Looks like the goofy AI is back

Post » Wed Mar 30, 2011 5:00 am

Yeah, without actually seeing the enemy's behavior, which is actual the important part, we can't know for sure if the reactionary AI is really improved. It sounds like at least they began searching immediately, so again, it is a step up, but we can't be certain how much.
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LuBiE LoU
 
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Post » Wed Mar 30, 2011 12:10 am

"Inside the temple, we encountered two of the thieves who had robbed the Riverwood shopkeeper. We weren't sure what they were discussing, but it mattered little after we blew one of them away with a headshot from our longbow. The second jumped to her feet and began frantically searching for our hiding spot in the shadows. Stealth in Skyrim has been tweaked from previous games so that the transition from the alert state of enemies (where they are looking for you) to their danger state (where they are attacking you) is more gradual depending on what you do. For instance, if our character were to run out in the open and attack, the transition would occur very quickly. However, if we remained hidden, it would be a much slower process. The transition itself was represented by an opening-eye icon in the center of the screen."

This is from Gamespot.

This.

Have a 'lil faith guys, the AI won't be perfect, but I'm pretty damn sure I'll see a significant improvement over Oblivion's.
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mollypop
 
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Post » Wed Mar 30, 2011 7:55 am

the voice overs could put something like, "Who's there?! show yourself!" unsheathing their weapons and coming cautiously towards the place the they think the player is.
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Setal Vara
 
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Post » Wed Mar 30, 2011 4:50 am

Use your brains, if bandits were psychic they'd become guards!
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Marlo Stanfield
 
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Post » Wed Mar 30, 2011 9:08 am

Do you all actually expect to have perfect AI? So it has a few weak moments or bugs here and there, but we all know it's better than any game that has been released so far.


Nah, AI in bethgames was always dumb, tradition is a sacred thing ya know!
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David John Hunter
 
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Post » Tue Mar 29, 2011 9:23 pm

Nah, AI in bethgames was always dumb, tradition is a sacred thing ya know!


just like metal gear games

"huh? what was that noise?" love those genome soldiers
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maya papps
 
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Post » Wed Mar 30, 2011 4:29 am

Nah, AI in bethgames was always dumb, tradition is a sacred thing ya know!



Would you prefer we go back to Morrowind or before where the NPC's just stood in one spot and did nothing? At least Radiant AI has allowed NPC's to move about, have routines etc looks like Bethesda have tweaked this even further and given them jobs to do in the villages like lumbering, logging or smithing. Name some games of the same genre that have better AI especially in a big open world?
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Ridhwan Hemsome
 
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Post » Wed Mar 30, 2011 7:00 am

Would you prefer we go back to Morrowind or before where the NPC's just stood in one spot and did nothing? At least Radiant AI has allowed NPC's to move about, have routines etc looks like Bethesda have tweaked this even further and given them jobs to do in the villages like lumbering, logging or smithing. Name some games of the same genre that have better AI especially in a big open world?



red dead redemption? not an rpg but has some rpg elements and a big open world.

npc routines were my point though and RDR did a pretty good job on that department.
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Camden Unglesbee
 
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Post » Wed Mar 30, 2011 6:29 am

Would you prefer we go back to Morrowind or before where the NPC's just stood in one spot and did nothing? At least Radiant AI has allowed NPC's to move about, have routines etc looks like Bethesda have tweaked this even further and given them jobs to do in the villages like lumbering, logging or smithing. Name some games of the same genre that have better AI especially in a big open world?


In general the AI is quite good, especially when you look to comparing it to other offerings out there. The way sneak and detection are handled in OB could have been done a lot better though, and I really hope they get it right this time. It sounds like maybe they are working on it with that whole "slowly ramping up" of the detection level and alertness (though I certainly am going to mod out the sneak eye as one of the first things I do :) ).
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Latisha Fry
 
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Post » Tue Mar 29, 2011 8:10 pm

Didn't the bandit attack right after this happened? I think I read that in one of the coverages, but I could be mistaken. If I am, then I'm a sad droid.
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Flutterby
 
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Post » Wed Mar 30, 2011 10:57 am

red dead redemption? not an rpg but has some rpg elements and a big open world.

npc routines were my point though and RDR did a pretty good job on that department.


In what ways were they better though, I played RDD all the way through and while I loved the game, best Western Shooter ever released by far, it still doesn't quite have the same feel as Bethesda games do. I don't really see how the AI was better in RDD? Yes certain animals would hunt in packs but general pvssyr wasn't much different, not to mention most of the NPC's were pretty static especially in towns, they were either here or there, sitting down playing cards or sitting at the bar, or standing up I didn't really see it as a leap forward in terms of AI at all but that is just my opinion.
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Andrew Perry
 
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Post » Wed Mar 30, 2011 10:44 am

While I'm always worried about falling prey to the hype monster, I take solace in the fact that Bethesda has already taken a page from the modding community with the new archery system.

Let's hope they did the same with stealth.

ALSO, I'd like to point out that even games based around stealth, like Thief and Splinter Cell, have their moments of strange behavior in the AI...
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ijohnnny
 
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Post » Tue Mar 29, 2011 9:04 pm

Meaning his sneak skill is low?

didnt you hear sneaking was replaced by creeping
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SexyPimpAss
 
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Post » Tue Mar 29, 2011 8:31 pm

Maybe they worded it wrong, maybe they ment as the man fell down, the women went "I knew I heard something!" and draws her weapon
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Steven Nicholson
 
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Post » Wed Mar 30, 2011 10:39 am

Will be nice if NPC AI will react on events like suspicious noise, dead bodies, magic and arrows thats fly near to them, and in combat NPC care more about searching of invisible player, they can use light spells to mark detected character and reduce his ability to hide, use torches to reduce darkness around and then reduce sneaking skills of character, use detect life for searching character under chameleon or thats who sneaking in shadows (invisibility spell thats breaks on hostile actions or really visible actions on sight of actor, can have immunity to detect life) , NPC also must use sneak skill, hidden in shadows they become transparent like from chameleon (but not interruptible by dispel spell, but affected by lights around and player sneak skill versus their sneak skill check), try avoid line of sight of player and circle him for striking from behind, use paralyze or powerful poisons and cripple wounds from sneak attacks, sniper from distance and change position after few successful shots.
Well some scripting can help if Radiant AI hardcoded functions cannot solve such problem well,
such was done in Oblivion with mods

http://www.youtube.com/watch?v=m0K4xkCRLYI
http://www.youtube.com/watch?v=5hRfcbWtlfg
Put it in its Place - Enhanced Grabbing
http://www.tesnexus.com/downloads/file.php?id=19847

Duke Patricks - Near Miss Magic And Arrows Alert The Target
http://www.tesnexus.com/downloads/file.php?id=16150

Duke Patricks Fresh Kills Now Alert The NPCs
http://www.tesnexus.com/downloads/file.php?id=18065

ACTORS CARE
http://www.tesnexus.com/downloads/file.php?id=32651
After combat begins, the range at which actors can detect the player is increased. This prevents moving just close enough to a group that one enemy engages you while the others scratch their heads then return to conversation.

Stealth Wars
http://www.tesnexus.com/downloads/file.php?id=36493
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Harry Leon
 
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Post » Tue Mar 29, 2011 11:22 pm

In what ways were they better though, I played RDD all the way through and while I loved the game, best Western Shooter ever released by far, it still doesn't quite have the same feel as Bethesda games do. I don't really see how the AI was better in RDD? Yes certain animals would hunt in packs but general pvssyr wasn't much different, not to mention most of the NPC's were pretty static especially in towns, they were either here or there, sitting down playing cards or sitting at the bar, or standing up I didn't really see it as a leap forward in terms of AI at all but that is just my opinion.


not all npc's were static, far from it. i remember just standing in armadillo just to see the sights and ran across a guy buying something at the store, another guy chopping some chickens for the food stock, a priest preaching to a drunkard, the beginnings of a bar brawl initiated by npcs, women scrubbing the floors and then moving on to do other chores, and lots more i'm probably not remembering.
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jessica breen
 
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Post » Tue Mar 29, 2011 9:33 pm

Use your brains, if bandits were psychic they'd become guards!


:rofl:
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Liv Brown
 
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Post » Tue Mar 29, 2011 10:26 pm

Sounds similar to Oblivion's AI, where you killed one bandit in mid-conversation, and the other one went "Damn rats"'. Pretty disappointing, TBH.



Well with 6 months left and the demo interview that happened was just 45 minutes of initial gameplay as of right now, id say it sounds good to me, not all the kinks can be worked out with 6 months left in development
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sam
 
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Post » Wed Mar 30, 2011 3:35 am

edit: in other words this is senseless paranoia. He killed him after the bandit spoke. Obviously.

This.
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LuCY sCoTT
 
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Post » Wed Mar 30, 2011 6:14 am

not all npc's were static, far from it. i remember just standing in armadillo just to see the sights and ran across a guy buying something at the store, another guy chopping some chickens for the food stock, a priest preaching to a drunkard, the beginnings of a bar brawl initiated by npcs, women scrubbing the floors and then moving on to do other chores, and lots more i'm probably not remembering.


Been a few months since I finished RDD, I remember some of those things especially the brawls or when they used to beat up [censored]s I would always of course kill the instigator, but saying that, I don't think that will be too different from Skyrims NPC's going about their tasks if the reports are anything to go by anyhow!
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Hayley O'Gara
 
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Post » Wed Mar 30, 2011 7:56 am

Sounds similar to Oblivion's AI, where you killed one bandit in mid-conversation, and the other one went "Damn rats"'. Pretty disappointing, TBH.


Who cares? These aren't actually people, you know? NPCs saying dumb things doesnt mean the AI is bad.

Im also sick of people saying things like "well, theres still six months in development". Look, cant you people just realize once and for all that this is a problem that simply doesnt have a solution right now? You know how many variables would have to be considered for NPCs not to say weird things in weird contexts? This is simply a side effect of them having this kind of behavior, its bound to not be perfect. Its impossible for AI to conceptualize in such a way that he knows not to say "I heard something" when there was a guy killed in front of him. Its a GAME! Technically, there is NOTHING in front of him!
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Krystal Wilson
 
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Post » Wed Mar 30, 2011 1:55 am

Who cares? These aren't actually people, you know? NPCs saying dumb things doesnt mean the AI is bad.

Im also sick of people saying things like "well, theres still six months in development". Look, cant you people just realize once and for all that this is a problem that simply doesnt have a solution right now? You know how many variables would have to be considered for NPCs not to say weird things in weird contexts? This is simply a side effect of them having this kind of behavior, its bound to not be perfect. Its impossible for AI to conceptualize in such a way that he knows not to say "I heard something" when there was a guy killed in front of him. Its a GAME! Technically, there is NOTHING in front of him!


"Pre-alpha" Do you realize how buggy games are at this point in development?
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Victoria Bartel
 
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Post » Wed Mar 30, 2011 6:25 am

Who cares? These aren't actually people, you know? NPCs saying dumb things doesnt mean the AI is bad.

Im also sick of people saying things like "well, theres still six months in development". Look, cant you people just realize once and for all that this is a problem that simply doesnt have a solution right now? You know how many variables would have to be considered for NPCs not to say weird things in weird contexts? This is simply a side effect of them having this kind of behavior, its bound to not be perfect. Its impossible for AI to conceptualize in such a way that he knows not to say "I heard something" when there was a guy killed in front of him. Its a GAME! Technically, there is NOTHING in front of him!

Problem not in NPCs saying dumb things, problem in undetected fresh killed body near thats NPC, instead go into full alert NPC just say some words like it was miserable event that doesn't require attention, NPC don't care about such event and thats mean the AI is bad.
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Gemma Archer
 
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Post » Tue Mar 29, 2011 9:59 pm

Who cares? These aren't actually people, you know? NPCs saying dumb things doesnt mean the AI is bad.

Im also sick of people saying things like "well, theres still six months in development". Look, cant you people just realize once and for all that this is a problem that simply doesnt have a solution right now? You know how many variables would have to be considered for NPCs not to say weird things in weird contexts? This is simply a side effect of them having this kind of behavior, its bound to not be perfect. Its impossible for AI to conceptualize in such a way that he knows not to say "I heard something" when there was a guy killed in front of him. Its a GAME! Technically, there is NOTHING in front of him!


If you really wanted to get technical nothing is perfect. But, my point was that with 6 months left for this games development, looking as good as it is now, its safe to say they have time to work out any "kinks" that may bring this game down.

no im not saying they will make it perfect, technically impossible, but they have time on their side to at least attempt to fix reoccuring problems with their AI.
And it seems kinda unbelievable killing a bandit to have his friend watch the body fall and say, oh it mustve been rats." Quite easy to render the body in such a way that makes the others, (of the same faction) alert because of a recently killed ally. I dont see how it could be all that hard in 6 months to fix a minor problem like that.

Quote: Its a GAME! Technically, there is NOTHING in front of him!

exactly the problem the game designers are having. If they made the bodies have a certain ID the other "alive" people can detect from a certain distance, then that solves the "oh it mustve been rats" quote we all get tired of hearing.
if me, a high school student, can think of a solution to a problem like that, then im sure licensed game developers can and have thought of similar ways to fix this.
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Riky Carrasco
 
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Post » Wed Mar 30, 2011 11:32 am

Would you prefer we go back to Morrowind or before where the NPC's just stood in one spot and did nothing? At least Radiant AI has allowed NPC's to move about, have routines etc looks like Bethesda have tweaked this even further and given them jobs to do in the villages like lumbering, logging or smithing. Name some games of the same genre that have better AI especially in a big open world?


Do i wrote that Morrowind is better,? it was for beth games overall. And im not talking about NPC's and their routines that are predifined, but how they react on dynamcaly chaning situations.
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Yvonne
 
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