| ZyroXZ2 said: Whooooaaa there, I'm addressing Souls in particular and how previous posts are mentioning the complexity and cost, or in particular, the poster that's mentioning how it can be done without using AI learning. I, myself in the video, am clearly talking about AI adaptability in which it DOES have to learn to some extent, but here on the forum I'm also addressing the current state of games like Souls and Monster Hunter and how simple changes can be highly effective since both rely heavily on cycles (read: grinding). Once again, not looking for "human" AI, but am also discussing how simply tiered skill difficulty AI routines can be applied to currently considering "difficult" games, ergo Souls. Once again, amiibo CPU fighters are a surprisingly good example of how it can be applied without AI machine learning until said AI machine learning becomes more accessible/widespread/widely adopted. You are right that "game guides" on how to beat bosses would become meaningless, but that's a GOOD thing. Granted, on easier modes, the vast majority of players don't need guides. For people looking for a challenge, the idea that they would then also look up how to beat the boss seems counterintuitive: the skilled players are NOT looking at game guides for how to beat bosses lol... I think they would welcome the change-up! Rubberbanding, however, is not adaptability. That is, in and of itself, simply metadata adjustments (seriously, making a car go faster, or slower, or selecting its place in the pack, that's all just conditional changes similar to the previous poster mentioning ammo/resource adjustments based on player performance). This is why I kind of chuckle at Xbox still being the overall most hated of the three as they have done backend things that most "gamers" would completely fail to appreciate, and one of those is Drivatars. Sure, there are still programmed confines to Drivatars, but I can tell you that it's implemented better than people imagine it is, and it uses simple AI learning processes where a human player is present to learn data from and apply to their digital offline AI racer. Otherwise, they kind of randomize the behaviors where no data is present. Is there still a target difficulty that the AI drivers try to achieve based on the selected difficulty by the player like what you described? Yes, I've tested it. But it's still a step forward in the right direction when cars will brake early or brake check me, or side swipe me or pit me at all what is seemingly completely random and is what keeps even a simple offline race potentially "dynamically difficult". When the AI behaves out of expectation, it's what challenges the human lmfao |
Doesn't FH4 use Drivatars, cause the 'AI' in that was horrible. So bad I set it to the easiest difficulty so I could just do time attacks. The 'AI' was ruining the game for me. That's a fundamental problem with racing games trying to simulate human behavior. The average player can't race for shit. Sure, they can use their car as a weapon and knock you off the road, but if you want a tactical close race, you need to get in the top tiers in GT Sport or iRacing. I honestly prefer DriveClub's sometimes murderous AI over FH4.
The funny thing about AI is, once you have it, it's not really AI anymore. Just another set of routines. I studied AI in university and all the stuff we learned there is now common stuff, simple routines, from language parsing (Is Alexa AI?) to route planning or path finding in games.
Anyway my point was that adaptive gameplay would undermine the Souls 'ego' boost. The whole point of those games is one fixed difficulty to master. But maybe there is another niche that would enjoy enemies becoming smarter and mixing things up to counter your play style. As it is now, Souls games are like a dance routine. You die, start back at the bonfire and it's basically a rhythm game to get back where you were to learn the next sequence. Now if the enemies get smarter and suddenly feign one attack to do another to catch you off guard (like skilled human players in racing games), dying becomes 10x more tedious!







