Artificial intelligence

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Jermaine Torment of Illwind boss mob.[1]

You can see how we utilize some of the different armor pieces- you've probably seen some of these pieces on different outfits like that toast Corvid Castigator cloak is on him.[1]Margaret Krohn

Ashes of Creation utilizes an adaptive artificial intelligence (AI), meaning different encounters with similar mobs and bosses will yield different player experiences.[2][3]

  • Some NPC AI behaviors may be randomly selected at the time of initial engagement causing them to make decisions dynamically during an encounter.[2][4][5][6]
    • Higher frequency of AoE attacks depending on how many players are participating.[4]
    • Unlock rage, recovery effects and buffs.[7][4]
    • Supporting other monster types or classes nearby.[7]
    • Additional adds and add classes.[4]
    • Some NPCs may attempt to seek cover behind obstacles during encounters.[8]
  • NPCs performing "idle actions" to make the world seem more alive has been discussed by the developers but is not confirmed.[9]
Part of the NPC encounter design is not always going to be the same behavior tree. There will be purposefully behaviors that exist for the boss that are rolled at the time of the initial engagement; and so that is in an effort to keep things emergent, to keep things different, to try to not keep a static monotonous engagement idea.[2]Steven Sharif

There are AI systems that don't relate to controlling NPCs.[10]

There are some additional AI parameters that are set that don't relate necessarily to controlling NPCs. There are AIs with regards to the development of the borders for nodes in the direction and also the decisions that are made of which lower nodes to enslave as vassal states. There's AI that relates to a little bit of the stock market that's going to be present in the economy. There's some AI systems that are going to be announced also that are pretty innovative I think with regards to the MMORPG genre and that's going to make the triggered event system very interesting I think; and that's with regards to how nodes develop and the environment reacts to that development by spawning these triggered events of a horde of zombies attacking a city or a legendary raid boss coming out of the mountain. I think there's a lot of opportunity for some of the innovations that's been in the AI sector of game development too to come out in Ashes.[10]Steven Sharif

World manager

The World manager is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[11]

A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[12]Steven Sharif
For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[13]Steven Sharif

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[16]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[16]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[17][18] This content adapts to the node progression of the zone it is in.[16][19]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that academic node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[20]

Raid strategies

Raids will have elements that can be pre-planned.[26]

Raids will also have dynamic elements that can change from session to session.[26]

One of the design elements that we're implementing into our raids is that the raid will not be exactly the same every single time. You're going to have variables that can't necessarily be pre-planned out for. You can pre-plan out for a lot of the raid like how many DPS do you need and healers and support; where the key position and all that stuff; but I think the compelling aspect of Ashes raiding will be the difficulty in achieving this content and having that content change from session to session as well. We want there to be variables that get manifested by what type of node got developed elsewhere. Is he going to have acolytes or cultists? What will the acolytes have skills [available] to them? What kit is the boss gonna have? What available skill repertoire will the boss be able to [wield]? ... A lot of those systems are influenced obviously by world development. So the raid takes into account at what stage has the world developed: Are there two metropolises now available in the world? Okay well let's activate this skill in this skill. Now you have five metropolises, well now all these skills have been activated. Are there are they all economic nodes? Are they all military nodes? That we can change things based on that stuff. And it really is a threat assessment from the environment against the players.[26]{{ndash|Steven Sharif}

Player driven narrative

One of the major goals I feel like we have is to allow player decisions to have consequences and to have meaningful results from the decisions that they make, so it seems like people can really create their own stories.[27]Aimi Watanabe

The world of Verra will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[28]

We want as many people as possible to experience the main server Narrative. These will branch at different scales, but largely at the personal level. Where things change is at the Node level – different parts of the story will be unlocked based on where and when Nodes grow. Unlocking a part of the story in a certain way locks out progression of the story in a different way. You’ll see different antagonists, different NPCs, and different calls to action depending on what’s happening with the server at that time.[30]

It redefines what the players will experience in an MMORPG to come into a wilderness that is devoid of really any structure outside of what the community creates themselves; and then what can be created can be changed, if they want to experience a storyline that's been seen on another server, but you're fighting a dragon because you're near a mountain and the other server's fighting a Kraken because they're near the coast and you want to fight that Kraken because of its drop table. If you want to meta it or because you just want that under your belt: to be the server first to take out that Kraken and you have yet to develop the node there, it's incumbent upon you to manifest that in the game.[31]Steven Sharif

Ashes of Creation Apocalypse horde mode

Ashes of Creation Apocalypse horde mode is an Ashes of Creation Apocalypse testing mode where 50 players defend a city against waves of incoming NPCs and player controlled monsters.[32][33][34]

  • Each wave is more difficult than the last.[34]
  • Between waves, players collect experience, money and weapons to take back to their hold to defend against the next wave.[35]
  • Monster coins enable players to join the game as part of the horde.[34]

Horde mode will include adaptive AI boss mechanics.[33] Rewards are obtained dependent on progress against these NPCs.[36]

Horde mode will absolutely include boss mechanics, so some of the ideas behind that is going to have a wave mode of a variety of NPCs will likely include some achievable cosmetics as well in that mode depending on how far you can get and those cosmetics will include pets of the NPCs that you face, so like a little miniature version of the NPC's and we'll update those as well, that you'll have in the MMO.[36]Steven Sharif

Horde mode is specifically for testing.[36]

It's a way that we thought it would be fun to implement AI mechanics that we're looking to implement. Testing the the blackboard for the AI. Being able to have variable types of NPCs that have roles whether it be like a sniper, ranged, melee, boss, heroic different AI focuses for those monsters during interesting situations.[36]Steven Sharif

See also

References

  1. 1.0 1.1 Livestream, June 25, 2021 (21:24).
  2. 2.0 2.1 2.2 Interview, September 10, 2023 (34:51).
  3. About Ashes of Creation.
  4. 4.0 4.1 4.2 4.3 Interview, June 13, 2021 (22:20).
  5. Livestream, July 28, 2017 (43:57).
  6. Livestream, May 5, 2017 (11:55).
  7. 7.0 7.1 Livestream, July 29, 2022 (1:23:56).
  8. Livestream, February 25, 2022 (1:03:32).
  9. Livestream, 2018-04-8 (PM) (3:56).
  10. 10.0 10.1 10.2 10.3 10.4 Podcast, May 11, 2018 (24:23).
  11. Interview, July 19, 2020 (1:10:55).
  12. Livestream, October 14, 2022 (57:22).
  13. 13.0 13.1 13.2 13.3 Interview, July 19, 2020 (1:08:22).
  14. Interview, July 18, 2020 (10:04).
  15. Interview, July 8, 2020 (1:00:15).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 Livestream, March 26, 2021 (50:33).
  17. Livestream, March 26, 2021 (22:53).
  18. Livestream, November 17, 2017 (36:22).
  19. 19.0 19.1 19.2 19.3 19.4 Livestream, November 17, 2017 (18:29).
  20. 20.0 20.1 20.2 20.3 MMOGames interview, January 2017
  21. steven-pois.png
  22. steven-dungeons.png
  23. Livestream, July 25, 2020 (46:08).
  24. Livestream, April 29, 2022 (40:21).
  25. jindrack-pois.png
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 26.7 26.8 Podcast, July 9, 2018 (22:24).
  27. Video, March 31, 2023 (28:11).
  28. Livestream, May 19, 2017 (37:03).
  29. Livestream, December 17, 2019 (1:10:30).
  30. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  31. Livestream, May 22, 2017 (28:02).
  32. Interview, August 24, 2018 (13:17).
  33. 33.0 33.1 Newsletter, 2018-08-7
  34. 34.0 34.1 34.2 34.3 Livestream, September 1, 2018 (54:06).
  35. Livestream, August 17, 2018 (30:29).
  36. 36.0 36.1 36.2 36.3 36.4 36.5 36.6 36.7 Interview, August 8, 2018 (4:00).