Thinking about AI

Post » Sat May 28, 2011 6:58 pm

Lately I had some thoughts about the AI in TES, espacially in Morrowind and Oblivion.

Both were ok at the time of the game releases but what I'd like to see is some more dynamic movement of NPCs. I know the new Radiant AI system will take a leap forward when it comes to the point how town citizens will spend their daytime. But that is not all.

When thinking of bandits and marauders in Oblivion they only appeared in fixed places and were doing nothing until the PC arrived. That might be a point to improve by make bandits either join together in bigger groups and go on a raid. Or they could fight each other. Mabye there is also a way that we see specific groups of bandits, e.g one that consist of thieves (and is maybe a threat to the thieves guild) or another where only orcs or females allowed in? There are multiple possibilities to creaty a more dynamic environment.

What do you think about this?
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marie breen
 
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Post » Sat May 28, 2011 9:23 pm

What do you think about this?


I think Bethesda is way ahead of you.
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Maya Maya
 
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Post » Sat May 28, 2011 5:23 pm

Absolutely, I hope you can see the bandits doing more than just standing around. If I manage to get near a camp without being detected, I'd like to see bandits eating, drinking, sitting around a campfire, maintaining their weapons... anything to give them a little more life.

And I like your idea of specific groups. It'd be great to see some marauding orcs from Hammerfell in the western regions, or Dunmer warbands in the east.
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Paula Rose
 
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Post » Sat May 28, 2011 6:07 pm

What you describe seems to have less to do with the AI and more with scripted events or how groups/factions are designed. I'd definately want to see more AI threads though, personaly I think it will be one of the things that will make this a great game or a missed opportunity.
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Sebrina Johnstone
 
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Post » Sat May 28, 2011 6:01 pm

I think Bethesda is way ahead of you.


Well, we will see if this is true. But to be honest, I doubt it.

For the topic of bandits I would like that they appear also at random places. As mentioned before, in Oblivion all bandits just occored in fixed places. You had them at ruins, small camps and on the open road. While gathering around camps and ruins is ok it would be good if some of them would move. But not only from A to B and back, they should also try to explore ruins, overtake other camps, go for hunting or raid civilians places like farms or rob some careless and underprotected traveler.

Also it would be good if the AI of the NPCs would decide when it is better not to go into a fight and to yield or run away when they are outnumbered by enemies. This would also be good if a bandit gets "accidently" in you way and notices his/her error and gives up fighting so you don't have to kill him/her and can take the money from the bandit.
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Vincent Joe
 
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Post » Sat May 28, 2011 5:40 am

I would like it if the AI reacted better to you killing them off. Like bandits in a lair would have patroling guards that would pass each other so often, if one didn't see the other, he'd kinda wait for a bit, then go looking around his patrol, calling out. If he can't find him/finds a corpse he'll go running for the leader. To alert everywhere and put them into "guard mode"
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sam westover
 
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Post » Sat May 28, 2011 7:52 pm

I would like it if the AI reacted better to you killing them off. Like bandits in a lair would have patroling guards that would pass each other so often, if one didn't see the other, he'd kinda wait for a bit, then go looking around his patrol, calling out. If he can't find him/finds a corpse he'll go running for the leader. To alert everywhere and put them into "guard mode"


And if you expand that topic it could also be possible to see a group of bandits with astrong leader and some unhappy members of the group who are trying to take over. Especially when there will be ships and pirates in Skyrim, too this could be kinda fun.
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asako
 
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Post » Sat May 28, 2011 7:19 am

The game AI has nothing to do with this.

Game AI has to do with the degree of awareness of an NPC/monster, and how it interacts with the world.

It's about simulating senses (line of sight, rumors...) and how to balance it with the knowledge of an NPC.
And basically how much you can let NPC's do to interact with each other and the player without the need of scripting.
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Marcin Tomkow
 
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