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Re:Google SIMA by ado__dev on Wednesday March 13, 2024 @12:06PM (#39693241)
I hope devs are able to use this to give more life to NPCs. So many times we've been promised NPCs in RPGs that have their own lives, do their own things independent of the player, etc. and it's never really materialized into anything notable. With AI though, I feel like we may be getting close.
Re:Google SIMA by digging on Wednesday March 13, 2024 @12:23PM (#39693500)
I'm suspicious of whether that will actually make games more fun or interesting.

For example, the more realistic human character animations get, the deeper we seem to fall into the uncanny valley. The fact is that humans themselves naturally move in ways that look weird when put on a stage, so mocap tends to look sillier the better it is. Which is why we have theater, where movements are exaggerated.

Anyway, with AI characters, I expect it will actually be more frustrating and boring than not if they have realistic lives and schedules. All the littler irritations that we deal with and accept form real people just become friction in a game. Games, as movies and books and shows and plays and illustrations, don't need to be more realistic to be better. Media is caricatures of real life, with important information intentionally presented to give us a good experience. Taking inspiration from real life can give us better mechanics but blindly mimicking real life will give us shitty games.

Re:Google SIMA by Legend2440 on Wednesday March 13, 2024 @01:23PM (#39694438)
Everyone's a skeptic these days.

I'm pretty confident that people will find ways to make fun and interesting games using them, just like they have with every other computer technology over the last 40 years.

Re:Google SIMA by digging on Wednesday March 13, 2024 @01:48PM (#39694794)
> Everyone's a skeptic these days.

You'd be surprised at how untrue that is, unfortunately.

> I'm pretty confident that people will find ways to make fun and interesting games using them

I agree - but also, that's a different phenomenon than simply inserting AI naturalistic characters and expecting them to be fun to interact with.

Re:Google SIMA by csallen on Wednesday March 13, 2024 @11:11PM (#39700239)
I mean, you're imagining unfun things, and then declaring them unfun, rather than imagining fun things. Of course unfun implementations would be unfun. But what the gp was clearly intending to suggest was fun implementations of more advanced NPC AI. And your responses are either ignoring that intention, or implying that it's unlikely to occur, both of which seem like being a downer and a skeptic just for the sake of being a skeptic.
Re:Google SIMA by BoorishBears on Thursday March 14, 2024 @03:49AM (#39701411)
I can't tell if this is satire, but one of the "rules that are always true, until they aren't" in game design is that realism isn't fun (https://www.gamesradar.com/gabe-newell-says-games-dont-need-...)

Games bend over backwards in a million ways not to be realistic even when they seem realistic: from silently helping your odds, to intentionally breaking physics (see: coyote running in platformers), to helping your movement align with enemies.

Even the most realistic games with human locomotion almost all rely unrealistic ankle-breaking acceleration changes for your character because you'd feel like you were piloting a bowl of soup otherwise.

The reason we don't have full agentic NPCs right now isn't a technical limitation: it just wouldn't be fun.

Usually you're the hero going against impossible odds with NPCs, in the real world you'd just die.

Games like GTA constantly have NPCs saying outlandish but comical quips at a rate that far surpasses real life.

Hard coded NPC behaviors in games often become the defining features of those games

-

There's nothing wrong with realizing that outside of very narrow context like simulator physics, people generally don't seek out realism in our entertainment. People want a certain degree of escapism that relies on breaking the rules a little, or in the case of NPCs a lot.

Re:Google SIMA by ahazred8ta on Thursday March 14, 2024 @04:13AM (#39701495)
Outlandish but comical quips? You no take candle. https://tvtropes.org/pmwiki/pmwiki.php/Main/YouNoTakeCandle
Re:Google SIMA by csallen on Thursday March 14, 2024 @11:33AM (#39705337)
This take makes no sense to me. I would bet you any amount of money that, 5 years from now, there will be fun+successful games that use modern AI to make NPCs more realistic than they are today. And I guarantee you wouldn't take that bet, because you know you would lose money.

The questions is not, "Is there a level of realism that is unfun," because duh, of course there is. The question is, "Will new advances in AI allow game developers to bring life to NPCs in a way previously not possible, that's also fun." And duh, of course it will.

Pointing out ways that increased realism can be unfun does nothing to prove that there are no ways in which it can be fun. Y'all are betting against the creativity of the entire game development industry. Absolutely wild.

Re:Google SIMA by BoorishBears on Thursday March 14, 2024 @02:42PM (#39707490)
I mean you're making a bad bet: today companies are using modern AI to help with NPCs like voices.

I expect AI will be used to scale dialogue options, NPC model assortments, NPC voices, etc. to an amazing degree too at build time.

But realtime "Large Transformer Models", to generate how NPCs act is almost a "duh no one will want that", when you can get 99% of the benefits by baking the output of gen AI in the game with none of the drawbacks like losing the shared experience of a game or playing roulette with the quality of someone's experience.

AI would let you bake in insanely intricate dialogue trees today

Re:Google SIMA by csallen on Thursday March 14, 2024 @04:31PM (#39708597)
> when you can get 99% of the benefits by baking the output of gen AI in the game with none of the drawbacks like losing the shared experience of a game or playing roulette with the quality of someone's experience.

You're making tremendous assumptions here:

- That the shared experience of game is always more fun than individual experiences.

- That only 1% of benefits can come from real-time AI decision-making.

- That using AI will mean playing roulette with experience, AND that playing roulette can never be fun.

I would bet all the money on earth that game developers will prove you wrong in each of these areas over the course of the next 3-5 years.

Re:Google SIMA by raincole on Thursday March 14, 2024 @11:41AM (#39705451)
It will be just like any new tech.

At first, devs start using generative AI for NPC interactions. It forces you to keep Internet connection and it feels extremely laughable. Everyone hates it.

Then 3 years later it becomes so natural that every AAA game has generative AI, and no one even mentions that as if that was always how games were made.

Re:Google SIMA by itishappy on Friday March 15, 2024 @04:11PM (#39720184)
Not all tech is fun, some is just glue.

Can you name any games built around the Y-combinator, CRDTs, or PCA? (Please oh please let there be games about principal component analysis.)

Re:Google SIMA by ryandrake on Wednesday March 13, 2024 @01:12PM (#39694289)
> Anyway, with AI characters, I expect it will actually be more frustrating and boring than not if they have realistic lives and schedules. All the littler irritations that we deal with and accept form real people just become friction in a game.

I remember Ultima V in the 80s had this. NPCs had their own daily routine and went here and there throughout the day. A couple of side quests relied on this mechanic—you had to learn their schedule and catch them somewhere at some time.

Re:Google SIMA by hbn on Wednesday March 13, 2024 @02:57PM (#39695829)
Majora's Mask did something like that too. The game was centered around a 3 day cycle you had to do things in because at the end the moon would crash into the world and everyone dies. So you'd get stuff done, then time travel back to the beginning of the cycle repeatedly. NPCs all did the same things in those 3 days, so you could help people out with their sidequests in each cycle, like in Groundhog Day.
Re:Google SIMA by staticman2 on Thursday March 14, 2024 @09:34AM (#39703798)
Shenmue and Deadly Premonition also do the NPC's with schedules thing... and are considered cult classics at best. Waiting around for an NPC just isn't fun.
Re:Google SIMA by timlod on Wednesday March 13, 2024 @12:52PM (#39693988)
Well, weird movements in games should be a thing of the past in the near future, as we can begin to extract motion capture data from videos of normal people acting normally.

I think it depends on the type of game you have, but I wouldn't underestimate this type of technology for say, open world games where it might make the game more immersive due to convincing realism.

Re:Google SIMA by digging on Wednesday March 13, 2024 @01:13PM (#39694306)
> Well, weird movements in games should be a thing of the past in the near future, as we can begin to extract motion capture data from videos of normal people acting normally.

I think you misread my posts. We don't have awkward animations because our mocap isn't good enough, we have awkward animations because typical human motion looks awkward - our brains just mostly ignore that.

People are awkward; we don't actually want characters in games/movies/etc to be like real people. Very few movies, for example, would be well served by conversations frequently and for non-plot-related reasons being interrupted by loud noises, having people talk over each other and nonverbally try to figure out who gets to speak, having characters ask "What?" and then begin to reply without waiting for the answer because their brain caught up half a second later, etc.

Re:Google SIMA by timlod on Thursday March 14, 2024 @02:48PM (#39707544)
I see, I did misread it!

But I don’t think I can agree with what you meant then - why would our brain mostly ignore it in real life but not in video games? Where is the transition from something feeling real (in an immersive way) to us not liking it because it feels awkward, and why does it happen? I’m imagining a “perfect simulation” game which is like real life in ways that matter/don’t get in your way in terms of gameplay - I think everyone would be awed (of course this can be argued though). What would need to degrade in terms of realism for it to seem awkward/not be immersive anymore?

I agree with the movie example, but in a game you don’t have to watch the mundane - it’s just background “noise” to make the world believable.

Re:Google SIMA by andai on Thursday March 14, 2024 @02:26AM (#39701065)
Gabe Newell touches on this exact subject: https://youtu.be/MGpFEv1-mAo

That being said, I've noticed that realism in games has a function beyond gameplay: it makes the game cooler.

For example in Rainworld, the enemies keep doing their own thing even when you aren't around. This has some gameplay value (makes the game less predictable), but I think the main value is that people talk about it and think it's interesting. So it changes people's perception of the game world in a positive way.

Re:Google SIMA by YeGoblynQueenne on Thursday March 14, 2024 @09:06AM (#39703457)
If I remember correctly, in Rainworld this extremely interesting and cool property ("The world keeps turning when you're gone") was wildly misunderstood and lambasted by games critics. E.g. I think it was a Rock Paper Shotgun reviewer who threw the controller because, he thought, enemies would respawn randomly after he died. Which they didn't: they just kept living their virtual lives and wandering about while _he_ was respawning. In game forums players were also very frustrated with this because they had learn to expect set patrol patterns that they could memorise for the win. A bit of a failure of human generalisation abilities that, if you ask me.

Another game that has this property (and that has somehow escaped the befuddled reviewers' ire) is Don't Starve. e.g. I once got chased by the Deerclops and ran through a Beefalo herd. After a while I realised the Deerclops wasn't hunting me anymore. Next day I went back to the Beefalo herd and there was a huge amount of meat and Beefalo wool, and a Deerclops eye, lying around.

After playing games like that, I play e.g. Hollow Knight, or Zero Dawn, where every enemy you kill comes back the next time you revisit the area and it feels so fake.

Re:Google SIMA by helloplanets on Thursday March 14, 2024 @03:41AM (#39701390)
That sounds like a game that'd be an instant buy for streamers, though. All the weird, annoying, unexpected interactions? Possible comedy gold in the hands of the right person.
Re:Google SIMA by ca_tech on Wednesday March 13, 2024 @12:26PM (#39693536)
There is a delicate balance though. The draw of the RPG is that you play a character who usually has an outsized impact on the world in comparison to most everyone else. If we expect the NPCs to operate as independent entities, how do we manage their ambition so that they don't individually, or in aggregate, impact the world more than you? Without that, your character becomes another cog in the machine; it's their world and you are simply living in it... Which I could see having a certain appeal and may be just another genre.
Re:Google SIMA by sfjailbird on Wednesday March 13, 2024 @01:28PM (#39694514)
That sounds really cool, as a genre, actually. You would have to figure out what given NPCs actually want, and how you may be able to use that, to make them do what you want. And not based on some lame script, but complex world and character models. I'm sold!
Re:Google SIMA by Tossrock on Wednesday March 13, 2024 @01:45PM (#39694763)
At a certain point, you're just reinventing real life with worse graphics.
Re:Google SIMA by silveraxe93 on Wednesday March 13, 2024 @02:07PM (#39695089)
Real life with worse graphics +

- Ability to reload when you fail

- You can choose your gender

- Actually, be anything. A dwarf, elf, dog, tall, short, muscled, etc...

- Novel physics (magic)

- Sooooo much more

Re:Google SIMA by Jensson on Wednesday March 13, 2024 @02:05PM (#39695068)
Real life where you are the chosen one with super powers.
Re:Google SIMA by RugnirViking on Friday March 15, 2024 @11:36AM (#39716922)
closest thing ive gotten to that is eu4. How good the diplomacy model feels ebbs and flows, but I really do love the feeling of sitting there analysing alliance structures, friendships, rivalries, desires for specific bits of land etc until I finally figure out how to break up that bloc/pry out that country from their alliance group/get that large power to have reason to ally with me, a tiny dutchy
Re:Google SIMA by rebuilder on Wednesday March 13, 2024 @12:34PM (#39693678)
Sandbox games are pretty big. Not my thing at all, but I’m sure there’d be a big market for believable open-world RPGs for example. They’d probably be more simulators than narrative-driven games.
Re:Google SIMA by russfink on Wednesday March 13, 2024 @12:46PM (#39693882)
Maybe give them a “Robocop Directive 4 [HIDDEN]” that prevents significant actions…?
Re:Google SIMA by PartiallyTyped on Wednesday March 13, 2024 @01:38PM (#39694654)
What makes cyberpunk 2077 such a great game is that the world doesn't revolve around you, it exists despite you, and you see this in all of the side-quest events that are happening in the background. The world being alive despite you, and not for you adds a whole new dimension to the universe.
Re:Google SIMA by ajcp on Wednesday March 13, 2024 @07:42PM (#39698943)
I mean, that's solved with a little prompt engineering:

"context": {"Go about your daily life, but you have an IQ of 50 and have zero ambition."}

Re:Google SIMA by ta8645 on Wednesday March 13, 2024 @07:55PM (#39699043)
Some of the most hilarious and enjoyable parts of gaming is manipulating the environment in ways developers didn't anticipate. With more intelligent NPCs there will be opportunities to give them instructions, and let them go to get it done.

Crafting instructions that lead to NPC's working to achieve a goal that wasn't anticipated, and provides you with a resource that couldn't otherwise be had in the game, will be a whole new aspect to gaming, and inspire a desire to experiment and explore.

Re:Google SIMA by summerlight on Wednesday March 13, 2024 @12:49PM (#39693931)
The problem here with highly capable agents is that it's not predictable and controllable in the point of designer's view. That might work for certain types of games, but many cases designers want to have a certain degree of control on their games.
Re:Google SIMA by Legend2440 on Wednesday March 13, 2024 @01:24PM (#39694460)
Then we'll make new kinds of games where the unpredictability of the NPCs is a core mechanic.

Seriously, have you no imagination? Why sit around coming up with reasons it won't work instead of ways to make it fun?

Re:Google SIMA by summerlight on Wednesday March 13, 2024 @04:25PM (#39697002)
Easier said than done. I assume you have no prior experience on professional game development? Many game designers tried to tame chaos as a game mechanic in the name of "emergent gameplay" and only a few of them survived through numerous iterations in an extremely limited format. I would recommend you to do your own research before making such a bold statement. It is not that people cannot come up with the same idea; many cases they tried it and there's a good reason not to do that.
Re:Google SIMA by Jensson on Wednesday March 13, 2024 @02:00PM (#39694982)
Figuring out what wont work is how you figure out what do work. All his points are good, they are things you would have to work around in some way.

> Then we'll make new kinds of games where the unpredictability of the NPCs is a core mechanic.

This is impossible, you need the NPC to be predictable on some level to make a fun game. Even unpredictable NPC needs to have a predictable personality on some level, total randomness isn't fun. Like, imagine a terrain generator that just randomizes terrain on each tile, that wont be fun at all, that is what a basic random personality would be like.

Think of a human opponent, they are very predictable, just looking at a human player and what he does and I can predict what he will do in the future. Not perfectly, but players aren't that random. To make an AI that feels good it has to be very predictable.

The main problem with "smart" bots is that they have so far always been way less predictable than humans, they get a strange edge cases and bugs where they start to act very dumb and strangely, that feels like a bug to the player and isn't fun. Or their smartness makes them do the same thing every time making them even more predictable than basic scripting, either way they are worse than basic scripting.

Getting over these issues is a really hard problem, LLMs hasn't helped solve that so far.

Re:Google SIMA by evandale on Wednesday March 13, 2024 @04:30PM (#39697057)
> Even unpredictable NPC needs to have a predictable personality on some level, total randomness isn't fun

tongue in cheek counterpoint: Rimworld players love Random Randy :P

I think it really depends on the game though, but you're right 100% random in an RPG could be really annoying.

Right now I'm into games like Factorio and Captain of Industry and they've both recently had blog posts about how they do terrain generation and CoI stuck out because you can manually plop features like mountains and then it procedurally generates the mountain range[1].

There's been a lot of games recently that seem to be doing procedural land generation, is there not a way this can be applied to AI personalities as well or is there no overlap between them? It kind of feels like procedurally generated personalities should be do-able but it sounds like there's something more going on that complicates that?

[1] https://www.captain-of-industry.com/post/cd-42

Re:Google SIMA by Jensson on Wednesday March 13, 2024 @05:30PM (#39697794)
> tongue in cheek counterpoint: Rimworld players love Random Randy :P

Even randy random isn't entirely random, people love it since it sends you big threats, so it is coded to ensure it throws you big threats. If it randomly didn't send big waves people wouldn't like it as much.

"If Randy has not fired a major threat after 13 days, the next Randy fired event becomes a major threat."

https://rimworldwiki.com/wiki/Randy_Random

> There's been a lot of games recently that seem to be doing procedural land generation, is there not a way this can be applied to AI personalities as well or is there no overlap between them?

I'm certain that is possible, but we don't have nearly as much intuitive understanding how to generate full fledged personalities hooked into an LLM that changes how the character acts and his motivations etc that will actually work well when put in a world and interacting with other NPC's in that world.

Terrain is just really easy to generate well enough, almost everything else is way harder.

Re:Google SIMA by AuryGlenz on Wednesday March 13, 2024 @07:16PM (#39698710)
Just imagine the other leaders in Civilization/The Total War games being given a prompt like “You are Abraham Lincoln. The following has happened: … What would you do within these constraints: …. “

Diplomacy in games have always been terrible because it just comes down to preprogrammed numbers. Humans might be the same at the very base level but there’s no way we could code that all out.

Now you could truly make those leaders act like they “should.”

Re:Google SIMA by TillE on Wednesday March 13, 2024 @01:58PM (#39694961)
Nobody actually wants to read LLM-generated soup. That's just a waste of everyone's time.

If you're making a highly interactive, dynamic game, you don't even need detailed language for NPC interaction. You may as well use simple templates or even symbols.

Re:Google SIMA by FloorEgg on Wednesday March 13, 2024 @02:07PM (#39695094)
A pretty material portion of the population actually doesn't have much of any imagination, and these people, especially when they have had some success and developed "expertise" will always assume if they can't imagine it then it's impossible, or if they don't know how to do it then it can't be done.

Surely you've met some of these pessimists before.

Re:Google SIMA by mike_hearn on Wednesday March 13, 2024 @04:56PM (#39697404)
You can control LLMs to any arbitrary degree of specificity by a mix of retraining and changing the decoding strategies. They can be as predictable as needed, I think the bigger issue is more like how do you write stories when the possibilities get so much larger.
Re:Google SIMA by summerlight on Wednesday March 13, 2024 @05:58PM (#39698090)
Yes, less predictability is a part of the problems from the unconstrained search space. I think technically there is a room for improvement, but this usually needs ML expertise, which most of game designers and engineers do not have at this moment.
Re:Google SIMA by treprinum on Wednesday March 13, 2024 @03:53PM (#39696563)
Game AI already had the problem of too tough opponents two decades ago. Nobody (OK, outside Rainbow Six players) is going to play a game where AI demolishes any player within (milli)seconds.
Re:Google SIMA by ajcp on Wednesday March 13, 2024 @09:37PM (#39699748)
Skill or mastery is not what LLMs offer in-game AI though, it's creativity, originality, and agency. Players don't primarily prefer to play against other human players because they're an "easier" opponent, but rather because they're dynamic, creatively proactive and reactive, and endlessly original.
Re:Google SIMA by nox101 on Wednesday March 13, 2024 @10:56PM (#39700149)
While I agree that some players like playing against other players, I can say at least for me, I've never preferred that ever in a video game. Real players can be mean, or over powered, or over skilled, or use cheats, etc... and they can be annoyingly competitive.

On the other hand, I've loved co-op games. Maybe (it's a big maybe) I'd enjoy an AI driven NPC co-op character. It assumes they can get them good enough to be fun to play with, do what you want, etc. Player: "Let's go to the castle", NPC: "See you layer I'm going to the bar". You either follow the NPC or play without it.

Re:Google SIMA by ajcp on Friday March 15, 2024 @12:45PM (#39717744)
I think that's a play-style preference, and honestly one I share almost completely; I very much enjoy PvE over PvP experiences 9 times out of 10.

But again, that's where LLMs can thrive! Currently if I want to play anything co-operatively I have to either convince my partner or friends to pick up the game and care about it, or hope that the existing community of players is such that I'm not spending what can be a very uncomfortable time trying to relate to kids/teens or toxic adults. If all the NPCs were driven by LLMs whereby I could modulate their play-style, personality, drive/ambition I could be looking at genuinely stimulating, creative, and original "co-op" experiences from bots.

Re:Google SIMA by 2OEH8eoCRo0 on Wednesday March 13, 2024 @04:21PM (#39696940)
Have you played Dwarf Fortress?
Re:Google SIMA by snejj5 on Wednesday March 13, 2024 @07:55PM (#39699048)
Checkout Rain World
Re:Google SIMA by dartharva on Thursday March 14, 2024 @12:10AM (#39700535)
This would be a rather expensive way to do that, I reckon you'd be better off actually expanding NPC behaviour the old-fashioned way.
Re:Google SIMA by weregiraffe on Thursday March 14, 2024 @02:56AM (#39701204)
Dwarf Fortress has it without any AI.