{"id":2030,"date":"2012-10-15T22:35:02","date_gmt":"2012-10-15T21:35:02","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=2030"},"modified":"2012-10-15T22:35:28","modified_gmt":"2012-10-15T21:35:28","slug":"in-2012-why-is-stealth-ai-so-poor","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2012\/10\/15\/in-2012-why-is-stealth-ai-so-poor\/","title":{"rendered":"In 2012 why is stealth AI so poor?"},"content":{"rendered":"<p>Is it me or is the AI code in dishonored deeply disappointing? I think the game is pretty good, even if it feels like nothing especially new (although I do like the possession mechanic, and I have to confess I&#8217;m not far into the game, just completed my second mission), and I&#8217;m sure it is extremely profitable and win awards etc.<br \/>\nHowever, I&#8217;m probably it&#8217;s worst critic, because not only do I fondly recall the original Thief game, and how long ago it was, but I&#8217;m also an ex AAA industry AI programmer.<\/p>\n<p>Unless I am MUCH mistaken, the AI in dishonored is extremely basic. Agents have extremely restrictive, predictable scripts, possibly with some branching based on alert levels. There are essentially 4 AI states, and so that the player doesn&#8217;t have to think too hard, a big phat GUI broadcasts that state through angry icons so we are never in any doubt as to if we have been detected.<br \/>\nThis strikes me as pretty lazy. The problem is, I really care about AI, and it seems 95% of gamers just do not. I guess if people want to play against decent AI, they play online FPS games against people.<br \/>\nWhich begs the question, on a tangent, as to why there isn&#8217;t an online thief multiplayer game where some players are guards, and some are thieves. A system of varying transparency for the thieves to represent how hidden they are could work pretty well surely? Maybe some proper representation of human eyesight done with a lens effect for the guards, so we don&#8217;t have A1 perfect peripheral vision as we do in most games? I digress&#8230;<\/p>\n<p align=\"center\"><a href=\"http:\/\/positech.co.uk\/cliffsblog\/wp-content\/uploads\/2012\/10\/dis.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-2031\" title=\"Dishonored\" src=\"http:\/\/positech.co.uk\/cliffsblog\/wp-content\/uploads\/2012\/10\/dis.jpg\" alt=\"\" width=\"460\" height=\"276\" srcset=\"https:\/\/www.positech.co.uk\/cliffsblog\/wp-content\/uploads\/2012\/10\/dis.jpg 460w, https:\/\/www.positech.co.uk\/cliffsblog\/wp-content\/uploads\/2012\/10\/dis-300x180.jpg 300w\" sizes=\"auto, (max-width: 460px) 100vw, 460px\" \/><\/a><\/p>\n<p>The AI in dishonored could be so much better, if they wanted it to be. There should be no visual cues as to if guards are alerted, apart from maybe a change in their conversation or facial expressions. Different floor coverings should cause different volume sounds. Guards patrol routes should be AI-driven with multiple routes, choices and variable pause timings, not the simple scripted stuff they have now.<br \/>\nAny change in room environment should cause alarm to guards. Things left open or unlocked, or moved. Opening a window should cause a detectable breeze. Strangled guards that drop a sword should make a loud noise&#8230;need I go on?<br \/>\nNone of this is rocket science, and what&#8217;s more it;s really fun to code. I just wish other gamers, and therefore publishers, gave a damn about realistic AI. I hope Monaco is the game I wanted dishonored to be&#8230;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Is it me or is the AI code in dishonored deeply disappointing? I think the game is pretty good, even if it feels like nothing especially new (although I do like the possession mechanic, and I have to confess I&#8217;m not far into the game, just completed my second mission), and I&#8217;m sure it is<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; In 2012 why is stealth AI so poor?<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2012\/10\/15\/in-2012-why-is-stealth-ai-so-poor\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[],"class_list":["post-2030","post","type-post","status-publish","format-standard","hentry","category-game-design"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/2030","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=2030"}],"version-history":[{"count":2,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/2030\/revisions"}],"predecessor-version":[{"id":2033,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/2030\/revisions\/2033"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=2030"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=2030"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=2030"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}