Crysis v. Bioshock Enemy AI
Tuesday, December 11th, 2007 - 5:45pm
Having just finished Bioshock last week, it was surprising to me to load up Crysis today and see enemies doing dumb things like face the opposite way from where I'm shooting them, or ducking behind a wall then reappearing in the exact same place they just left. I think Bioshock has spoiled me.
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There's other issues with the AI in Crysis. My favorite is the one where you pick a guy off from long range and then sit still and go into cloak. I've done this a few times now and everytime a group of enemy soldiers gathers around me and pretty much stares at me until I uncloak. They just don't shoot. The helicopters in the game behave in the exact same way. They hover above you in circles until you uncloak, even if you haven't been visible to them in whole minutes of gameplay.
For the most part I think the game works really really well, but if you approach certain situations in certain ways the flaws are exposed in pretty irritating ways.
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Keep in mind when comparing the two that Crysis has exponentially more problems to deal with in their AI system then Bioshock does.
In Bioshock the enemies have some very basic behaviors: become alert to player, attack. This occurs in an incredibly limited space. They also seem to be very binary: they're either in idle, or attack modes. Crysis on the other hand has to deal with very large spaces, unpredictable enemies, and the need to try and replicate human behavior, as opposed to the zombies of Bioshock. Making an AI that needs to seek cover, work as a squad, use the environment, and flank the player is much more complex then making an enemy that charges. It also dramatically increases the chances that you'll see really stupid looking behavior.
Ultimately video game AI is about creating the illusion of convincing behavior, so if Bioshock convinced you more, then I guess you could say it's better. I just don't really think it's an entirely flat comparison between the two, and even though in the end the results might not have been as convincing, I think that the guys at Crytek accomplished more.
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I'm going to stick my neck out and chime in, despite not having played Crysis -- since neither I, nor my computer, live in the future.
But, having played Bioshock, and based on the issues people are describing, I think Yellow5 brings up an interesting point about the illusion of convincing behavior -- but is that the sole province of AI, or AI in the context of the game itself?
The Bioshock AI, as you describe it, does sound relatively simple in programming terms, but in story terms, it functions in all the ways that you need for it to function to make the experience convincing. With Crysis, the issues that people are describing sound like their expectations of how the context of the AI behavior is overselling what the programming is actually capable of -- a case of reach exceeding grasp, I guess.
So, is it really an AI problem, or is it an integration problem? That the context for Crysis is overselling what the actual programming is capable of?
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LouZiffer wrote:
Then perhaps they shouldn't have. If a simpler solution does the job better, then I am not impressed that someone ignored that solution. I don't buy that the scope of of Crysys changes the context of how AI should be programmed to behave.
Also, I think it's important to note that the systems work the same way with regard to the enemy knowing exactly where you are. Both games have systems for being invisible, but an alerted enemy is not fooled in either game because they are being fed your coordinates by the engine.
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I couldn't say without playing the game, but the AI going to the location you were last seen and then waiting there until something else happens is a reasonable behavior, if a tad boring.
They don't go to where they last saw you, they go to where you are.
I didn't notice this happening all the time in Crysis with the regular soldiers. Sometimes they'd forget they were supposed to just know where you where. What I found odd is that they never tracked me back to where I was invisible by my footsteps in the sand. That would have at least made sense.
Danjo Olivaw Lives
If the simpler solution is to constrain the environment in a game designed to be wide open, it's not a viable solution.
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That's not the simpler solution. The enemies in Crysis are already restricted to a certain of sphere of awareness that is comparable to those in Bioshock. It's larger sure, and somewhat plausible in that people have limits to how far the can see, but not so much larger as to make it a whole new ballgame.
Don't even get me started on Crysis's constrained environment.
Danjo Olivaw Lives
If you refrain from going cloak the AI in crysis is pretty fun. They send guys around chuck grenades at you. Run after you and try to flank.
But as soon as you cloak they go into retard mode.
Try playing Crysis without Cloak on Delta, its almost impossible unless you go really slow and are prepared to run the hell away when they creep up on you.
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The thing that stood out to me about the AI in Bioshock was how well the enemies used the features of the environment, e.g. going to the healing stations when they were low on health.
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Although I'm sure that this is true, it's like saying that a major portion of the game works just fine, but only when you purposefully don't use this other major portion of the game. That's broken to me. AI that doesn't psychically know where you are has been done, and it has been done in very large environments.
Danjo Olivaw Lives
I feel like I'm taking crazy pills here. In Crysis, the enemies would flank me, would call for help and run away if I beat all the their companions, react accordingly if I was fighting stealthily or if I was going all out, would scream, panic and shoot in my general direction if I turned on cloak and they caught me doing it, would actually use the environment against me, etc.
In BioShock they were little better than Doom 3 enemies, notice me and run towards me and that's about it.
And I agree with Yellow5, the A.I. in Crysis had to do so much more than they do in most any other game, from react properly when trees fall down over them to collectively working together to surround me when one of them figures out what shack I'm hiding in.
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Oh, that's a good point about the geometry. I'm not sure what the state of the art is now, but in the few Unreal levels I created way back when, a large number of AI points needed to be dropped into the level to get the bots to act appropriately. Changing geometry would complicate things.
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Here's an interesting article talking about the AI in Assassin's Creed, Bioshock, and Portal (yes... portal). It's all about context, and how you fit the appearance of real intelligence into the world.
I'm sure there's solutions to all the Crysis problems that people may see: they probably just ran out of time and resources (both processor cycles and programmer time) to address every case that could occur. They really did make things hard on themselves by making such large spaces and giving the player the abilities that they did. Their system is sufficiently complex that almost everyone will see at least one strange behavior happen. I also think they made it hard by pitting the player against humans. Intuitively, we know how people act (being human and all), and see anything that doesn't conform with our nuanced understandings as being wrong, including things as simple as walk animation bugs to things as complex as squad flanking behavior.
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I think we're starting to see an uncanny valley as far as A.I. goes similar to graphics, as in the more freedom you're given as a player, the more complex the A.I. has to be, and therefore the easier the non-realistic actions stick out, and the more likely you're able to perform an action the developers didn't anticipate.
I would think the first rule of PR is to ignore forum people, because they vacillate between crazy and liar. - Elysium
I agree here. The Crysis has so many more possible scenarios to deal with and on a much larger scale. While the AI can act dumb in certain situations it's pretty solid for the most part.
Have any you used the Sandbox 2 editor that shipped with it? It's really an amazing program and one of the more user-friendly that I've had the chance to toy around with. I'll post my custom map when I finish it up in the next few weeks.
Lag used to be a lot worse back in the day. Hell, it took Jesus 3 days to respawn.
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All AI in games pretty much sucks. Human AI is just still so far ahead it ain't funny. For this reason I prefer mp fps games over the sp campaigns.
It would be sweet to play a mode in Crysis or another fps game where human players control the enemies and try to defeat the player controlling the hero. I think it's doable. The enemy players would have to be weaker of course.
But actually that leads to another observation that players don't really want a realistic AI because that would mean they'd get their ass handed to them as much as they are dishing it out. That's not going to work well in a sp campaign where you're supposed to make progress. It would mean you can't take on 50 enemies at once with an assault rifle. So people don't want realistic AI do they?
Or do they want realistic AI where everyone is carrying bb guns which is sort of how a sp fps game would be if you had humans controlling waves of enemies.
In just terms of strictly combat AI, the uncanny valley was crossed in '01.
Another thing to take into consideration is that real human beings playing a video game do not react very much like real human beings in an environment. Strafing and jumping with little to no consideration for personal safety? In this regard I think Crysis does pretty well. The enemies, with some mistakes, behave like a person that wants to get out of this alive. Personally I'd rather play Crysis with the warts it has than against people.
Danjo Olivaw Lives
I agree with kuddles. There are some pretty easy ways to exploit the AI in Crysis, but more often than not the AI was doing cool things like spraying bullets wildly when I shot at them while cloaked, swerving to avoid crap I threw at them while they were driving, or flushing me out of cover with coordinated troop movements.
I think the AI in Crysis goes for more interesting gameplay situations over realism, though, whereas in Bioshock they did a lot of work to make the AI characters interesting just to watch even when you aren't fighting them.
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That's actually a really good point Danjo. People don't play games realistically because they are straining against an artifical framework that runs on a significantly different ruleset to the one we are used to outside the e-world.
If the average CS player was thrown into a Dust-style terrorist situation, the game would play out quite differently to the simulation
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I think I know what game you're referring to, and I'd like to go on record as saying I still think you're nuts. It (Halo, right?) does pretty well for what it sets out to do, but we've got a ways to go.
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Very true and camping would no longer be considered noobish. Hide and live or run and die.
Lag used to be a lot worse back in the day. Hell, it took Jesus 3 days to respawn.
Quintin_Stone wrote: The typical American eats 3.5 bigfoots in their sleep each year.
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I'm sure it would be really easy to create an AI that strafes and jumps constantly and calls me derogatory names the whole time.
I would think the first rule of PR is to ignore forum people, because they vacillate between crazy and liar. - Elysium
The AI system in Crysis is way more complex than what is implemented in other games, seriously. Is it perfect? Surely not. Glitches are always more obvious than aspects you cannot directly perceive or take for granted. The problem about AI is - and if you have some background in CS you'll be aware of that - that improving it let's say 5 percent over what's already available, it doesn't translate to 5 percent more code. It's like you have to double the efforts to just advance a small step, and you'll still have moments where the player will go "OK, that was pretty dumb."
I haven't played enough of BioShock to pass a full judgement there, but do enemies coordinate their attacks, for instance?
I think this is partly why my FPS experiences seem to differ from other gamers'. Why did I think Halo 2 was so easy? Probably because it seemed to make more sense to sneak past most of the Arbiter set-pieces. Why was Bioshock's combat interesting? Partly because I was worried about turning myself into a monster in order to fight monsters.
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We could call it the Pkunk AI!
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Strafing and jumping is more a failure of the game (or lack of desire or need or want) to simulate the physics of a real world. If you don't want that behavior in the game then model it out. That's actually easy enough to do unlike AI.
If the AI in CRysis behaved like a human that wants to get out alive you'd have the whole base after you within seconds after they detect you. They'd also camp out in a tree somewhere and wait for you to pass by and shoot you in the back. etc. I mean do you really want an AI as smart as a human? I don't think anyone does.
I still think fps games are basically 3d Space Invaders. And have morphed into 3d Galaxians and 3d Galagas. I just don't think the AI has evolved much over the AI in Pacman either.
One reason is that I don't think it's a priority for most of these games either. Look at games like Halo or Half-life that have better AI than many of today's games whereas areas like graphics in today's games are definite improvements over games from 5 or 10 years ago.
I mean if there was a focus on AI then maybe some standard AI routines would be programmed into hardware just like with graphics cards. And programmers could call those up. But the truth seems to be that AI isn't a big priority for most of these games.
And if you look at the bigger picture then you see that if you could make the enemy as smart as yourself then you couldn't take on 50 enemies in a base and act like Rambo. So the 'goal' that people seem to want to get to is a mirage ain't it?
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This is indeed true. If A.I. worked just as well as humans than you would be forced to nerf them in some other way, because how frustrating would it be if you were playing a level of a game where it was like a multiplayer match except you were the only one on your team?
Strategy game developers have been pretty open in how their A.I. programming is incredibly difficult to work on because they're trying to intentionally make it more stupid. Programming the computer A.I. to make the right choice for optimum efficiency every time in a game like Civ IV or Command & Conquer is relatively easy compared to making it so that it occasionally makes the wrong choice in a way that seems believeable and not the result of a numeric calculation.
I'm sure the same is involved in FPS's. Hell, F.E.A.R. seemed to recognize this, with A.I. that fought you tactically they knew they had to include slo-mo and the squad constantly saying out loud what they were planning.
I would think the first rule of PR is to ignore forum people, because they vacillate between crazy and liar. - Elysium
Like you mention with FEAR, the trick then becomes giving the player neat ways to cheat.
The other option, I suppose, would be scaling back the number of enemies... and probably adding ways to isolate enemies via cutting communication lines and the like. Hang on a second, I'm starting to get nostalgic for the first few missions of Commandos.
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