Difference between revisions of "Template:Artificial intelligence"

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[[File:vlcsnap-2021-06-29-11h44m47s830.png|thumb|450px|Jermaine Torment of Illwind [[Bosses|boss mob]].{{livestream|25 June 2021|21m24|h7DnCgSoMkw}} <blockquote>''You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like
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[[File:vlcsnap-2021-06-29-11h44m47s830.png|thumb||[[Jermaine Torment of Illwind]] [[Bosses|boss mob]].{{livestream|2021-06-25|21m24|h7DnCgSoMkw}} <blockquote>''You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like
that toast Corvid Castigator cloak is on him.''{{livestream|25 June 2021|21m24|h7DnCgSoMkw}}{{ndash|[[Margaret Krohn]]}}</blockquote>]]
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that toast Corvid Castigator cloak is on him.''{{livestream|2021-06-25|21m24|h7DnCgSoMkw}}{{ndash|[[Margaret Krohn]]}}</blockquote>]]
  
[[Ashes of Creation]] utilizes an adaptive [[Artificial intelligence|artificial intelligence]] ([[wikipedia:AI|AI]]), which means that different [[Encounters|encounters]] with similar creatures will yield different player experiences.{{web|https://web.archive.org/web/20180330060949/https://www.ashesofcreation.com/about/|About Ashes of Creation.}}
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[[Ashes of Creation]] utilizes an adaptive [[Artificial intelligence|artificial intelligence]] ([[wikipedia:AI|AI]]), meaning different [[Encounters|encounters]] with similar [[Mobs|mobs]] and [[Bosses|bosses]] will yield different player experiences.{{interview|2023-09-10|34m51|BKF8EJ1d8gE}}{{web|https://web.archive.org/web/20180330060949/https://web.archive.org/web/20200824033053/https://ashesofcreation.com/mmo|About Ashes of Creation.}}
  
* Utilizing new AI technology that hasn't been seen in other MMORPG projects.{{livestream|5 May 2017|11m55|gcbYJllGfnQ}}
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* Some [[NPC]] AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.{{interview|2023-09-10|34m51|BKF8EJ1d8gE}}{{interview|2021-06-13|22m20|J8HWa8KFcYU}}{{livestream|2017-07-28|43m57|rx6xdibiRIk}}{{livestream|2017-05-5|11m55|gcbYJllGfnQ}}
* [[Bosses]] are scripted and make decisions dynamically during boss fights.{{livestream|28 July 2017|43m57|rx6xdibiRIk}}
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** Higher frequency of [[AoE]] attacks depending on how many players are participating.{{interview|2021-06-13|22m20|J8HWa8KFcYU}}
* [[NPCs]] performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.{{livestream|8 April 2018 (PM)|3m56|JH-sX1aFljM}}
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** Unlock rage, recovery effects and buffs.{{livestream|2022-07-29|1h23m56|23GSdvV1dB0}}{{interview|2021-06-13|22m20|J8HWa8KFcYU}}
* Certain AI behaviors might activate based on progress within an [[Encounters|encounter]].{{interview|13 June 2021|22m20|J8HWa8KFcYU}}
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** Supporting other monster types or classes nearby.{{livestream|2022-07-29|1h23m56|23GSdvV1dB0}}
** Higher frequency of [[AoE]] attacks depending on how many players are participating.{{interview|13 June 2021|22m20|J8HWa8KFcYU}}
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** Additional [[Adds|adds]] and add classes.{{interview|2021-06-13|22m20|J8HWa8KFcYU}}
** Unlock rage, recovery effects and buffs.{{interview|13 June 2021|22m20|J8HWa8KFcYU}}
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** Some NPCs may attempt to seek cover behind obstacles during encounters.{{livestream|2022-02-25|1h03m32|T_pi8uuOvCY}}
** Additional [[Adds|adds]] and add classes.{{interview|13 June 2021|22m20|J8HWa8KFcYU}}
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* [[NPCs]] performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.{{livestream|2018-04-8 (PM)|3m56|JH-sX1aFljM}}
* [[NPCs]] in certain [[Encounters|encounters]] may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general [[AI]] designs.{{livestream|25 February 2022|1h03m32s|T_pi8uuOvCY}}
 
  
There are [[Artificial intelligence|AI]] systems that don't relate to controlling [[NPCs]].{{podcast|11 May 2018|24m23|ni4DTaN6JvQ}}
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: ''Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.''{{interview|2023-09-10|34m51|BKF8EJ1d8gE}}{{ndash|[[Steven Sharif]]}}
  
* [[Node advancement]].{{podcast|11 May 2018|24m23|ni4DTaN6JvQ}}
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There are [[Artificial intelligence|AI]] systems that don't relate to controlling [[NPCs]].{{podcast|2018-05-11|24m23|ni4DTaN6JvQ}}
* [[Stock market]].{{podcast|11 May 2018|24m23|ni4DTaN6JvQ}}
 
* [[Events|Triggered events]].{{podcast|11 May 2018|24m23|ni4DTaN6JvQ}}
 
  
<blockquote>''There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's you know with regards to how nodes kind of develop and the environment reacts to that development by you know spawning these triggered events of you know a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.''{{podcast|11 May 2018|24m23|ni4DTaN6JvQ}}{{ndash|[[Steven Sharif]]}}</blockquote>
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* [[Node advancement]].{{podcast|2018-05-11|24m23|ni4DTaN6JvQ}}
 +
* [[Stock market]].{{podcast|2018-05-11|24m23|ni4DTaN6JvQ}}
 +
* [[Events|Triggered events]].{{podcast|2018-05-11|24m23|ni4DTaN6JvQ}}
 +
 
 +
: ''There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.''{{podcast|2018-05-11|24m23|ni4DTaN6JvQ}}{{ndash|[[Steven Sharif]]}}

Latest revision as of 19:42, 22 September 2023

Jermaine Torment of Illwind boss mob.[1]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[1]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[2][3]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[2][4][5][6]
    • Higher frequency of AoE attacks depending on how many players are participating.[4]
    • Unlock rage, recovery effects and buffs.[7][4]
    • Supporting other monster types or classes nearby.[7]
    • Additional adds and add classes.[4]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[8]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[9]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[2]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[10]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[10]Steven Sharif
  1. 1.0 1.1 Livestream, June 25, 2021 (21:24).
  2. 2.0 2.1 2.2 Interview, September 10, 2023 (34:51).
  3. About Ashes of Creation.
  4. 4.0 4.1 4.2 4.3 Interview, June 13, 2021 (22:20).
  5. Livestream, July 28, 2017 (43:57).
  6. Livestream, May 5, 2017 (11:55).
  7. 7.0 7.1 Livestream, July 29, 2022 (1:23:56).
  8. Livestream, February 25, 2022 (1:03:32).
  9. Livestream, 2018-04-8 (PM) (3:56).
  10. 10.0 10.1 10.2 10.3 10.4 Podcast, May 11, 2018 (24:23).