What Makes Good AI?
Video Statistics and Information
Channel: Game Maker's Toolkit
Views: 2,408,969
Rating: 4.9586115 out of 5
Keywords: game maker's toolkit, ai, artificial intelligence, video games, alien isolation, shadow of mordor
Id: 9bbhJi0NBkk
Channel Id: undefined
Length: 15min 42sec (942 seconds)
Published: Wed May 31 2017
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I still remember the first time I saw enemies fight each other in Quake. Just like Mark's example with Rainworld, it convinced young me that there was more to them than just that they wanted to kill me.
I think one of the better examples of AI in gaming is the Monsters in Monster Hunter. They have several "tells" before each attack, but they drop to only one "tell" when enraged. The monsters are predictable but ferocious. Some can summon a bigger monster to disrupt the battle-field but the summoner-monster is not in control of the other, which means sometimes the summoned monster will kill their summoner.
A good link I like referring to in discussions of AI is this piece by the "Ask a Game Dev" on Tumblr. It covers much of the same ideas presented in this video. But the video doesn't cover the main issue. Squad based AI often feels unfair to the player. If the AI doesn't tell the player it is suspicious, the player gets caught unaware, and that feels bad for most players. The casual player would be upset with the game and move on to another shooter.
Realistically, a trained enemy would whisper to their allies instead of yell, but because players don't like dying without a fighting chance, they find it unfun. I recall a scene in the Narnia book "The Last Battle". In it, one of the characters is giving instructions to the other two as they approach an enemy camp. The book specifically calls out the girl's speech patterns. She uses "thee" instead of "see", basically replacing any "s" sound with a harder "th" sound to muffle the natural whistle that the "s" sound makes. That makes for a good fantasy hero's quirk, but an enemy doing that in a game might sound a bit odd. The player might expect to hear the whispers of an enemy in a game.
Enemy AI should be able to use "knowledge" of the environment to their advantage. In most games, we are the invader, and that should be taken advantage of. If the player is shooting from one angle, perhaps get the high ground by shooting at him from the player-inaccessible roof of another building, but at a location that is still reachable by the player's bullets. An enemy might be more aware of ventilation and all wear gas masks, filling rooms with Carbon Monoxide or Mustard Gas while still having breathable air. Ways around this for the player would be ways to mitigate the worst of the gas by providing ways to block the vents.
When players say they want "Smarter AI" or "More intelligent AI", they generally don't mean it. What they want is "engaging AI". That difference can mean a lot in a game. And that challenge will have to be figured out by professionals, I think, since this random redittor isn't going solve the issues any time soon.
I was literally going over this in my head the past few days. Someone on /r/games made a comment about how MGS5 had "crappy AI" and I couldn't figure out why. I personally thought the AI in that game was amazing and some of the best I'd ever come across, so I ended up asking myself that specific question "What makes for good AI?"
I'm glad Mark went over this because until he addressed certain things I would have assumed that good AI is just NPCs who act like a real person would. It turns out that it's much more complex than that as most things are. Good AI is a much more subjective concept than people treat it.
The short and brief section about Stalker's Artificial Life is really something I'd like to see more developers try and tackle. The fact that the world is changing at a slow and reasonable rate with each AI having their own goals is mind blowing.
Passing by a friendly squad out in harsh territory because your mission objective is 3 maps down, then revisiting that same area hours later to find out that only 1 of them survived a Bandit attack felt exciting and real.
I think presentation is a big thing as well, I hope he discuss that in the future episode on AI for Stealth games.
To me, one of the best example of great visual presentation of AI awareness is from Mark of the Ninja.
It has one of the best AI, not necessary because it's complicate or realistic, in fact it's rather simple. It's because the game show me everything I need to know, even before I make a single decision.
For example, just by aiming my Kunai at a gong, the game already showcase the effect radius for my action, which let me know exactly which guard in that area would be alert by taking said action. That level of transparency in terms of AI information I have not seen anywhere else to this day.
Even in immersive sim titles like Deus Ex and Dishonored which succeed in creating these incredible emergent gamplay fail to disclose this level of information. For example, before I throw a glass in Dishonored, I can't even tell the radius of the effect, how many guards would hear it, whether the glass would break at all, or even the trajectory of the throw.
In order to experiment, I would have to utilize the save feature, which isn't the worse thing, but an option that can be opt into would be nice.
Dishonored especially already has outsider ability like Dark Vision, which disclose a lot of information like highlighting enemies' location and footsteps; why not disclose what you can do to affect said enemies.
Great video — and I love Mark's breakdowns — that focuses on the gameplay effect of AI, rather than simply how to make it more "accurate." That being said, I wish he included an analysis of Dwarf Fortress, perhaps the most ambitious AI tech ever developed.
I think it's funny when people here say games need better AI, when the truth is that we've had the capability to use "better" AI in games for many, many years now. However, most players don't enjoy playing against actually smart AI, since they will do the same shit players do and just find ways to cheese you.
There was a video I recall for Half Life 2, which showed how AI would work and wow, I mean back then it looked amazing.
Sadly the game just didn't work that way and AI didn't do what was shown in the video.
Managed to find the video though.
But yeah, Combine soldiers trying to get through a door you barricaded and cant, so go to the windows to shoot in.
Pretty sure that never happened in the game.
Good AI in my opinion would do that type of thing. Block of their path? They'll try and go round or get in another way.
I'm really surprised he didn't mention Enslaved when talking about good friendly AI. That game also had a female companion to escort but unlike The Last Of Us or Bioshock Infinite they didn't lazily make her invincible and call it a day.
Trip was vulnerable but not a liability because she actively helps the player. She can perform recon, distract enemies and heal the player. When she gets caught by a robot she uses a last ditch EMP to knock them out momentarily.
All of this did a great job of characterizing her not only through cutscenes but also gameplay as well. I cared more about Trip then I ever did for Ellie because the gameplay taught me she was an invincible goddess instead of a vulnerable child.