Looks like the goofy AI is back

Post » Wed Mar 30, 2011 6:57 am

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.

I think NPCs in Oblivion had an "isDead" variable or method. They could use that, and they probably will.

Didn't one of the sites mention that the second NPC charged the player?
User avatar
Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Wed Mar 30, 2011 2:28 am

The problem is going to be minimized with the new "Alerted" feature.
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Wed Mar 30, 2011 7:58 am

"Pre-alpha" Do you realize how buggy games are at this point in development?

Unfortunately he doesn't.
User avatar
Adam Kriner
 
Posts: 3448
Joined: Mon Aug 06, 2007 2:30 am

Post » Wed Mar 30, 2011 8:22 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!


Well pretty much everything you just said is wrong but ok.

Yes things are technical but that is game development. It isn't a matter of making the AI "conceptualize", it's a matter of registering the NPC as dead and then the other NPC registering this in his 'line/area of sight' then having a 'Array' of phrases to say which don't involve stupid things. Not too tech man.

If you bump into someone in say GTA4 they will register this then choose at random a phrase from their predetermined 'someone bumped into me' word array.

NPC IN CASUAL MODE> NPC REGISTERES DEAD BODY > NPC GOES INTO ALERT MODE > NPC CHOSES RANDOM PHRASE FROM CASUAL TO ALERT ARRAY DUE TO DEAD NPC > NPC VOICES PHRASE > NPC SEARCHES FOR PLAYER

NPC's do have a tag and can recognize dead body tags that is how they search them for goodies.

In summary different phrases for different needs. Don't put stupid ones in.

I think the best we can hope for is that Beth hasn't recorded all the speech yet and this was placeholder.
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Tue Mar 29, 2011 8:53 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.


Yeah that's a little off, but perhaps they misheard her and what she actually said was, "I knew I heard something!" in reaction to her companion collapsing. As if to imply that she thought she had heard something before he got shot, and now the fact that he's dead confirms it.

Unlikely, I know.
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Wed Mar 30, 2011 8:25 am

The sky is falling! The sky is falling!
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Wed Mar 30, 2011 2:51 am

You guys all gotta remember Bethesda is a bit infamous for talking about improvements and hyping people up on it only to slightly deliver. They talked about improving the 3rd person view in every game they came out with but it always looks horrible, just slightly less horrible than the previous game. Bethesda has a hard time learning from their mistakes. don't get me wrong.. I love TES and I support it and Bethesda.. I just hope that they pull through this time and we can see a clear difference in what they promise to improve.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Tue Mar 29, 2011 10:26 pm

As a marksman player, I groaned when I read this. Truly destroys immersion when two bandits are together and one gets picked off and the other one acts like they heard something scurrying about. They should be on high alert if one of their partners gets picked off. Or, perhaps they should take cover or start investigating. Maybe even running away to avoid the same fate. But to stand there and be picked off like fish in a barrel is stupid.
User avatar
Josee Leach
 
Posts: 3371
Joined: Tue Dec 26, 2006 10:50 pm

Post » Wed Mar 30, 2011 5:03 am

Like most things, the truth likely falls somewhere in the middle. The AI will be improved, but not to the point that they will simulate this world perfectly or lack flaws. Its going to be good, but not so good it makes you cry or something.

Most likely what happened, and the explanation I agree with the most, is the dialogue doesn't really work for that level of "alertness". What happened is the player fired their bow, and the NPC reacted by saying "I thought I heard something", which activated BEFORE the arrow strikes her ally. It was just unfortunate that the trigger was such a short time before the arrow slaying her ally, making it seem like what she heard was her ally dying, when it was most likely the firing of the bow that she was alerted to.

Perhaps they can iron that out with more appropriate dialogue.
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Wed Mar 30, 2011 7:35 am

Like most things, the truth likely falls somewhere in the middle. The AI will be improved, but not to the point that they will simulate this world perfectly or lack flaws. Its going to be good, but not so good it makes you cry or something.

Most likely what happened, and the explanation I agree with the most, is the dialogue doesn't really work for that level of "alertness". What happened is the player fired their bow, and the NPC reacted by saying "I thought I heard something", which activated BEFORE the arrow strikes her ally. It was just unfortunate that the trigger was such a short time before the arrow slaying her ally, making it seem like what she heard was her ally dying, when it was most likely the firing of the bow that she was alerted to.

Perhaps they can iron that out with more appropriate dialogue.



Yeah the arrow trigger had crossed mind too. A swear word would be perfect for these occasions and maybe a forced phrase when seeing a dead body, just short four letter ones with a few longer ones thrown in, otherwise it would get annoying. This should happen even if they have just said something else. Keep it short and sweet Beth. If you are scared to use english four letter words make one up in another language.

I.e Holy Kaarn (crap i know)

Would be quite cool actually
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Tue Mar 29, 2011 11:18 pm

Ugh... Not again.
User avatar
Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm

Post » Tue Mar 29, 2011 10:23 pm

I loved Oblivion's AI and I especially love it when it went a bit erratic. I got a lot of chuckles out of some of it.
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Tue Mar 29, 2011 10:06 pm

twas interesting spawned many a youtube video . but alas i think now that the camera no longer zooms in on the face when you talk to an npc those amusing youtube videos will be few and far between for skyrim
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Wed Mar 30, 2011 12:00 am

Jeez-us calm down people, it was only 1 remark about only 1 instance and it is also followed by the guard in question turning and attacking so dont judge too much from this simple statement YET, I personnally am hopeful because it sounds to me like they have taken some ideas about sneaking from Thief the game, (an eye that opens closes when sneaking, and I hope for some of the dialog from that series used to laugh my ass off at, "all I want is to be able to go eat me supper" or something like that) so I dont think all is lost, lets wait a bit and see yes ?
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Tue Mar 29, 2011 9:18 pm

Aha! Thanks to this article i know when i get the game i should NOT help Arvel from the spider web :D
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Wed Mar 30, 2011 8:15 am

I loved Oblivion's AI and I especially love it when it went a bit erratic. I got a lot of chuckles out of some of it.



That's actually pretty much how I feel too, NPCs occasionally getting crazy is just a part of the fun world for me.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Wed Mar 30, 2011 9:23 am

I loved Oblivion's AI and I especially love it when it went a bit erratic. I got a lot of chuckles out of some of it.


Yeah we all did. I think this issue is different though. The "damn rats" thing when their buddy had just been shot was just stupid imo


Jeez-us calm down people, it was only 1 remark about only 1 instance and it is also followed by the guard in question turning and attacking so dont judge too much from this simple statement YET, I personnally am hopeful because it sounds to me like they have taken some ideas about sneaking from Thief the game, (an eye that opens closes when sneaking, and I hope for some of the dialog from that series used to laugh my ass off at, "all I want is to be able to go eat me supper" or something like that) so I dont think all is lost, lets wait a bit and see yes ?


Yes true but it all seems very familiar. Emil Pagliarulo who worked for Looking Glass Studios on the Thief series, is on the Beth team and has been since Oblivion. He did the DB quests and was the lead designer on Fallout 3.
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Previous

Return to V - Skyrim