The Low-Tech AI of Elden Ring

(nega.tv)

36 points | by g0xA52A2A 5 hours ago ago

15 comments

  • drunken_thor 2 hours ago

    This is behaviour trees. What you’re describing is behaviour trees. Edit: I see later you say it isn’t a behaviour tree but this is how a lot of BTs are implemented. They don’t always loop from the root. A lot of the time according to state the root is redefined off of a branch and that sub tree is looped until going further down the tree or even into a different tree. Much like the stack you are describing.

    • AndrewDucker 26 minutes ago

      The article has been updated in response to this post.

      (See the end)

  • cgh an hour ago

    Perhaps this explains why Fromsoft npc quests are easily the most inscrutable in all of gaming. Like, okay Hyetta, have another “grape”, aka eyeball, oh now you’ve moved to the bridge in Liurnia, cool. I’ve exhausted your dialogue but you’re stuck. Oh I have to reload the area and exhaust it again to advance your quest. Okay, cool. Now you’re in a random church and you want a “fingerprint grape”. What?

    It’s all part of the Fromsoft experience but man, who writes these things?

    • vector_spaces 3 minutes ago

      RE who writes these things: I know you're probably referring to code here but on the actual dialogue side, there was a charming interview recently with the person responsible for translating Miyazaki's vision into English. He apparently did all of the writing (dialogue, item descriptions, UI text) for Dark Souls, and split the work with just one other person for all the later games including Elden Ring.

      https://youtu.be/vIbKALhzHVc?si=WRAQs77WG2QwVkt5

    • bee_rider 8 minutes ago

      This post seems to be mostly (although not entirely) concerned with the combat AI. The plot based NPC interactions don’t seem to be very dynamic at all, mostly just a graph with a lot of dead-ends, haha.

    • tancop 11 minutes ago

      thats game design not something engine related. its been like this since before demons souls, i think it started out way back with the first kings field. its just the way fromsoft do things. everyone knows what to expect from them.

      • mostlysimilar 7 minutes ago

        Just to underline your point, Sekiro's NPCs behave in a much more obvious and linear way relative to From's other games, so it's clearly a game design decision and not a technical one.

  • raincole 41 minutes ago

    As a game dev, the fact "AI" as a keyword became totally unusable is quite annoying.

  • tokai 2 hours ago

    Low tech AI? Its sounds like standard game AI. I would really like to hear what the author would deem high tech game AI.

    • evanjrowley an hour ago

      I know very little about AI and game mechanics, but knowing how early Fromsoft games were (e.g., Kingsfield), a basic AI in Elden Ring is very unsurprising. That's not necessarily a bad thing!

      My vote for "high tech game AI" would probably be this old mod for Fallout 4:

      >PANPC (Pack Attack NPC Edition) is a unique scripted AI management system for Fallout 4. Rather than treating each enemy as an individual proximity-based reaction agent (basically, a mine with a gun), this system generates social feedback between NPCs belonging to the same or allied factions.

      >Enemies factor the overhaul health and success of their “team” into their tactical decisions, adjusting their strategies based on their social and threat awareness. As a result, they will switch between ranged, melee, defensive, and offensive tactics based on their perceptions of team advantage and individual risk.

      https://fallout.wiki/wiki/Mod:PANPC_(Pack_Attack:_NPC_Editio...

    • gchamonlive 29 minutes ago

      F.E.A.R. 2 has the best AI that I can think of. Wonder if it counts as high tech or they just squeezed a lot of juice out of basic techniques

      • stuxnet79 5 minutes ago

        F.E.A.R 2 was released on the PS3 and Xbox 360, both of which have laughably low specs by modern standards. When you have to create dynamic experiences out of a potato you are forced to get creative and that involves squeezing a lot of juice out of basic techniques.

        Transformer based AI had to wait until the world's compute capacity reached a certain level to become feasible.

      • collinmcnulty 5 minutes ago

        You’re in luck, they made a great paper on this!

        https://www.gamedevs.org/uploads/three-states-plan-ai-of-fea...

    • viccis an hour ago

      My favorite high tech AI was Crysis. Might have been an update after it was originally released. The enemies will aggressively attack but then get quiet after you've taken cover. Eventually you'll realize some of them are flanking you while others keep suppressing fire on you to stop you from moving. You can hear them yelling to one another. Very cool touches.

      • tmtvl 37 minutes ago

        That reminds me of First Encounter Assault Recon, where the AI had fairly simple rules, which worked well with the level design to make the enemies seem intelligent, especially as Monolith added chatter to make them seem even smarter. And then one of the expansions had a bunch of open areas and the AI didn't handle those well so the trick didn't work.