AI in AoC?
snowii
Member
Hello everyone
I'm looking super forward to alpha two, but as this sadly still might take some time, I very much enjoy watching all the monthly updates until then.
What got me curious was the following question:
In AoC, in which parts are you guys planning to implement AI?
It's not just a very dominant subject in recent months, but it also became more and more adapt to be used in games (boss mechanics, quest generation, npc dialogs, mob pathing, armor coloring/decay patterns, ....).
I look forward to your answer (and please add more smileys for the forum to use )
~snow
I'm looking super forward to alpha two, but as this sadly still might take some time, I very much enjoy watching all the monthly updates until then.
What got me curious was the following question:
In AoC, in which parts are you guys planning to implement AI?
It's not just a very dominant subject in recent months, but it also became more and more adapt to be used in games (boss mechanics, quest generation, npc dialogs, mob pathing, armor coloring/decay patterns, ....).
I look forward to your answer (and please add more smileys for the forum to use )
~snow
0
Comments
I personally think like this approach and am looking forward to the finished game.
I could see potentially adding some sort of Chat Bot AI into NPC background dialogue to make the world seem "alive", though I doubt that will happen.
My rationale being given Ashes's node system, (each node can develop to a different level, can be of a different type, can have a different theme depending on the races of players that contributed to their developments ... etc.), ideally you'd want a large number of level-type-race-geography combination specific, or even node specific quests to provide a rich questing experience. But handcrafting all those quests will not only be a shit ton of work, it is also somewhat wasteful as you'll eventually only use a small subset of those on each server (depending on how nodes develop). So I believe having designers instead define various "contexts" & rules for the nodes, and have AI generate a good amount of quests (reviewed by humans, of course), could be a plausible alternative.
Having an awesome game but it's different for everyone (even if it's just a small line in a dialog )
And the best is, it's already super simple to implement this technology into a game.
Here a super recent video from Matt Wolfe:
https://www.youtube.com/watch?v=SCfCuLy4RJA
(I hope it's ok for me to link this in here )
I also think it's a super nice idea when having the node system as the NPCs & world would react differently
Yeah I would love to see something like that, this is a great way of testing player knowledge because they have to organically think of information themselves to prompt conversations, rather than reacting to prompts/cues given by the game- while also being very immersive because it is done in a natural flow of conversation where different A.I characters can have their own personalities, which makes for a more believable world.
Needs some restrictions not talking about stuff outside the world.
0dbea148-8cb8-4711-ba90-eb0864e93b5f
These recent advancements in language models and image generation can allow for a smaller studio like Intrepid to even the playing field against larger development studios. With the help of AI programs, a single concept artist can now produce and curate the content of a dozen concept artists in a month (and that is not an exaggeration)
I know people are generally worried. "Is it really authentic? It'll miss the personal touch" This might sound a bit harsh, but wake the fuck up. The genie is out of the bottle. The future is now.