My observations on why the AI is good.

Post » Mon Jan 18, 2016 5:47 am

First off, it should be said that i understand the AI in this game has various flaws. I believe we've all experienced Piper's "Are you crazy?" refusal to obey our command of moving 5 feet for no apparent reason. Or the occasional glitch where your companion can't detect an enemy less that 3 meters away. These are issues that i am putting faith into Bethesda to fix; I get that. However, on the PS4, these hiccups are so occasional and ephemeral that they in no way break the game or deduct points off the final rating i address to it. I do believe Bethesda is working on the problems as we speak. In short, I understand the AI has flaws, but the idea of this thread is to highlight the positives.



Understand that these details come directly from my observations, which may differ from yours, as these are opinions based off things that actually occurred in-game for me. The AI will not be perfect, I still feel we are a few console generations away from the AI we are all dreaming of, but view FO4's AI realistically, considering how far games have evolved since we originally experienced pure bliss from everything in every game from our childhoods and our standards weren't so snobbishly high.



My Observations on why the AI is good.



In my close to 200+ hours of Fallout4 I have come to appreciate the AI in other ways than how it relates strictly to combat. I will detail both, but I find it important to appreciate the AI for other reasons than how they preform in combat. For instance:



Companion AI


  • The fact that NPC's who inhabit your settlements are programmed well enough to make their way in and out of the structures you design in Workshop mode. In games of past I could only dream that NPC's would scale my 5 story fortress at Sunshine Tidings as randomly and dynamically as they do in FO4. I figured since it wasn't part of the original game, the structures would look cool, but no NPC would ever actually have the code to enter the player created homes which are sporadically constructed; maybe the easy ground level ones, but not the huge towers, ect... I approached FO4 with the same mindset, so I was pleasantly surprised when I came back to the Red Rocket settlement to find several settlers had ascended my man made staircase and were sleeping in the fort I built atop the gas station. And that I can totally alter the fort and they would still find their way to a bed or chair even as I am altering things. This is definitely a step in the right direction.


  • I've noticed Piper occasionally engage other NPC's in dialogue, seemingly at random. For example, while at The 3rd Rail in Goodneighbor, Piper started interviewing a patron for one of her articles in Publick Occurences. This has happened before, though I don't remember where so i cannot place a finger on weather these are scripted for certain NPC's or it is a random variable, but I definitely helps add to the immersion of the game.


  • Speaking of Companions interacting with the environment, it's awesome to see Companions take a seat on the other side of the room and grab a drink or start tinkering with something, completely independent from the player's reasons for entering the room. Helps add a little realism and again, while not perfect, is a step in the right direction.


  • That Companions and NPC's comment on what you are doing, "What are you building" or "hey you look bogged down let me carry something. I tell ya, its all the little things that add up!


  • Companions keep their voice down while you are (attempting to, which is frequently my case) sneak.


  • Companions have a lot of lines and they say stuff often enough for you to grow attached. Can't tell you how many games I forgot I even had followers because they hardly comment on anything if at all, and if they do its the same thing over and over.

Enemy AI


  • Enemies are not perfect either, but it is refreshing to see them quickly move from cover to cover, use diversion tactics, and (attempt) to flank Dogmeat and I. And the fact that the AI performs this way often enough to keep me on my toes provides that much needed challenge.


  • Here's a situation: Alpha Deathclaw takes 12 shotgun shells to the face, falls below 50% then runs off to hide. You follow, and just as you round the corner, BAM there he is right there in your face, and terrifyingly closer than you had originally thought. Same goes for environmental exploits used to keep pesky enemies at bay. They will run off, far away often times, and try to find another route of attack.


  • Did that Raider just shoot a car behind be to cause an explosion? I couldnt even pay attention to the potential bomb i'm using for cover with all the bullets flying over my head. Urrg I just lost 15 minutes of playtime but it is a smart move for the AI, and keeps me aware of my environment.


  • Enemies will run off, hide behind the next wave of enemies, and heal themselves when at 25%-30% health. Enemies in other games often do this, though not with the frequency as I have observed in FO4. In other games, the 'flight' mechanisms or the 'heal' mechanisms are either reserved for certain important enemies or used only by high level enemies, respectively. In FO4, almost all forms of enemy save for the 'rush' enemies will apply this tactic.


  • I have heard male Raiders yell "You killed her!" after I've mowed down a female counterpart in a Jet fueled slaughter spree. Its a small touch, but life is made up of the little things.

So there you have it, a few of the more notable observations of why I appreciate the AI in this game. I am sure there are a few pointers I missed, which will be addressed later when I encounter them. For anyone else, please feel free to add the positive things you've noticed with the AI. This game is not perfect, but since we all love it, lets focus on the good qualities this title possesses.

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!beef
 
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Post » Mon Jan 18, 2016 7:05 am

I like how the enemies will fire in my general direction even if they can't see me.

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Marine Arrègle
 
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Post » Mon Jan 18, 2016 4:16 am

I have observed much of the same as you have and I too love the AI and think it is the best yet in a Beth game.



One thing to point out though about the NPC pathing. Nothing to do with AI and everything to do with Skyrim not have real time collision updating. Previously if you wanted to add a new static object to the world you would have to reload the cell for the collision to update and no update at all was possible for the navmeshes. Now they both update in realtime and this a marvelous addition to the game engine. Not only does it allow your NPC to navigate structures you just built but it also allows static locomotion like the cable cars and elevators. This also means that vehicle mods like boating, wagons, airships will be 100x times easier than ever before.

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Joanne
 
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Post » Mon Jan 18, 2016 2:22 am

I love that it does more random stuff, too. I'll see my companions or random NPCs picking up and using weapons they find in containers or corpses. And I really love that all of the different enemy types will start fighting with each other. That creates a ton of neat little encounters, and I can use it strategically to get the fight away from me. Nothing like misdirection the Super Mutant pack at Malden to get into a fight with the synths and have the Suicider jump in and kill all of them.

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Adriana Lenzo
 
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Post » Mon Jan 18, 2016 6:42 am

Actually companions cannot make their way out of structures you create in workshop, Piper would always get stuck in the large wooden shack I constructed, I'd have to fast travel somewhere else to actually get her to follow me

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REVLUTIN
 
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Post » Mon Jan 18, 2016 1:34 am

I just had a great firefight with some Raiders in some partially collapsed buildings at night with a bonfire in the middle... It was so cool and there were bullets flying everywhere... They were hiding behind objects randomly firing in my general direction and I was doing the same... It's easy to say what is wrong as it's generally cool to piss and moan but this fight was so immersive and it was because of the AI...

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Curveballs On Phoenix
 
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Post » Sun Jan 17, 2016 8:53 pm

SuaveCrouton - that is probably because you need to add a step from the doorway to the ground outside - the little wooden two step one.



Here is a test... Place a square of four wooden shack foundations low on the ground. Place a large wooden floor down in the middle of that. Put three walls and a doorway on the edges of that wooden floor and add a door. Notice how there is a small lip at the edge of the doorway? Companions can't cross that reliably. Go inside and crouch and Piper will probably get stuck at the side of the door.



Now remove the walls and door. Move the single wooden floor right to the edge of the foundations you placed. Replace the three walls and the doorway. Now add the small wooden step pair to the edge of the doorway. It should snap and will hopefully reach the ground too (lower the foundations if it doesn't then lift and replace the step). Now Piper (and any Settler) should be freely able to cross that threshold.



TL;DR Make sure there is a small step placed from every door down to the ground.

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Ysabelle
 
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Post » Sun Jan 17, 2016 6:22 pm

Enemy AI is good......... Companion AI.....not so much.



They're always in your line of fire (especially when sneaking) and often have difficulty walking around an obsticle like a car. If those little quirks could be fixed I'd be very happy.

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Lew.p
 
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Post » Sun Jan 17, 2016 3:53 pm


And your point is?

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lydia nekongo
 
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Post » Sun Jan 17, 2016 9:14 pm

You just quoted his point.

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Jason White
 
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Post » Mon Jan 18, 2016 2:12 am

All this talk about navmeshes is new to me. I am not a programmer nor do i have a programming background, I just understand the way things work. This is an interesting and enlightening fact though. Lol for the purposes of this thread I will relate the collision discrepancies to the AI. Thanks for the knowledge tho ;)




This is awesome. Something I have observed but forgot to mention. This instance was especially beneficial to me once though, when I killed a legendary enemy but forgot to loot his still-warm corpse. When I went to check Pipers inventory later, she had retrieved the Freezing Bolt-Action Pipe Pistol I still use till this day.




Now, now guys. Be nice. Howitt's point was succinct, but i understand what he's saying. Enemy AI is intelligent enough to flank you, which in turn allows you to flank them, because they may continue to fire on your previous location if you manage to slip away unnoticed.

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CHARLODDE
 
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Post » Mon Jan 18, 2016 12:52 am

Agreed, the AI is incredible in FO4, especially when compared to past BGS games. I accidentally dropped my flame-sword while fighting, and a raider scrambled as fast as he could to pick it up. He got it before I could and killed me. Awesome encounters like this happen all the time, too.
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Esther Fernandez
 
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Post » Mon Jan 18, 2016 4:12 am


I should have explained myself better.



They're "firing to suppress", in infantry terms.



In actual combat, small arms mostly keeps people pinned down. Artillery is what does most of the killing.

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Julia Schwalbe
 
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Post » Sun Jan 17, 2016 9:05 pm


They're trying to suppress you? I thought they just svcked at aiming since I just leap over, run full speed to the point the AI derps badly before it realizes my claw is in it's guts and viscera will soon be decking the halls.



@OP: No, the raider didn't shoot the car behind you on purpose, it's called bad aim, the AI is terrible for it in terms of firearms, which is funny, because their grenades are mostly spot-on pin precision. I think you're overestimating the AI and just placed yourself in a very dumb/bad situation in that combat scenario.



-They auto heal themselves no matter where they are in terms of damage. Not once has any bit of raiders thought "Oh I better run, screw this" from my damage, they literally just stand there and inject the stimpak right in front of me, walking left to right in a slow fashion. That's not exactly 'good ai'.

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Dewayne Quattlebaum
 
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Post » Mon Jan 18, 2016 4:04 am

I'm pleased with the AI. Deathclaws don't run in a straight line at you, enemies heal themselves etc. That suppressing fire -thing is a good addition too.





Yeah, Bears and Spiders having a non-aggression pact in Skyrim was a bit weird.

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Nina Mccormick
 
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Post » Sun Jan 17, 2016 11:21 pm


Actually, deathclaws do run straight towards you, it's just when you start firing at them in the distance, their ai has a proccing ability where each projectile hitting it has a chance to make the deathclaw shift left or right. Good on paper, until someone has a fast semi-auto/automatic weapon, then what you get is a hilarious scene of a Deathclaw dancing a jig in front of you, getting caught on objects.

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W E I R D
 
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Post » Mon Jan 18, 2016 1:09 am

Some of you guys cannot be pleased. Somethings in life you cant

change, when it comes to that find something you love about the object and focus on that
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Austin Suggs
 
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Post » Sun Jan 17, 2016 7:43 pm

I like the enemy AI a lot.



The companions on the other hand seem to be really [censored] at times, at least they are more useful this time around, but their AI could be improved a lot. I hate it when you send them to a place to start fighting or diverting the enemy, and they don't really help, they become more of a nuisance during combats than helpful.

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Fluffer
 
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Post » Sun Jan 17, 2016 9:55 pm


You haven't seen them walking into doors or the doorway's wall?



Speaking to random NPCs is not a sign that it's "programmed well". It's just a random event for a random NPC.



Eating and drinking is not a sign that it's "programmed well". It's just an event. Yes, Bethesda paid attention to detail on how they want the NPC to act



Whispering is not a sign that it's "programmed well". It just means that Bethesda paid attention to detail on how they want the NPC to act.



Talking is not a sign that it's "programmed well". It just means that Bethesda paid attention to detail on how they want the NPC to act.



I would appreciate it if the Follower could stop blocking the door, stop running ahead, stop getting stuck at insignificant obstacles, stop being so clueless and not hear something approaching from behind, stop pointing the gun at the wrong direction.




Flanking and taking cover is expected of modern games, yes, it's good.



I'm going to guess the Deathclaw and shooting cars thing is unintentional.



Running away and healing themselves is not a sign that it's "programmed well". It just means that Bethesda paid attention to detail on how they want the NPC to act.



"You killed her" and other comments (I'd rather they leave the ever annoying taunting out because no sane person is going to talk a lot and reveal himself to the enemy) is not a sign that it's programmed well. It just means that Bethesda paid attention to detail on how they want the NPC to act.





I don't ask for much. I only wish that Bethesda:


  1. Make the NPC stop walking into walls, opened doors, etc.

  2. Make the NPC capable of walking around obstacles instead of getting stuck at it while walking into it eternally.

  3. Make the NPC capable of detecting the doorway and walk through it normally.

  4. Improve the pathing.

  5. Make the Follower NPC more alert to surroundings.

  6. Make the NPCs stop relying on teleportation and walk to places normally.

Face it, only Fallout 4 have these issues. Other games don't, if they do, it's not so glaringly obvious.

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Robyn Lena
 
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Post » Sun Jan 17, 2016 5:58 pm


Literally all of these complaints are about pathfinding. And most games either have pathfinding that people complain about (because pathfinding will always svck), or NPCs with a really limited range of motions in really limited spaces.

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Jamie Lee
 
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Post » Mon Jan 18, 2016 4:03 am

There is no "A.I." in this game or any other. But the "Programmed entities" are very good! :P



Not perfect but good. The proportion of times it behaves insensibly or just gets stuck seems quite a bit smaller than in past/other games.

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clelia vega
 
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Post » Sun Jan 17, 2016 3:51 pm


1. They only do this sometimes. You seem to want them to NEVER do it. Have you programmed enough to know if that is even possible with current technology? If not that asking for it and expecting it is a bit foolish.



2. Same thing. Can you name a single game on the market right now where your expectation is met in this regard, i.e., they NEVER get stuck behind an obstacles.



3. Again, same thing. Is what you expect actually reasonable? Or it is still 50 years away in terms of both the software and hardware?



4. Seems to be a more generic way to say what you already said in points 1 through 3, no?



5. Right, so they can be like an "auto-win" feature? Not saying it wouldn't be nice if they were a bit more "alert," and it might even be fairly easy to make them so, but just recognize that would be a double-edged sword. If you make them "too alert" it might produce various imbalances in game play, and make having a companion an "auto-win" button of sorts.



6. I think the expectation here, might (as with 1 through 4 if not 1 through 5) be unrealistically high, moreover, AI that can "find their way" to you would depend on the perfection you asked for in 1 through 5, so this is really kind of an "emergent" trait. Can you name a title that has this feature at present?



You probably think you want them to "not teleport" and instead "find their way normally" because it would be more realistic, but I have to wonder, have you ever become separated from others out in the wilderness? Me and 3 other people once spent nearly 3 hours looking for this one punk who didn't want to stick with the team while we were "ridgewalking" in New York state (a term cavers use to refer to systematically searching the landscape for signs of unknown cave entrances). If you get ahead of your companion, and assuming you do not have a radio or other means to communicate with them by remote, they might NEVER make their way back to you (in reality) else have no choice but to go back to where they last saw you and wait, or go to one of your known haunts and wait. That would be the most realistic: run ahead of your companion and they either just stop and wait for you to come back, or (perhaps some randomicity) they decide to head back "home." I agree that, if they are still in voice shot, then finding their way to you is realistic, but they do not teleport in these instances anyway do they? The teleportation feature is there basically so that players do not have to "baby sit" the companion and it models (inmperfectly and indirectly) the capacity of the follower to keep up with the SS even when they go sprinting off at top speed, else they go dodging through a complex series of obstacles.

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Marnesia Steele
 
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Post » Mon Jan 18, 2016 1:38 am

The virtual intelligence (I prefer that term since it is not true A.I.) has been improved compared to past BGS titles, but they definately (as others have stated) still have many awareness and pathfinding issues. Admittedly, I may have some bias on V.I. given how many tactical squad shooters I have played over the years (i.e. Tom Clancy's Ghost Recon Advanced Warfighter 2). These games rely on good V.I., whereas Bethesda's games games rely on their freeform open world gameplay.

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Ross
 
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Post » Sun Jan 17, 2016 10:37 pm






Yes, I know that they're about pathfinding. It was intentional to emphasize how utterly crappy it is.



When I played my first and only COD (Modern Warfare) game, the NPCs move perfectly without anyone running into walls and such. Same goes for MOH. Same goes for First to Fight. Same goes for Deus Ex: Human Revolution. Same goes for Thief. Same goes for MGSV. Same goes Hitman:Absolution. Same goes for Dishonoured (yes, i know, it's Bethesda). Hell, even that piece of junk Bioshock Infinite. Bethesda has the dumbest NPCs ever, and it's 2015 (almost 2016), and they have had plenty of time to fix the issues. We're not talking about indie small startups or one-man-shows, so this level of crap is unacceptable. Especially for a SINGLE PLAYER GAME.



@ Anthropoid



Without revealing anything about myself, I will say that I have traveled in the wilderness in a group. It is always good to let everyone know where the group is going, where's the fallback, etc. The teleportation is simply an excuse for getting stuck somewhere, not getting into the elevator (or that window cleaning platform thing) properly, etc. In any case, the companions do not behave like that fellow in your case, and truly are trying their damnedest to follow the player. They just svck at following because the AI is crap.



It would be nice to tell the companion where to go, and I really dislike the fact that they do not have a communications set to command them remotely.



The teleportation feature is there because it is the shortcut to overcome all the flaws of the AI. As for the keeping up with the player because the player can run faster than the NPC, fine. But what I was not talking about that.

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willow
 
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Post » Mon Jan 18, 2016 2:51 am

Ah yes, set-piece scenario shooters. I am guessing we are talking about a very different sort of "A.I" (I cringe every time I use that word to refer to these patterns we observe in game, but for lack of a better term . . .)



Some years ago, I learned that the developers and modders who work on the game http://www.the-strategist.net/RD/toaw-links.php made a distinction between their "AI" and that of other games. They called it "Programmed Opponent." The reason they did this has to do with the nature of the games, and the nature of the nonhuman "opponent."



TOAWIII models historical famous battles and/or campaigns using a hex map and "chits" that represent various military units. The AI is shockingly good in many of the scenarios and can be real challenge and source of surprises until you become familiar with a scenario. The reason is that everything the AI does, every single action and conditional action or response, is scripted. If one were to take the "PO" from a scenario like "Operation Barbarossa" and plug it into a scenario like "The Next War 1979: Tension" . . . despite the fact the maps are quite similar it just would not work. The computer opponent is completely dependent on the exact setup of the scenario. If it looks for other units, or landmarks or events that are not specific to the scenario it just will not work. This AI has zero flexibility or generalizability across scenarios. The templates for providing each unit with instructions are the same of course, but you do not even have to use all of them for any given unit; a units scripts could be as simple as: STAY where you are in "dug in" mode and do not retreat until you are at >= 50% casualties.



Because the framework of the game is abstract, the AI comes across as very "intelligent" when it fact it is not the "AI" that is intelligent at all. It was the scenario designer who had an exquisite understanding of the map, the objectives and all possible "patterns" the "chess piece" could take on the map and wrote instructions for all the AI and events accordingly.



Writing this type of code for the entities in an open-world like Skyrim or FO4 would be virtually impossible I suspect, and I am guessing that the differences being observed for games like COD (Modern Warfare), as well as "MOH . . . Deus Ex: Human Revolution . . Thief . . . MGSV . . . Hitman:Absolution. . . [and] Dishonoured" relate to the very same sort of distinction.



When a scenario takes place in a relatively small map with only a handful of NPCs and some very well-defined objectives, and is not truly "open-world" it must be much easier to write the code that results in apparently intelligent behavior. That is my guess based on the little bit of modding I did for Arma 2: the AI in the games you mention are only "smart" because, like the PO in TOAWIII they have been given a very detailed set of instructions and conditional actions/reactions by the guys who wrote them.

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Tom Flanagan
 
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