My observations on why the AI is good.

Post » Mon Jan 18, 2016 6:58 am


Due to code reuse, if (very big if) Bethesda FINALLY fix it, it would ensure that no future games will have this problem. Hell, if the code is compatible with earlier games, they can even patch them all up. Money spent on making a product better is well spent. A lot better than spending man hours on vetting every version of every console mod.



I imagine that giving every NPC and the player char a mass would do the trick in the cat scenario, if object mass is less than colliding object mass by (lets say) >50kg, then object flies away like it was kicked away when run into. Else if object mass is less than colliding object mass by >10kg, the object would be pushed away on impact when run into.



Then we can kick the cats and see them fly in game. And children. lol... Sounds screwed up, but that's Fallout and it's more realistic and better than watching NPC get stuck due to insignificant obstacles. And why not the stupid dog, molerats, radroaches, etc? Some idiot molerat think that it got you by appearing behind you? Give it a good kick and watch it fly.



As in all things IT, things can be made more complex/difficult, or easy.



The easy way to solve the farming issue that you pointed out could be to create a farmland first, and making the farmland large enough so that no one tends to crops through walls. Or make the crops plantable only if it's a distance away from any walls/boulders.



The difficult way to solve it would involve detecting walls, knowing that it's on the wrong side of the wall, etc.



After seeing Bethesda's works, I think that in the unlikely event that they fix all these nonsense, they'd take the easy way out and not solve the real issue.



If such nonsense is observable, then Bethesda has failed miserably to create a good AI for the NPCs. The lack of observation does not indicate the lack of such events. As I have said, no modern games have this nonsense, only Bethesda. And those games are not Single-Player only games. Look at your GPS application on your phone or Google maps. They don't get you to drive through buildings, do they? It is doable and has been done many times.

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Arnold Wet
 
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Post » Mon Jan 18, 2016 6:50 am

I don't know why Bethesda has this history of seemingly not bothering with obviously bugged stuff. I wish they would break with that history; there are things in FO4 that are clearly 'bugged' even though very few of them are game-breaking. But if they don't fix them, I cannot blame them and I'm not going to throw a tantrum.



I'll even just put it nicely: Hey Bethesda, this time around, could you guys make an effort to address some of the myriad 'bugs' (no not 'game-breaking bugs, but bugs nonetheless) in a free patch or two? Last time you left what the Unofficial Skyrim Patch guys claimed was a very long list of typos, mistakes, and bugs that they fixed for the community. Would be really cool if you guys made an effort to do that this time around!

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Lawrence Armijo
 
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Post » Sun Jan 17, 2016 8:14 pm


he's right... there are hardly many games that have a better enemy KI



F.E.A.R. might be a rare case, but it's also a game that is completely a 'shooter' and also a linear one.


Having something that is even close to that level in an open world game is amazing...



other shooters like Far Cry, Metro, Stalker aren't even on that level, which is impressive, as they're also all 'shooters' unlike Fallout

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Tania Bunic
 
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Post » Mon Jan 18, 2016 1:44 am



Uh, no it's not, unless you can actually list the facts on how it's better, you're stating an empty claim.
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Dewayne Quattlebaum
 
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Post » Sun Jan 17, 2016 8:51 pm

I dont think a lot of what you listed is actual AI. More simple triggers, the game knows two objects with certain values are near each other and meets the requirements, a dice roll is probably thrown in, and so the event is triggered, hence the conversation between companions and others. Thats not AI (then again nothing in video games is true AI). I think video game AI tends to be more representative of Path Finding and adaptive behaviours.


It definately has better AI than FO3 and NV, and even Skyrim, but its still not great... It does not adapt, it does not approach situations smartly, and it still likes to hang out in door ways to keep you trapped.



EDIT: Its sort of the same as when MGS5 tried to act like it had good AI (granted better than FO4). Wearing a helmet is not a function of AI, or at least I doubt it is, its more along the lines of the game taking note of your kill statistics, if the game notices a certain percentage is headshots the game will trigger helmets for soldiers...


I am not a dev, so I could be very wrong, but I have read several articles in AI programming for games, and think I am at least slightly informed.



EDIT 2: As I understand it, the function in F.E.A.R was literally tagging objects that the AI could use, I dont think it had anything to do with being linear... Here is a link:


http://aigamedev.com/open/article/fear-sdk/


Of course there is always the possibility that an open-world environment could overload the programme with too much data and cause crashes whenever an extra chair is in the room.

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hannah sillery
 
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Post » Sun Jan 17, 2016 4:40 pm

About Fleeing



If the AI fled it wouldn't get far from home when it got attacked by ghouls, mutants, and other factions.



AI of gaming is just a matter of tricking the player into actually believing in AI.



There is no intelligence.

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lolli
 
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Post » Sun Jan 17, 2016 4:45 pm

Yeah, I LOVE the enemy AI in this game. The amount of times super mutants have killed me by laying down a ton of fire to pin me into alleyways and then hurling a grenade or a Molotov into the trap is fantastic. It's tremendous. Very few enemies feel like total nonthreats now, and it's wonderful.

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Flesh Tunnel
 
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Post » Sun Jan 17, 2016 10:21 pm


The truth is, you trapped yourself. They're just programmed to keep shooting and spam grenades.

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!beef
 
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Post » Mon Jan 18, 2016 6:09 am


Uh no, that's not it. I feel I overestimated a few things as AI -which is more VI than anything- but we use AI to describe intelligence in videogames and so I wanted to make the thread relatable.


And like I admitted, all this talk about pathfinding is new to me and a lot of what I attributed to AI is actually pathfinding or mesh collision or wtf ever its called. I've just seen some many people complain about whats wrong with the AI in this game that I wanted to call attention to the good points.

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Kelli Wolfe
 
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Post » Mon Jan 18, 2016 3:17 am

1. I have noticed the wall running problem, I just mean to say what I enjoy about the game, not what is annoying. But for me, on PS4 after purchasing the game sever weeks after release and within enough time for the developers to patch the bugs, I have noticed this less than many other games and that even when they do block doorways, they promptly get out of the way for me to exit the room within seconds.



2. This is what I mean. I notice the problems but I also realize that not everything will be perfect until probably circa PS6, and that this is a minor problem.


3. Same thing.


4. Same thing. Needs a little work, but essentially your same complaint twice.


5. They are not human. I am comparing this to other games I have played, and in FO4 I have noticed huge improvements.


6. These are all the same complaints, worded differently.



The AI will not be perfect or react as a human enemy would. Thus, their "proccing" will allow them to avoid damage, but overall it is a game and we want to kill the damn thing anyway so thank god they don't do their advancing/ retreating dance for miles.



So yes; I realize what's going on for the most part. No; I do not think everything is peachy in this game and I do see room for improvement. Yes I recognize you're valid claims of what is negative, but I am wishing to focus on the good things here.

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Hot
 
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