Just when you thought the AI couldn't get dumber...


Bloodspeaker

 

Posted

Has anyone noticed the AI has gotten even dumber lately?


The Ally/Escort/Run Away AI in mission architect (and the game in general really) has always been... well, less than impressive. But lately (not sure if specifically since i21) the AI that previously worked decently in my missions now just completely breaks down.

My Allies are getting stuck on basic geometry - walls, ramps, etc. My villains that are supposed to flee are getting stuck on walls, ramps, railing. All of the AI seems to have forgotten how to jump. And usually the AI just runs back and forth in a looped circle instead of running away toward a door or following my character.


Again, in previous testing the AI worked up to expectation of the limited AI they have always had. But lately that very same AI has now become almost entirely broken. Is this a known issue? I'm just wondering what would have made the AI get dumber instead of smarter...


 

Posted

Are you perhaps using warehouse maps? They've been changed a bit (new textures and items), and perhaps the pathing hasn't been updated. For instance, if you were using "Small Warehouse 1" before, maybe now there's a shelf where there wasn't one previously, and the AI think it's not there.

That's my best guess...


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

I've seen this sort of thing with NPCs in my first arc since I published it. You come across someone in a cave surrounded by foes, defeat the foes and they're supposed to run for the door; instead, they seem to stutter because of the slight incline of the floor. This can last for about fifteen seconds or more before they finally seem to figure it out and leave.


 

Posted

This is interesting.

We were just talking about how the AI has become dumber outside of AE.


Like, I always had problems with the followers in Praetoria - but in perfectly open rooms, some of them look like they're OCD - is the burner off over there? okay, oh wait is it really off? okay, oh wait is it really off? seriously, they run towards me - run back the exact same way they came from, etc... sometimes they don't even get closer each time, but on average, they do.

Can not make heads nor tails of that.

I've seen a few dudes get stuck in the middle of the abandoned tunnels, as well. They kind of flip out, back and forth, very quickly in the same spot - kinda like enemies used to do in those trashcans. Except there's nothing there, it's right on completely flat ground.


-Proud leader of Captain Planet's Magical Friends

 

Posted

I really should fraps my MM pet behavior... correction, MISbehavior... in First Ward. Standing there, "stuck" in the water (watching the sharks?..). Running off together, single-file, over the horizon.


Where to find me after the end:
The Secret World - Arcadia - Shinzo
Rift - Faeblight - Bloodspeaker
LotRO - Gladden - Aranelion
STO - Holodeck - @Captain_Thiraas

Obviously, I don't care about NCSoft's forum rules, now.

 

Posted

Quote:
Originally Posted by Demonic_Gerbil View Post
The NPC Wormy in one of Lorenz Ansaldo's missions has a particularly wonky AI that behaves like you're describing. I hope it's not infecting other NPCs
Wormy's behavior is unique in my experience. He doesn't tend to run back and forth though. What he does is follow you for a short distance, then stand still for a while, then start following again, repeat. My best guess as to why is that he is activating a rooting power with no visible animation, possibly something having to do with the body bag he is carrying. Maybe some kind of workaround to make that animation work. Regardless I don't think that's what's happening anywhere else.


 

Posted

Quote:
Originally Posted by EmperorSteele View Post
Are you perhaps using warehouse maps? They've been changed a bit (new textures and items), and perhaps the pathing hasn't been updated. For instance, if you were using "Small Warehouse 1" before, maybe now there's a shelf where there wasn't one previously, and the AI think it's not there.

That's my best guess...

The particular map/AI that made me finally say "screw it, I need to post this on the forum" is actually on a simple tech map. The AI spawns in the back room and is supposed to run to the nearest door (which ends up being the elevator shaft on that level). If he spawns on top of a ramp, when he goes to run for the door he just runs back and forth along the railing. He doesn't jump down or run down the ramp, just runs in circles like an idiot.



But have also had it happen on caves, warehouses, outdoor maps, and... well pretty much every map type in mission architect. The thing that particularly bugs me with this one is that the AI I'm complaining about used to work in a satisfactory manner before. Sometime in the last few months they seem to have transferred from Geography to Remedial Geography. And it's part of my list of "Why did this BECOME broken?" AE bugs that seem to have just randomly popped up for no apparent reason.


 

Posted

I've seen the same problem in the tip missions, one in particular with the artemis knives.. I'd taken 30min to leave the hostage.. she'd stayed turning around the elevator.. a very annoying behavior.. :/


 

Posted

Y'know, back when I started this game (bout 4 years ago), the AI, especially for following NPCs, was really much worse. Maybe something's gone buggy with all the new stuff and returned them to that state.