Author Topic: Radiant AI  (Read 4153 times)

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Offline Martham112

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Radiant AI
« on: March 06, 2006, 08:17:31 am »
As most of you know Radiant AI is in the upcoming game Oblivion.
For the people who don't know what it is, it is basicly lets the NPCs decide what to do.

But this topic speculates what this could be used for in the future.
Personally I would love to see this in MMOs.

What are your ideas?



Offline TheShark

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Re: Radiant AI
« Reply #1 on: March 06, 2006, 08:30:23 am »
We would need a massive overhaul in computers and internet speed to have radiant AI in MMOs, in my opinion. But I think that would be fantastic. It would make quests a hell of a lot more interesting.

I could see this being utilized in many RPGs. Maybe if Bioware made KotOR 3 they could have this integrated, although they do a pretty good job with NPC personality anyway.

It is defiantly paving the way for a more immersive experience in any genre.

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Offline Lord Janos

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Re: Radiant AI
« Reply #2 on: March 06, 2006, 10:29:32 am »
Wouldn't work for MMOs - could you imagine everyone hunting around for the NPC and then finding out he's dead or something and has to wait for a respawn anywhere?  There are lots of scenarios which wouldn't work for an MMO radiant AI, although i'm sure we'll see it in the future in some shape or form.

Offline MadGiraffe

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Re: Radiant AI
« Reply #3 on: March 06, 2006, 10:36:23 am »
Radiant A.I.

Oblivion boasts a new artificial intelligence system, fully developed in house by Bethesda, codenamed 'Radiant AI'. It is a major source of excitement for many of the fans of the series as it aims to counter what was believed to be one of the major flaws of the previous installment (The Elder Scrolls III: Morrowind): the lack of 'life' of the NPCs in the game. Radiant AI gives every NPC a set of 'needs' (such as hunger) that they will need to fulfill, thus creating a more lifelike world.

Radiant AI works by giving NPCs a list of goals. Nothing else is scripted. They must decide how to achieve these goals by themselves based on their individual statistics. A hungry NPC might compare his current gold against his moral values to decide whether he will walk to a store and purchase food, or just steal it; a skilled archer can choose to hunt his own deer.

This has required massive testing, but has even greater long-term flexibility for future NPC AI.

The following are examples of unexpected behavior discovered during early testing:

   1. One character was given a rake and the goal "rake leaves"; another was given a broom and the goal "sweep paths," and this worked smoothly. Then they swapped the items, so that the raker was given a broom and the sweeper was given the rake. In the end, one of them killed the other so he could get the proper item.
   2. Another test had an on-duty NPC guard become hungry. The guard went into the forest to hunt for food. The other guards also left to arrest the truant guard, leaving the town unprotected. The villager NPCs then looted all of the shops, due to the lack of law enforcement.
   3. In another test a minotaur was given a task of protecting a unicorn (there is only one unicorn in the game). However, the minotaur repeatedly tried to kill the unicorn because he was set to be an aggressive creature.
   4. In one Dark Brotherhood quest, the player can meet up with a shady merchant who sells skooma, an in-game drug. During testing, the NPC would be dead when the player got to him. The reason was that NPCs from the local skooma den were trying to get their fix, didn't have any skooma, and were killing the merchant to get it.
   5. While testing to confirm that the physics models for a magical item known as the "Skull of Corruption," which creates an evil copy of the character/monster it is used on, were working properly, a tester dropped the item on the ground. An NPC immediately picked it up and used it on the player character, creating a copy of him that proceeded to kill every NPC in sight.

Bethesda has been hard at work to fix these issues, balancing an NPC's needs against his penchant for destruction so that the game world still functions in a usable fashion.

For quick reference.


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Offline TheShark

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Re: Radiant AI
« Reply #4 on: March 06, 2006, 10:46:07 am »
Since I heard Pete say that the NPCs were out of control with the AI, I've wanted so badly to hear some things that happened. That was awesome, and I only hope there will be mods that give NPCs back some of these so we can watch the mayhem every once and a while. Like GTA with the riot code.

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Offline Krakow Sam

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Re: Radiant AI
« Reply #5 on: March 06, 2006, 10:59:25 am »
Radiant A.I.

Oblivion boasts a new artificial intelligence system, fully developed in house by Bethesda, codenamed 'Radiant AI'. It is a major source of excitement for many of the fans of the series as it aims to counter what was believed to be one of the major flaws of the previous installment (The Elder Scrolls III: Morrowind): the lack of 'life' of the NPCs in the game. Radiant AI gives every NPC a set of 'needs' (such as hunger) that they will need to fulfill, thus creating a more lifelike world.

Radiant AI works by giving NPCs a list of goals. Nothing else is scripted. They must decide how to achieve these goals by themselves based on their individual statistics. A hungry NPC might compare his current gold against his moral values to decide whether he will walk to a store and purchase food, or just steal it; a skilled archer can choose to hunt his own deer.

This has required massive testing, but has even greater long-term flexibility for future NPC AI.

The following are examples of unexpected behavior discovered during early testing:

1. One character was given a rake and the goal "rake leaves"; another was given a broom and the goal "sweep paths," and this worked smoothly. Then they swapped the items, so that the raker was given a broom and the sweeper was given the rake. In the end, one of them killed the other so he could get the proper item.
2. Another test had an on-duty NPC guard become hungry. The guard went into the forest to hunt for food. The other guards also left to arrest the truant guard, leaving the town unprotected. The villager NPCs then looted all of the shops, due to the lack of law enforcement.
3. In another test a minotaur was given a task of protecting a unicorn (there is only one unicorn in the game). However, the minotaur repeatedly tried to kill the unicorn because he was set to be an aggressive creature.
4. In one Dark Brotherhood quest, the player can meet up with a shady merchant who sells skooma, an in-game drug. During testing, the NPC would be dead when the player got to him. The reason was that NPCs from the local skooma den were trying to get their fix, didn't have any skooma, and were killing the merchant to get it.
5. While testing to confirm that the physics models for a magical item known as the "Skull of Corruption," which creates an evil copy of the character/monster it is used on, were working properly, a tester dropped the item on the ground. An NPC immediately picked it up and used it on the player character, creating a copy of him that proceeded to kill every NPC in sight.

Bethesda has been hard at work to fix these issues, balancing an NPC's needs against his penchant for destruction so that the game world still functions in a usable fashion.

For quick reference.
Why are they 'fixing' these things? Theyre totally awesome! Thats exactly the sort of thing that would happen in a real world. What they need to do next is to make a fluid quest creation system, where side quests are 'created' by the actions of NPCs with radiant AI.
So:
1. Hunt down and capture the psychotic gardener
2. Try to recover the looted items and/or find the hungry guard and tell him to report back to town
3. Kill the rogue Minotaur
4. Kill the junkies as revenge against the dead dealer (a new NPC can take the dealer's place in time)
5. Get the skull back from the power-mad townsperson

Now thats what I'd call immersion! :D
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Offline MadGiraffe

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Re: Radiant AI
« Reply #6 on: March 06, 2006, 11:02:09 am »
Yeah I agree, that would be very cool. But adding things like that is already sorta 'fixing' it. And they want just to give them more options to consider and choose from to make them more logical and less rampant. Just a tad would do it. Because certainly, you don't want to have an ubepowerful mage kill you just because you've got something he wants do you?


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Offline Krakow Sam

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Re: Radiant AI
« Reply #7 on: March 06, 2006, 11:06:52 am »
True enough. Dont fix by taking things away, fix by putting more stuff in. If the mage offered to buy it I might consider... :)
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Offline Cobra

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Re: Radiant AI
« Reply #8 on: March 06, 2006, 08:29:36 pm »
I think the towns person who made the evil clone would be cool to have in the game although I wodner what would happen if you used to skull to clone the clone? would you have a good clone? either way it be cool have like an army of evil versions of your self destroying the world.

Offline FoxSpirit

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Re: Radiant AI
« Reply #9 on: March 07, 2006, 03:36:41 pm »
The radiant AI truly seems powerfull but unfortunately also very taxing. In some more critical previews I heard that it meant that towns tend to feel a bit empty, if you get my drift.
I discussed it with my local specialist retailer and he said that actually developers had been calling for a dedicated AI processor far longer than a physics one. Maybe this will go some way to get more push for this urging :)
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Offline SumGI

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Re: Radiant AI
« Reply #10 on: March 07, 2006, 03:41:45 pm »
The radiant AI truly seems powerfull but unfortunately also very taxing. In some more critical previews I heard that it meant that towns tend to feel a bit empty, if you get my drift.
I discussed it with my local specialist retailer and he said that actually developers had been calling for a dedicated AI processor far longer than a physics one. Maybe this will go some way to get more push for this urging :)
Yep, that and amazing new graphics processors could make those 1000+ battles in TES finally.  I don't know if it would be a dedicated AI processor or just an awsome CPU. hmm?
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Offline Leetard

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Re: Radiant AI
« Reply #11 on: March 08, 2006, 12:08:17 am »
Yeah some of those things they set to "fix" should be left in, especially the guards leaving their posts... that would be great for my thief. We will see exactly what happens in a few weeks here I guess. Someone will definately need to make a thread specifically for funny radiant AI stories, as we all know will happen once, and perhaps never again, you never know.

Offline SumGI

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Re: Radiant AI
« Reply #12 on: March 08, 2006, 03:58:38 pm »
Who knows.  We may even need a whole Oblivion section, but I doubt it.
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Offline DrJonez

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Re: Radiant AI
« Reply #13 on: March 14, 2006, 02:14:08 am »
Anyone know where I can find more stories about funny stuff the AI has done? I know Pete mentioned it was up somewhere, but I can't find it :/

Offline h20

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Re: Radiant AI
« Reply #14 on: March 14, 2006, 12:02:43 pm »
I cant see how this "Radiant AI" would work outside of an RPG/RTS game.

Obviously, it was developed for Oblivion, but i would imagine that other developers are interested in it. ???