, why would the Kayran keep attacking with its tentacles when we kept cutting them off?
Or why wouldn't the various enemies dodge when they see a bomb or magic flames coming at them? Or how about you don't step into the flashy magic circle on the ground? Unless the player cast the magic trap without your knowledge, why are you stepping there!?
Also, it might be interesting if enemies at harder levels gain new attacks or abilities instead of becoming damage sponges.
The other part of AI is the conversation aspect, and I think TW2 handled this pretty well. What do you think?
I don't have much thoughts on friendly AI. Maybe they should just stay out of Geralt's way? If TW3 has companion aspects, there might be some cool things to do here, like group tactics or something.
10.06.2013 @ 08:43 #2
About monsters, it depends really. For example in TW2 Geralt mentioned something like Celano were the only monsters that displayed something like intelligence, I'm just using memory so maybe he meant only from flying monsters they were the intelligent beings or maybe from the Harpy family but I'm sure you get the point.
10.06.2013 @ 09:08 #3
10.06.2013 @ 10:26 #5
Oh, god, those damn dwarves!! I wanted to slaughter them all after that horribly designed quest. I died so many times because of the way they fenced me in and got in the way. Just trying to do something simple like looting was nigh-impossible because of the way they crowded in around me and trapped me in corners. Talk about rage-induced keyboard smashing - and not even because of a hard boss, but because of supposed "allies."
I had a few other weird glitches with friendly AI:
One was with Iorveth at the beginning of Chapter III: after you go through the sewers with him and enter Loc Muinne, some gargoyles attack. After that fight, he stopped following, just stood still, and the quest marker stayed over his head, so you don't know where to go or what to do. Save and reload did the trick and he started moving again.
A similar thing happened with Roche at the end of Chapter II in the sequence where you both go through the canyons and find the secret mine entrance into Vergen. I saved during the trek, and after loading the game again, Roche just stopped following. He would magically pop up for cutscenes, but then he'd be gone again afterward. Once we got to Vergen he rejoined for good.
The third one is more about path-finding: at the climax of the Vergen siege (Iorveth's path) Geralt and Iorveth have to escort Zoltan to the gate so he can close it. Zoltan and Iorveth then ran smack into an elven archer and just jogged in place for five minutes trying to go through him. I assume it just would have gone on forever but luckily Geralt can push people around so eventually I just nudged them around the archer.
10.06.2013 @ 15:08 #6
Dialogue wise, I didn't see any AI at all. All that scripted reactivity can be implemented with standard (not necessarily simple) programming methods. Most decision paths split in two or three at most and can be tracked traversing a graph.
Not everything we see onscreen pretending to be intelligent is AI. For practical purposes, for example, you can have natural language recognition based mainly on statistical analysis with high success rates. Artificial Intelligence refers to non deterministic methods to model certain phenomena and behavior attributed to intelligence, which usually results in computationally tractable solutions for complex problems (read NP complete).
Path finding, is a good example since it reduces to an optimization problem. Decision making and pattern recognition are also examples, but there's not much of it in TW2.
I would also love to have smarter enemies, and simulation of tactics and group dynamics.
I think a good way of adding really advanced AI to a computer game is designing a combat approach that resembles one or several games of logic with perfect information. But for this, we would need a turn based combat system. For real time combat I suppose some dynamic adaptation and quick generation of strategies would make things more believable. Outside of combat we could have vestiges of learning and reasoning to play games of bluff, coercion, deception and intimidation with the computer.
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PC does not equal Windows. PC games should be available for all major platforms. Utilize standard, cross-platform technologies!
10.06.2013 @ 15:18 #7
As for AI It'd be cool if enemy soldiers go into formation creating shield walls and whatever and you need to utilize you spells and bombs and you simply can't get by with swordplay alone.
I feel like the AI and Combat is limited by lack of real fucking hitboxes like in Dark Souls. Try visualizing the little circles from W1 on the enemies of W2. Maybe they already fixed it in W3 though.
11.06.2013 @ 20:26 #10
Yeah, it mostly comes to the point of:
The will feels envy, or perhaps love, and despite the inevitable trite and tragic ending, the will sees no alternative, and is driven madly towards its target."
11.06.2013 @ 20:31 #11
Seven hells, it is one mean pooch! I got to save this pic for future reference.
Doomed are those who take lunacy for prophecy, and carcasses for holy arses.
Screw Roche! I am a Nilfgaardian dog, and proud of it.
Only the dead can keep a secret. I promise to reveal every last detail as soon as your body is cold.
12.06.2013 @ 13:30 #12
12.06.2013 @ 17:04 #13
But if there was some mechanic where they tried to lure you into traps, or dynamically collaborated on beating you, that would be awesome. I also dislike that enemies don't have any dodge moves of their own.
I know what you mean, but what more is possible? The best you can do is introduce subtext into the dialogue so the player has to sort out what was said. It wouldn't make sense to have people speak in explicit riddles.
12.06.2013 @ 17:11 #14
12.06.2013 @ 17:15 #16
12.06.2013 @ 17:23 #17
Bad example really, one archetype(agiles) dodges at times but most the other enemies can block indefinitely you have to to solely rely on countering for them.
And they do attack you 1 by 1 most of the time, once in a blue moon they'll attack 2 at a time but then you can instantly kill them both by pressing a single button.
12.06.2013 @ 17:26 #18
Or attack them from behind. Or use ranged weapons. Or bombs. Or the environment. Or your allies
We’re still talking about AC3, right?
12.06.2013 @ 17:30 #19
Or attack them from behind. Or use ranged weapons. Or bombs. Or the environment. Or your allies :Pstyle="font-size: 9pt;"> ›››
They are nothing more than fancy animations to instant kills really :/
Yes. When was the last time multiple enemies attacked you together? Sometimes two attack but they can be killed by just pressing counter once.
12.06.2013 @ 17:39 #20
Nevertheless, they are alternatives to counter-kills :>