Serious Concerns About Skeleton Ships if AI is Not Improved in SoT

  • I have some serious concerns about the introduction of skeleton ships in SoT if significant improvements are not made to enemy AI threats. Currently, all enemies are essentially homing missiles. This is why higher level pirates frequently talk about kiting as a primary strategy in OoS voyages. This behavior is also true with other AI threats in SoT like sharks, Meg, and even the Kraken. Essentially all enemies have a very simplistic loop of behaviors that they perform (unaware of contextual or environmental cues) which leads to a host of tracking problems that decreases the enjoyment and emergent gameplay of in the game world.

    This simplistic behavior can essentially be described as followed. When human player is within range, AI threat pursues, this pursuit also includes a buffer time, that counts down to when ranged enemies (or sharks) are able to attack. Outside of this simple loop there are a few behaviors like check current health state (eat banana or run), but beyond that there really isn't much in the way of branching behaviors, and there is certainly no contextual group or environmental awareness.

    Unless SoT AI is improved across the board it is really easy to imagine how Skeleton Ship encounters will play out. Skeleton ships will pursue the player if within range, and will be dangerous (as skeleton fort turrets are) if you approach the broadside due to their aiming ability.

    Therefore, I speculate that most high level pirates will simply adopt a swift boarding strategy to deal with this AI threat. If there is some sort of horizontal progression reason to farm this threat, most players will likely ram these ships, board, kite skeletons into the the captains quarters (or lower decks), sink, and repeat.

    While I'm certainly excited for new AI threats in SoT, I hope Rare recognizes the serious limitations of the current threats, and makes significant overhauls to each. The biggest issue remains that these threats feel entirely separate from the world that they spawn into. There are no static behaviors or animations (besides pacing back and forth), and none of the AI threats are "aware" of anything outside of the single point (or human target) that they are tracking at a given moment.

    In my view, the most obvious way to flesh out the game world and make it feel less empty, is to begin to make significant improvements to all current AI threats. My hope for the future of SoT is that kiting will no longer be a viable strategy.

  • 20
    投稿
    13.5k
    表示回数
  • @williamherschel THIS is a very valid concern.

  • @williamherschel AI is hard, even harder for lazy Rare.

  • @mattydove74 said in Serious Concerns About Skeleton Ships if AI is Not Improved in SoT:

    @williamherschel AI is hard, even harder for lazy Rare.

    Thanks for commenting. I do think that we can talk about this issue without leveraging accusations of laziness.

    I get that sense that during development stability issues were the primary concern (and not AI). It's also entirely possible that there is some sort of a tradeoff occurring between stability/performance and AI, and perhaps additional branching behaviors introduce more strain.

    If this is the case, my hope is that as the game is optimized we begin to see more complex behaviors from current AI threats. Instead of introducing more AI threats that essentially suffer from the same fundamental problems. Survey any amount of players, and the vast majority of them will tell you that AI like the Kraken or Meg are really not enjoyable to fight outside of special circumstances when they occasionally impact PvP scenarios. The same is true for sharks and skeletons, and for the later the fun is only created because it's something to do on a checklist (farm commendations, or make horizontal progression). If horizontal progression was not in SoT, people would be far more likely to be fed up with how poor the AI is in this game.

  • First thing I will say is I completely agree AI is very simplistic I will say though the normal skeleton AI don't have many different functions and I think one of those reasons is because the fighting style is also very simplistic and bland not so much as trouble coding or implementing, where my major concerns are though is the bosses both the kraken and Meg both being ocean bosses and obviously excluded from the simple fighting style, they are still poorly designed I hope the ships have something to them other than the programming we've seen and been disappointed by before. My hopes are little high seeing as they've had a team working on this since launch at the very least.

  • @williamherschel They have referenced the need for (and complications in creating) better AI in several developer interviews and videos that discuss Cursed Sails and Forsaken Shores.

  • I like the idea of having different kinds of AI depending on the skeleton crew, there’s always the one guy that just can’t stay clear of rocks, and on the other hand some pvp ers are a very well oiled machine

  • Standard pursuit models will likely be used and the captain of the ship will probably play no real role other than being another body. The ship itself will likely be on a pursuit course because I highly doubt that it will drop anchor as a person goes to board, but hey, here's hoping. The skeleton AI is really the only thing making me skeptical about the release of Cursed sails. On the one hand you have(Had) sniper accuracy cannoneers from the forts, if put onto a ship they would most certainly sink the targeted vessel.

    On the other hand you have the current ai model which is group up and overwhelm, but just stand there while doing so. It should be interesting to see how it is all implemented, but if the current and recently released is anything to go by? I am not going to be expecting miracles.

  • Can't wait to get sniped middeck from a skeleton in the crows nest haha.

    All joking aside, skele accuracy still doesn't feel natural, even after a fix.

    Skeles dont actually have accuracy, and they dont even really aim, its just the illision.. they just roll chance to hit. Which I guess they've probably lowered. They need actual accuracy. Moving targets, concealed targets, distance from target... everything should factor in to how well a skeleton even aims at us.

    I'm sick of it being predetermined if I'll get shot or not regardless of what I do to prevent getting hit tbh

  • @williamherschel The better the AI you want, the more of a performance hit you will take. You can't get around it. One of the perks of having player run ships instead of AI ships is that the processing for behavior is offloaded from computational resources to our brains. And our brains are quite complex processors that are exceptionally difficult to duplicate.

    Another thing is that it is really inefficient to brute force AI rules. You'd have to write a million different rules (Hyperbole, I know) to account for all the different conditions the AI will face from non-AI entities. Hence state checks and decision trees or machine learning if you need a very robust AI. Decision trees are nice since traversal time is limited to the length of the longest decision tree. Ideally you would turn it into a binary search tree or something like that for decent performance and speed. All you need is a series of boolean checks (hyper quick computations) with a completion flag. But of course you have to traverse the tree and that takes time and resources and trees can get quite large to account for large variety of states.

    Now what could happen is that the AI is managed on its own thread completely server side. That way only the position/animation of each skeleton/entity has to be pushed to the client. Processing can happen between clock cycles and then pushes the new states to the client each cycle. Optimization can help with that since you can stuff more processing per cycle. Of course this could lead to instability if one thread hangs while the other is waiting for a response from it not unlike some communication issues from days of yore.

    What I think would be really neat is if they implemented swarm rules. Instead of processing each and every entity by itself, you designate some entity(ies) as command entities and the rest as response entities. The response entities are computed based on the state of the command entity. If the command entity gets destroyed, you 'promote' a single response entity as the new commander and re-assign each responder to the new commander. To improve computation time, you have the tougher skeletons prioritized as commanders and weaker skeletons as responders. Since the tougher ones take longer to kill ideally, you promote less often. This could give rise to a variety of skeletons that follow a 'chain of command' if you will not unlike real life.

    Just my two pieces of gold.

  • @program-024 said in Serious Concerns About Skeleton Ships if AI is Not Improved in SoT:

    @williamherschel The better the AI you want, the more of a performance hit you will take.

    I don't think anyone besides Rare devs can say this definitively. So while I also speculate this might be partially what's going on, it'd be nice to have some additional information about this issue. Especially when graphical performance (including draw distance) seems to decrease with every update. None of the AI threats in this game are fun to fight at all. I haven't met a single person who enjoys the Kraken or Meg encounter, and people are more forgiving of sharks and skeletons because they're essentially the one thing to do (PvE wise) in this game.

    I just have a hard time believing that if any Rare tester or developer hopped into a higher level crew's game, and saw the level of kiting and persistent AI tracking issues on display, that they would say this is what they initially intended for this game.

    The AI in SoT is bad, quite honestly some of the worst I've encountered in recent memory. I'm really not intending to be hyperbolic, but this is a major issue that the community continues to ignore in their continual persistence that this game needs more "content" above all else.

    It's quite honestly a short sighted view, because that content will come, be easily dispatched, and then we will be back to square one where we have a bunch of AI threats in this game that quite honestly nobody wants to fight because they're simply not any fun.

    Has anyone fought Meg post-HD? I'm guessing most have not. This is precisely the problem with SoT at the moment.

  • @williamherschel Yes Rare is the only one who can definitively say what is going on for the current AI implementation. I won't dispute that. Same goes with the existing AI. I wonder if Rare has put all of that on the backburner, including optimization, simply because of all of the demands for content. I sincerely hope that isn't the case here but it might explain the decreasing performance as assets and entities are added to the game.

    Now in terms of what I said, I wasn't saying that the game specifically will take a performance hit for more complex AI behavior. Anytime you add things that require additional computational resources there is more demand on existing resources. That is something inherent in any kind of development and not specific to Sea of Thieves.

    So to get around the increased computation demand, you have to take shortcuts or optimize. Swarm AI is an example of that. You only have one complex AI and the rest follow a simpler ruleset as compared to each AI being of increased complexity. You get more dynamic behavior and you reduce the added computational load. Note that adding such an AI may not actually be the best solution but it is definitely a solution.

    Without optimizing the existing game, you have to take resources from something else to accommodate increased computational load. Right now it appears as though most of that comes from draw distance. Instead of computing where everything is so far out, you compute less and use those resources elsewhere. At best it is a temporary solution. I hope it doesn't become a permanent one.

    But yeah, AI does need some work. Personally I would rather see the game get optimized more than have content added. Optimization would increase graphics performance and free up resources for more fancy things or future content.

  • Eh, what can you expect.

    Skellies ain't got no brains.

  • I dunno....

    I’m guessing I’m the only one who ever gets killed by skellies?

    These the same skellies everyone cane here and cried “They shoots to good waaaahhhhh”?

    The same skellies I’ve seen wreck crews and we all take turns dying 10 plus tunes to get a freaking skull?

    Skellies are smarter than you thinks.

    Rare just got this shut on ez mode right now.

  • @glannigan

    Naw, I'm there with ya dude. Skellies are a breeze right up to the point that they're not.

    Sure, you can kite them around, lure gunners around corners to close distance, and set up gun powder traps to take out large groups.

    But all it takes is one slip. One second of bad luck. And when they DO get their boney fingers on you, they will punish you. I can't tell you the number of times I've been just owning a horde of bone-heads, made one small slip, and within 10 seconds I'm legging it for the beach with a sliver of health, hoping I don't catch a bullet in the back.

    Maybe it just means I'm not very skilled, but every time I've gotten dismissive with the skellies it's always been to my own misfortune.

  • @personalc0ffee said in Serious Concerns About Skeleton Ships if AI is Not Improved in SoT:

    I'll tell you how I think it is going to go down.

    The ships will not be like our ships. They will be tattered/torn/ghostly something like that. You will not be able to board, them, they won't have to repair, angle sails, you won't see crew running around, etc.

    They will sail around and blast at you, when you've damaged them they will show damage but once you do enough they sink, and maybe give up loot but probably not.

    That's how I predict they will act.

    This actually seems even more likely than my prediction. Both of our predictions represent worst case scenarios imo, but unfortunately I think yours is unfortunately the more likely of the two.

  • @v**a-hombre Ain't got no stomachs either, but they still scarf down those nanners.

  • In a recent UE4 dev talk about the shark AI a Rare employee said that all AI is handled server side and that the servers run on low power single core cloud servers that manage all the crews on a server and the waves and the AI.
    Given how poorly the servers currently perform under load I don't see any possibility of better AI here.

    If you want interesting and engaging combat Rare needs to flesh out the PvP aspect of the game.

  • @program-024 Fantastic response, thank you for taking the time.
    A simple game-tree would make sense, but as you say; the sheer number of branches that would have to be implemented would need some severe computation to process.

  • @williamherschel said in Serious Concerns About Skeleton Ships if AI is Not Improved in SoT:

    @program-024 said in Serious Concerns About Skeleton Ships if AI is Not Improved in SoT:

    @williamherschel The better the AI you want, the more of a performance hit you will take.

    I don't think anyone besides Rare devs can say this definitively. So while I also speculate this might be partially what's going on, it'd be nice to have some additional information about this issue. Especially when graphical performance (including draw distance) seems to decrease with every update. None of the AI threats in this game are fun to fight at all. I haven't met a single person who enjoys the Kraken or Meg encounter, and people are more forgiving of sharks and skeletons because they're essentially the one thing to do (PvE wise) in this game.

    I just have a hard time believing that if any Rare tester or developer hopped into a higher level crew's game, and saw the level of kiting and persistent AI tracking issues on display, that they would say this is what they initially intended for this game.

    The AI in SoT is bad, quite honestly some of the worst I've encountered in recent memory. I'm really not intending to be hyperbolic, but this is a major issue that the community continues to ignore in their continual persistence that this game needs more "content" above all else.

    It's quite honestly a short sighted view, because that content will come, be easily dispatched, and then we will be back to square one where we have a bunch of AI threats in this game that quite honestly nobody wants to fight because they're simply not any fun.

    Has anyone fought Meg post-HD? I'm guessing most have not. This is precisely the problem with SoT at the moment.

    I wouldn't call the AI bad, its just that the AI can only be as good as what the environment and weapons they have.

    Basically you have melee skellies and ranged skellies, the melee rush you and try to cut you down, while the ranged stay at their respective ranges firing at you.

    Remember that there is no such thing as cover to speak off, no hiding behind low walls (ala Gears of War) no buildings to snipe from etc. etc.

    Personally I think the AI is about as good as it needs to be, could it be improved upon? probably, but as someone else has pointed out, they are working on it. I mean we already now have skelly cannons that aren't top level sniper quality, and the same for ranged skellies that never seemed to miss.

20
投稿
13.5k
表示回数
20 / 1