Author Topic: AI sophistication?

Dark_Ansem

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#731 November 07, 2018, Wednesday, 02:49 pm
Can we expect to be able to edit the AI in a relatively user-friendly way? Since the game is turn-based, I'm definitely thinking of Final Fantasy, classic ones.
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Nanashi

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#924 November 18, 2018, Sunday, 10:05 pm
I remember how, to make enemies wake up allies hit by Sleep, Co8 had to hand script bandits in certain fights to do it. Otherwise the AI was hard coded and they couldn't touch it.

On that note, I hope to see various "personality" options for NPCs in combat and not all enemies (even enemies of the same build) having the same flowchart.  Cowards who flee when damaged, spellswords who cast certain buffs before entering a fight ect.

HobGoblin42

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#1257 January 26, 2019, Saturday, 01:45 pm
Our AI system uses the technique of simulating and valuating a character's turn in advance (actually hundreds of them).
The character will therefore always try find the best possible combination of movement and using action/spells in one round.

If you want some AI spellcasters to use the spell 'Sleep', just unlock that spell in their character template and the AI will try to make use of it.

Dark_Ansem

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#1258 January 26, 2019, Saturday, 01:48 pm
Our AI system uses the technique of simulating and valuating a character's turn in advance (actually hundreds of them).
The character will therefore always try find the best possible combination of movement and using action/spells in one round.

If you want some AI spellcasters to use the spell 'Sleep', just unlock that spell in their character template and the AI will try to make use of it.

So it is not possible to, say, code it to make it more reactive in a way?
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HobGoblin42

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#1261 January 26, 2019, Saturday, 02:18 pm
So it is not possible to, say, code it to make it more reactive in a way?
Reactive to which criterias?

You can change some of the AI template parameters dynamically, we have parameters like  HarmAllies, HarmSelf, KnowFriendFromFoe, KillerInstinct, AttackDying, KeepRangedDistance, TargetChoice, etc.

Dark_Ansem

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#1262 January 26, 2019, Saturday, 02:26 pm
So it is not possible to, say, code it to make it more reactive in a way?
Reactive to which criterias?

You can change some of the AI template parameters dynamically, we have parameters like  HarmAllies, HarmSelf, KnowFriendFromFoe, KillerInstinct, AttackDying, KeepRangedDistance, TargetChoice, etc.

Something like: enemy can cast spells, use silence
Or: enemy uses fire magic, counter with cold
Or depending on target race, class etc
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HobGoblin42

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#1265 January 26, 2019, Saturday, 03:10 pm
So it is not possible to, say, code it to make it more reactive in a way?
Reactive to which criterias?

Something like: enemy can cast spells, use silence
Or: enemy uses fire magic, counter with cold
Or depending on target race, class etc

Since we simulate the outcome of spells by AI casters, it automatically takes weaknesses and immunities of their targets into account and adjust the evaluation scores accordingly.

Dark_Ansem

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#1297 January 30, 2019, Wednesday, 09:19 pm
But is it still possible to assign specific behaviour patterns?
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Endarire

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#1346 February 06, 2019, Wednesday, 08:56 am
Knights of the Chalice 2 has a similar AI, at least in theory, with details here.

HobGoblin42

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#1349 February 07, 2019, Thursday, 02:27 am
But is it still possible to assign specific behaviour patterns?
There are different parameter you can use to create more individual patterns. Also, we plan to externalize some part of the AI decision process into scripts. With those "hooks", you'll be able to customize certain (boss) enemies.

Dark_Ansem

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#1351 February 07, 2019, Thursday, 09:25 pm
But is it still possible to assign specific behaviour patterns?
There are different parameter you can use to create more individual patterns. Also, we plan to externalize some part of the AI decision process into scripts. With those "hooks", you'll be able to customize certain (boss) enemies.

Thanks.  sounds reasonable!
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