Is BGS being too conservative with Radiant AI again?

Post » Thu Apr 29, 2010 9:31 pm

I don't see how it seems static. NPCs have jobs and occupations, earn money, have random events like fighting over a sword or returning it to you, there has been talk of them liking you less if you push their stuff around, treating intrusions differently based on their attitudes to you, taking certain roles in quests based on your interactions with them (R-AI seems to have a lot to do with RS), having full memories of all these interactions, and presumably doing other things they also did in Oblivion like stealing from one another on occasion and so on. I would say it is a very significant improvement.

And with these improvements, who is to say that opposing factions won't fight each other, or destroy each others resources (though 2 competing shops would have the same resource, so not much point there) or good stealth characters won't jailbreak? Those seem minimally more impressive, if at all, than the examples that have been previously mentioned. I think how they have explained it, the system sounds quite impressive.

Yes, BGS has made various improvements to make NPCs feel more lively. My point is, besides these improvements, do they actually do anything else? Do they actually fight each other if it is in their best interest? Do they try and steal things from one another? I'm more wondering about interaction between two npcs, rather than interaction with the player. NPCs have more of a laid out plan, but they are still far from being dynamic.

I personally though the E3 presentation of Oblivion was amazing. It doesn't matter what the woman did to the dog, but the fact that she reacted to its actions that made it amazing. She obviously had no intention of killing it. She was just merely disciplining it in the world of Cyrodiil, which would seem ridiculous by our standards.
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Jennifer Munroe
 
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Post » Thu Apr 29, 2010 6:27 pm

@ OP: I think your judging a little early.After what happened with the clip of oblivion it's no wonder they are taking their time showing the AI. "My opinion" They tried to make the AI like what was shown in that oblivion demo,but later realized it didn't work to well ( sort of out of control,more than they expected ). Sometimes dev's have to make tough decisions.In the end they had to tone it down for oblivion,but alot of people said it was a con,i believe other-wise. We have more to know yet,so let's wait and see. Besides,i thought the AI in oblivion wasn't bad at all,and was a lot better than most/if not all games at the time. To me bethesda obviously cares about their reputation and not just money,yes,they need money,they wouldn't get far without it.But they are still going to have a sense of pride and an interest to push the boundries. What makes me laugh sometimes is how much people bang on how bad oblivion was,then turn around and say it had great mods or they played 500 + hours. Anyway,too early to try and judge AI,we'll see what they do.

I'm not suggesting toning down Radiant AI for Oblivion was a bad idea. In fact, it was a great idea to keep the game balanced at the time, and it also showed us what Radiant AI was capable of for the future. What I'm arguing is we know what Radiant AI can do. Sure, BGS has made improvements here and there to make NPCs more believable. But they still seem far from dynamic in nature, especially if they have nothing else to announce about Radiant AI. I can knock items over and an NPC will get pissed off. Cool. Will the NPC actually clean up the mess? Will the NPC actually call the guards and have me arrested? If they don't do anyting but lose favor towards me, then I personally see that as a silly improvement. Mainly, just because I would never have an interest to randomly go in houses and mess things up for fun. I have dragons to kill.
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Chris Jones
 
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Post » Fri Apr 30, 2010 8:35 am

Yes, BGS has made various improvements to make NPCs feel more lively. My point is, besides these improvements, do they actually do anything else? Do they actually fight each other if it is in their best interest? Do they try and steal things from one another?

We already here about them fighting over things on the ground, and I seem to recall hearing about bar fights, and they stole from each other even in Oblivion, so I don't doubt at all it will be in.
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Gen Daley
 
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Post » Fri Apr 30, 2010 5:59 am

I think you can scratch NPCs reacting to the player dropping a weapon and being aware of a family member's death from Radiant AI improvements (or at least strike them from known improvements). So far, the only time Bethesda or an official preview mentions either of those kinds of things, it is only to highlight what is being done through Radiant Story.

Radiant AI improvments mentioned on http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx?PostPageIndex=1 are pretty much small things to correct what seems odd in Oblivion. An NPC's disposition toward you will influence how he reacts when you break into his home or take something he owns. An NPC will notice when you are swinging a weapon near him or are knocking over his stuff and will react because of it.

I do not know what you mean by NPCs "actually having a job." There are NPCs with jobs in Oblivion. Some run shops, some farm, some guard, some beg, some practice with their weapons, and some are admitted loafers or retirees. Bethesda has added animations so that NPCs appear to be doing more than pacing around staring at walls. I remember Todd talking about adding those kinds of animations for Fallout 3. He saw them as mostly cosmetic improvements, things to dress the AI's idling moments, not as modifications to the AI itself.



How is dropping a weapon in any way related to Radiant Story? It's not at all, as it is clearly an improvement to Radiant AI. As far as relatives dying, sure that is a mechanic if the person happened to have a quest for you, but I'm sure it will work the same even without Radiant Story.

NPCs have been reacting to a player having his/her sword out since Morrowind. As far as actually having job, half the NPCs in Morrowind didn't have jobs. They would wander around aimlessly in town, eat randomly, and then go to sleep randomly. Now, all npcs actually will be making use of their time doing believable tasks, instead of wandering aimlessly. Cosmetic or not, they are improving the system. I'm just curious how much they are actually improving it, which at this time (besides what they have announced) seems minor at most.
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Darren
 
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Post » Thu Apr 29, 2010 6:31 pm

The Radiant AI can be tricky at times. Jensine forgetting to go to a certain place but instead stays put in her store for 4 hours or that Khajitt from Bravil that keeps heading to Bruma because somebody in programming accidently put Bruma instead of Bravil in her packaging. 5 years is plenty of time for improvements but I'll have to wait and see before I declare a verdict with Radiant AI or Radiant Story.
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Dalley hussain
 
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Post » Fri Apr 30, 2010 6:58 am

We already here about them fighting over things on the ground, and I seem to recall hearing about bar fights, and they stole from each other even in Oblivion, so I don't doubt at all it will be in.

I meant more in regards to each other, rather than an action the player causes. The bar fights are a nice touch if they are true. It would be fantastic this time around if the factions were actually dynamic and more reactive this time around. I don't want to feel like I'm the only member in the Fighter's Guild that is actually doing missions. They should send out various members, who will get promoted, and perhaps even make me compete for promotions against them. There should also be interactions between the factions to show there are differences of opinion among them. Perhaps this is one of the features factions will have in Skyrim, although I believe the change Todd keeps referring to is more game play-wise.
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Amanda Furtado
 
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Post » Fri Apr 30, 2010 1:10 am

I think what actually happens is the dog barks on schedule and the woman paralyzes it on schedule. The dog barks again on schedule and the woman flames it on schedule. The timing of the actions produce the illusion that the woman is reacting to the dog's barking. NPCs having schedules and pursuing goals and having dynamic conversations seems to be what the demo is supposedly about, nothing more.

Your wrong. Have you ever used the CS for Oblivion?
Watch this : http://www.youtube.com/watch?v=nWvbVhfWnK0
As well as the other three parts. I think the stuff about the RAI is at the end of the second part and the beginning of the third, not sure though so just watch all 4 parts.
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Zoe Ratcliffe
 
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Post » Thu Apr 29, 2010 5:14 pm

I'm not sure if using the AI to drive big events like guild conflicts would be the best use of it. If the Fighters Guild and Thieves guild start fighting, they should be talking about it and giving me missions relating to it if I'm a member of one or both. If these things happen but doesn't affect the dialogue and quests it'd be less believable than not happening at all, but that'd have to be planned out in advance because of the voice acted dialogue. If they're going to do that, they might as well turn the whole thing into a quest with specific characters and reasons why they're fighting since people can write better stories than a computer can.
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Ludivine Dupuy
 
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Post » Fri Apr 30, 2010 7:40 am

I'm not sure if using the AI to drive big events like guild conflicts would be the best use of it. If the Fighters Guild and Thieves guild start fighting, they should be talking about it and giving me missions relating to it if I'm a member of one or both. If these things happen but doesn't affect the dialogue and quests it'd be less believable than not happening at all, but that'd have to be planned out in advance because of the voice acted dialogue. If they're going to do that, they might as well turn the whole thing into a quest with specific characters and reasons why they're fighting since people can write better stories than a computer can.

The events wouldn't just happen without the player having a role, but allow the player to take part if any conflict were to break out. This really works more in regards to Radiant Story as well, as it could create dynamic and more content for factions that aren't necessarily just the normal quests for promotions. This wouldn't be to replace faction quests, but merely add to them with more variety, kind of what BGS is already doing with normal quests.
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I’m my own
 
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Post » Thu Apr 29, 2010 5:57 pm

A drunk stumbling out of a tavern and attacking the player sounds great in practice, but it just doesn't work in game. What the player experiences is being randomly attacked as he is walking through town. He can't tell that the NPC is drunk, doesn't know why he is being attacked, and, since there probably aren't unique animations, he can't tell that its just a fun drunk brawl. Similarly, an NPC stealing from another NPC just manifests as 12 guards chasing an NPC all through town.

Personally, I think the action-specific animations (smithing, cooking, etc.) add a ton more than any dynamic AI to immersion.
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Roberto Gaeta
 
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Post » Fri Apr 30, 2010 9:54 am

Maybe we can see more than 2 minutes and 54 seconds of mashed up gameplay scenes before jumping the gun?
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Imy Davies
 
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Post » Fri Apr 30, 2010 4:58 am

Maybe we can see more than 2 minutes and 54 seconds of mashed up gameplay scenes before jumping the gun?


E3 so close... yet so far....
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Motionsharp
 
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Post » Fri Apr 30, 2010 3:39 am

I personally though the E3 presentation of Oblivion was amazing. It doesn't matter what the woman did to the dog, but the fact that she reacted to its actions that made it amazing. She obviously had no intention of killing it. She was just merely disciplining it in the world of Cyrodiil, which would seem ridiculous by our standards.
I'd wager a fair sum of money that that sequence was scripted from start to finish.
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Chris Ellis
 
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Post » Fri Apr 30, 2010 5:25 am

Yeah. I'm just under the impression BGS doesn't feel the need to have to really push Radiant AI that much further at this point. The more control they give the AI, the less control BGS has over their actions, which is why Radiant AI was simplified in Oblivion and why I think BGS is cautious of improving upon it.

This is exactly why. Originally, Oblivion was supposed to have a very extensive radiant AI system (as anyone paying attention to it's development already knows) but they had to ditch it for a few reasons: time, hardware limitations, and control. If they push radiant AI too strongly, it can really mess up the game if it isn't tweaked to perfection (which would take a whole ****load of tweaking). It sounds to me like they're working on the tweaking part and improving it in Skyrim, but they need to take it little by little and tweak it constantly so they don't overdo it to the point that it messes up the game, like it did with Oblivion. From what we've heard so far, I'd say Skyrim is the next natural step in AI progression, and is pretty much right where it should be; and I'm quite sure they'll continue experimenting and tweaking radiant AI in the future, and future TES games will continue to benefit from said tweaking.
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trisha punch
 
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Post » Fri Apr 30, 2010 1:26 am

Now a while back we found out about " magnetism" Which a lot of us didn't like,including me...but i then changed my mind when i sat and thought about it.
Anyway,from the articles we've read over the last week or so,i don't think anyone mentioned or picked out about the magnetism. ( at least to my kowledge .)
So that begs the question: Is it that noticeble at all or was it not in there yet? I believe it was in there,but it wasn't noticed. So are our worries about that now set to rest?....Because if it was that bad,wouldn't it have been noticed?

I guess it can't be noticed when someone else is playing. In a hands-on demo the journalists would have felt it if it was noticeable. I'm still against all kind of aiming aid, I want full responsibility including hitting an ally.
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Madison Poo
 
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Post » Fri Apr 30, 2010 7:50 am

I'd wager a fair sum of money that that sequence was scripted from start to finish.

Actually, they were showing off what radiant AI is capable of, and I believe they stated that it was not scripted. Radiant AI can really bring npc's to life, but pushing it that far in the actual game just proved to be a bit too much for their time and hardware, plus it really causes a lot of chaos in the game when every npc's AI is done in that fashion. The system is more than capable of doing things of that nature, it just needs to be tweaked to perfection for it to actually work in a game.
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Maddy Paul
 
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Post » Thu Apr 29, 2010 11:06 pm

Actually, they were showing off what radiant AI is capable of, and I believe they stated that it was not scripted.

A non-scripted demo? How would that be possible? A demo is scripted because if it's not scripted and just using the actual game, you can stand a few hours in that room and nothing happens, the woman is sleeping, the dog is sleeping, voila, what are you showing to people? Or the dog is already dead because the punishment scene has happened earlier. I think the whole scene was preset, the dog and the woman have been "told" exactly what to do and in which order.
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Batricia Alele
 
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Post » Fri Apr 30, 2010 8:02 am

A non-scripted demo? How would that be possible?

It's not. They wouldn't bring a non scripted demo to E3 of all places. Too risky. Too many things could go wrong.
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Neko Jenny
 
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Post » Fri Apr 30, 2010 9:07 am

I think we need to keep in mind even though the Oblivion demo was indeed scripted, it showed the potential that Radiant AI has, which is important. As I stated earlier, perhaps BGS could dedicate a small team of developers (like dragons) to focus on tweaking and refining Radiant AI, so that total anarchy wouldn't ensue as a result. BGS is definitely making improvements, but this is honestly one of those opportunities that I would think they would jump on to get spot on.
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Haley Cooper
 
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Post » Fri Apr 30, 2010 1:52 am

I understand why Bethesda tuned done radiant AI right before Oblivion's launch - if the npc's were running wild and breaking the game, it would quickly depopulate towns and cities haha.

...however. They've had 5 years to work on skyrim - I would like to see a good balance when it comes to the npc's - enough freedom of action that some chaotic events happen occasionally, but not all the time. Or have some unrestrained generic npc's like pickpockets and mercenaries, that can be easily killed by the town guards when they run rampant.
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Nany Smith
 
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Post » Fri Apr 30, 2010 10:42 am

Hey guys,
I just wanted to know if anyone else thought that perhaps BGS is playing it too safe with Radiant AI again. While they are definitely making improvements with npcs noticing the player drop a weapon, being more interactive with the player, being aware of their family member's death, and actually having a job, they still seem rather static.


"they still seem rather static"? From where, might I ask, do you draw this conclusion? You haven't seen anything of the AI from the game at all, so how can you say that it still seems static? Let's wait until we have actually seen something of it before we start drawing conclusions like this. :)

Does anyone else also feel that BGS may be playing it too safe with Radiant AI with Skyrim? It has been five years since Oblivion, and I would argue we are really not seeing that much of an improvement.


"Not seeing much of an improvement"? Man, it's 6 months till the release of this game, we haven't seen half of it yet!


My conclusion to this thread is: lol... :rofl:
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Lisa Robb
 
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Post » Fri Apr 30, 2010 1:48 am

"they still seem rather static"? From where, might I ask, do you draw this conclusion? You haven't seen anything of the AI from the game at all, so how can you say that it still seems static? Let's wait until we have actually seen something of it before we start drawing conclusions like this. :)



"Not seeing much of an improvement"? Man, it's 6 months till the release of this game, we haven't seen half of it yet!


My conclusion to this thread is: lol... :rofl:

Perhaps I should have been a little more specific in my description. The AI still sounds static in comparison to a real, living person. Sure, there are improvements, but it's not anything that I would consider mind blowing. I'm happy with the direction that Radiant AI is going, but feel that BGS is being too conservative with the system.

As far as Radiant AI is concerned, this is probably it. This is not a system like mounts and transformations that BGS is currently tinkering with or adding. BGS has made the improvements they wanted, and they are moving on to other systems and content. We already know that Todd said we would see new shouts, dragons, and factions at E3, so why should we expect to see anything else about Radiant AI? If anything, we will learn more about Radiant Story, as that is really the new system that BGS has been crafting since Fallout 3.

I'll disregard your last comment, as everyone is entitled to their opinion about a thread.
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Damien Mulvenna
 
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Post » Thu Apr 29, 2010 11:38 pm

I understand why Bethesda tuned done radiant AI right before Oblivion's launch - if the npc's were running wild and breaking the game, it would quickly depopulate towns and cities haha.

...however. They've had 5 years to work on skyrim - I would like to see a good balance when it comes to the npc's - enough freedom of action that some chaotic events happen occasionally, but not all the time. Or have some unrestrained generic npc's like pickpockets and mercenaries, that can be easily killed by the town guards when they run rampant.

I completely agree. At the least, perhaps BGS could implement in a feature to Radiant AI where an encounter like this by an NPC would only happen while a player is around. I think we should have some chaos and not complete stability, as there needs to be a middle ground to encounters more memorable.
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jessica robson
 
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Post » Fri Apr 30, 2010 3:42 am

NPCs have been reacting to a player having his/her sword out since Morrowind. As far as actually having job, half the NPCs in Morrowind didn't have jobs. They would wander around aimlessly in town, eat randomly, and then go to sleep randomly. Now, all npcs actually will be making use of their time doing believable tasks, instead of wandering aimlessly. Cosmetic or not, they are improving the system. I'm just curious how much they are actually improving it, which at this time (besides what they have announced) seems minor at most.

In Morrowind and Oblivion, NPCs' dispositions toward you are lower if you have your weapon out while talking to them, and only while talking to them. In Skyrim, according to the GI website, they will also react to you if you swing your weapon near them. I think that NPCs executing a better variety of believable tasks may be an AI improvement too, even it does not make it any smarter.

How is dropping a weapon in any way related to Radiant Story? It's not at all, as it is clearly an improvement to Radiant AI. As far as relatives dying, sure that is a mechanic if the person happened to have a quest for you, but I'm sure it will work the same even without Radiant Story.

Under "The Radiant Story" in the February issue of Game Informer:
Wandering through town, you could enter your inventory and decide to drop a heavy two-handed weapon rather than sell it at a nearby shop. In some instances, the weapon might be forgotten in the mud. At another time, a young boy might grab it up and rush after you, asking if you had dropped it and might like it back. In a third instance, two burly men might reach the weapon at the same time, and begin to fight over who will take it home.

If Radiant AI were dictating the behavior, I would expect the description to address NPCs' actions according to their goals and dispositions. I would also expect it to credit Radiant AI with the behavior. It doesn't. I have seen no official source that does credit it to Radiant AI. Instead, this article and others seem only to be providing instances of what Radiant Story makes happen based on your character's history. Radiant AI might be liberal enough this time around to allow NPCs do do these kinds of things on their own, without Radiant Story forcing them. I just haven't seen confirmation of it.


Your wrong. Have you ever used the CS for Oblivion?
Watch this : http://www.youtube.com/watch?v=nWvbVhfWnK0
As well as the other three parts. I think the stuff about the RAI is at the end of the second part and the beginning of the third, not sure though so just watch all 4 parts.

I wouldn't be surprised if the dog is executing the Ambush package to pester the woman, and the woman reacts to that. The video is interesting, thanks, but it doesn't explain how they prepared the demo.
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Sophie Louise Edge
 
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Post » Fri Apr 30, 2010 5:08 am

Why would the Thieves guild and the Fighters guild be fighting? Besides, in Oblivion most people didn't even think that the Thieves guild existed!
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Emily Rose
 
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