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The Bard's Tale - Developer's Diary, Part 6
System: Xbox
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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Less A, More I: Putting More Intelligence Into Our AI

It was four years ago, but I remember it like it was yesterday. My first video game artificial intelligence (AI). It was for a creature called the chikkit. I had spent lots of time on the low-level AI of the game, implementing a pathfinder, full vision and hearing, a system for passing messages and events to the AI, and anything else the AI could possibly need. So I was really excited to get started working on the actual AIs for the individual creatures. I went into my office and coded and debugged until I finished the first version of the AI. I was pretty happy with it, until people started coming into my office to try it out. Invariably, the conversation would go something like this:

“Why isn’t that one attacking me?”
“It can’t see you.”
“Why not? I’m right in front of it!”
”Actually, the camera is right in front of it. You’re kind of off to the side a ways, see?”
“Well, why’s that other one attacking me then? I came up behind it and it turned around and hit me!”
“It heard your footsteps.”
“I don’t hear any footsteps.”
“Yeah, they’re pretty quiet, but someone marked the AI property for the sound as ‘LOUD’ in the editor, so the chikkits think they can hear them.”
“Why can’t the first one hear my footsteps?”
“The range of the sound is only fifteen feet, and that one’s about seventeen feet away from you.”

So I worked and worked on the chikkits’ AI until they always attacked when the player expected them to. And it turned out that the best solution didn’t involve tweaking the chikkits’ field of view, or tuning their hearing. The best solution was just to make the chikkits attack when the player was nearby, because that was what was easiest for the player to understand.

What did I learn from this? It’s not necessarily the most advanced AI that’s the most fun to play against. Sometimes simple behaviors are tons of fun. What matters most is that the player can understand what the AI is trying to do, and can learn how to respond to it. And if you focus more on what the player sees in an AI than what’s intelligent, you end up with a better game.

That’s why I was really happy last year when I started working at inXile. Our designers are very focused on making the game as fun as possible. Of course I needed to implement some serious technology to do that—like a good pathfinder so your party members don’t get lost—but in general we’ve focused on simple ways to add new behaviors to the AI so that the enemies stay engaging and interesting throughout the course of the game, without confusing the player.


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