What do you mean by "low-tech AI"? This isn't AI...It's a behavior tree. Calling every decision-making system "AI" is like calling a flowchart a neural network. What you're describing is a behavior tree: predefined logic, predefined responses, no learning, no inference, no model. Stop calling everything AI, guys.
That was called AI before the current LLM-AI era. Your comment reads like someone complaining that cryptography is called crypto
The Low-Tech AI of Elden Ring
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Re: The Low-Tech AI of Elden Ring
#42As a game dev, the fact "AI" as a keyword became totally unusable is quite annoying.
I try to say "LLM" as much as possible, but I'm aware that it's unlikely to work. Partly for technical accuracy, partly to manage the average person's expectations when they hear "AI", partly to avoid contributing to a big dumb-money "everything is AI" bubble, etc.
Re: The Low-Tech AI of Elden Ring
#43Perhaps 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…
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.
a) you lucked out and it turns out your brain works exactly like the designer's and the cryptic hint make sense to you,
b) you use a guide/ask a friend/call a hotline,
c) you like the game so much you end up brute forcing your way through all of that stuff,
d) you just ignore that sidequest. I sure hope for you that finishing the main quest doesn't need you to guess something unreasonably obtuse... *COUGH* Legend of Zelda's final dungeon's location *COUGH*
Re: The Low-Tech AI of Elden Ring
#44Perhaps 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…
Re: The Low-Tech AI of Elden Ring
#45Any good library author is going to try to bury the complexity so that users don't need to deal with it, but there can be a monstrous beast under the hood.
Re: The Low-Tech AI of Elden Ring
#46As a game dev, the fact "AI" as a keyword became totally unusable is quite annoying.
There's no ambiguity when speaking, but when searching Rust-related things I get a lot of Rust game stuff. "Rust crates" or "Rust drops" correspond to in-game things so the fandom wiki will pop up. Occasionally I'll even get rust-removal webpages.
Re: The Low-Tech AI of Elden Ring
#47Earlier quoted context omitted.
> What you're describing is a behavior tree: predefined logic, predefined responses, no learning, no inference, no model. Stop calling everything AI, guys. Depends on how pedantic you want to get, one could argue that regular expressions are AI too. https://www.rand.org/content/dam/rand/pubs/research_memorand... Regexes were invented for much higher order tasks (modeling neural networks) than just making find-and-rep…
It's not pedantry at all, there are simply different paradigms of AI. The dominant one today is DL, symbolics/GOFAI were dominant decades ago. These methods are still used today in some fields, not merely gamedev
https://en.wikipedia.org/wiki/Dune_(franchise)#Butlerian_Jih...
Re: The Low-Tech AI of Elden Ring
#48As a game dev, the fact "AI" as a keyword became totally unusable is quite annoying.
I try to say "LLM" as much as possible, but I'm aware that it's unlikely to work. Partly for technical accuracy, partly to manage the average person's expectations when they hear "AI", partly to avoid contributing to a big dumb-money "everything is AI" bubble, etc.
Re: The Low-Tech AI of Elden Ring
#49Low tech AI? Its sounds like standard game AI. I would really like to hear what the author would deem high tech game AI.
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-…
1. Make individual agent AIs that can act on their own.
2. Make squad AIs that can influence their agent AIs.
3. Add even more AIs on top, like a scenario AI.
Each of these AIs can be a state machine, behavior tree, rule system or goal system. They’re exactly equivalent and can be translated into each other mechanically. So the whole hierarchical AI is equivalent to one big state machine.
Re: The Low-Tech AI of Elden Ring
#50Perhaps 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…
Like, are you shitting me? Why? After a while, I would do this to every NPC, every time. But, yeah, it's a bad design.