[HN Gopher] Emergent Behavior in Skyrim's Fox AI ___________________________________________________________________ Emergent Behavior in Skyrim's Fox AI Author : kjeetgill Score : 65 points Date : 2022-01-15 00:03 UTC (22 hours ago) (HTM) web link (www.eurogamer.net) (TXT) w3m dump (www.eurogamer.net) | vmception wrote: | I wonder if we can trick an animal to guide us in the physical | world using this density concept | | I guess its kind of what seafarers did with birds | | But I'm thinking more about altering an environment to make | animal non player characters assist humans | WJW wrote: | Well training animals to do basic tasks is literally thousands | of years old, but using this density concept probably won't fly | since the real life "grid" is pretty much infinitely dense. | (yes yes the Planck length is technically a limit, but that is | not a concern for anything alive) | H8crilA wrote: | Wouldn't it only cause the fox to stop at treasure areas rather | than run towards such areas? Still, overall it looks like the fox | leads you to stuff, but I'm just trying to understand. | 01acheru wrote: | "The fox isn't trying to get 100 meters away - it's trying to | get 100 _triangles_ away." | | When escaping, if they get nearby a "dense" zone, their | behavior makes them run towards it since there are more | triangles to hop to and it makes them "feel like" they are | farther away from you, instead they will keep running around in | the same "dense" area. | | Well... maybe I could've explained it better but yeah, it's | more or less like this. | beaconstudios wrote: | Yeah the cost for denser triangles is lower, so it'll run 50 | meters for 100 triangles in a camp rather than run 200 meters | in open field. | criticaltinker wrote: | Previous HN discussion regarding the original tweet: | | Why wild foxes led you to treasure in Skyrim | | https://news.ycombinator.com/item?id=28230305 4 Months ago | 221 | comments | | Transcribed text of tweets (for convenience): | https://news.ycombinator.com/item?id=28230677 | onion2k wrote: | Dwarf Fortress is good for this sort of thing.. Especially the | famous case of the poisoned cats | https://www.eurogamer.net/articles/2017-04-13-why-dwarf-fort... | drzaiusapelord wrote: | Here's the bug report where players figure out what is | happening 2 comments in, if you don't want to watch a 40 minute | video (I almost never watch video and find them slow and boring | and regret the loss of text in the web) | | https://www.bay12games.com/dwarves/mantisbt/view.php?id=9195 | beaconstudios wrote: | The difference being that DF is specifically designed for | emergent behaviour because it's probably the most system-driven | game in existence - this fox AI feature is totally accidental. | | I really love emergent gameplay and I only say this because I | was rather let down by skyrim's lack of emergence compared to | morrowind. | rhn_mk1 wrote: | What are the examples of emergence in Morrowind? | beaconstudios wrote: | The best examples are related to the magic and alchemy | systems: you can break the game in many different ways, the | classic one being to use fortify intelligence potions to | boost your alchemy skill and then make new fortify | intelligence potions until you have effectively infinite | skill and extremely valuable potions. You can also use | levitation and chameleon spells to access areas or items | early. | | It's not a /very/ emergent game but it has more to offer | than skyrim. The speedrun completes in something like 10 | minutes using a variety of exploits. | gifnamething wrote: | That doesn't seem like emergent behaviour | beaconstudios wrote: | Emergent behaviour is higher order behaviour that is | created by interaction between rules. The rules "higher | INT = better potions" and "fortify INT potion increases | INT" are the rules that interact to form a positive | feedback loop of infinite INT. That's emergence. | pjm331 wrote: | I may be wrong on this but I also feel like Skyrim lacked | the kinds of magical items Morrowind had that basically | required you to think up clever magical hacks to make | them useful eg Boots of Blinding Speed | beaconstudios wrote: | Yeah that's true - morrowind has game breaking items like | boots of blinding speed, where you need to abuse the | games mechanics to make them actually useful. Same with | the jumping scroll you find early on - if you just use | it, you're gonna die from fall damage. | | By the end of my last (vanilla) playthrough I could fly | through the sky like superman at 100mph, you really can't | do things like that in skyrim. | RL_Quine wrote: | That's a really hard to read article which is summarizing a | couple of tweets. | bjterry wrote: | Here's the original tweet, for those interested. The content is | essentially identical either way: | https://twitter.com/JoelBurgess/status/1428008041887281157 | drzaiusapelord wrote: | Thanks for the original link! I find it so hard to read text | with animated gifs right below them. I literally had to | scroll the gifs off the screen to read the test. Its just too | distracting and there's no stop animation option on twitter. | Its just incredible how this world is made for people who | have high levels of on-demand focus and there's no care for | us who don't have that skill or neurotypicality. | argvargc wrote: | Well... 13 tweets, but they're a good read nonetheless. | lucb1e wrote: | Indeed. The TL;DR of the whole thing seems to be: | | Spooked foxes aim to be 100 "triangles" away from the player on | a pathfinding mesh. Where are they likely to run into the 100th | triangle? In a place with a lot of pathing points, so it'll | often lead you to a camp or something interesting. | | ^fits in one tweet and no cookie wall minigame required | drzaiusapelord wrote: | Which is funny because we have so much story telling and myth | that suggests the same thing. Our hero lost somewhere follows | a wild animal which brings him to food or water or treasure | or shelter. | | In real life, animals might also be seeking out that 100th | triangle. In low density areas like fields they are super | exposed to predators and the elements so if chased or | watched, they'll go to places with complexity and resources. | I think this is a very amusing and interesting parallel | between the virtual worlds we build and the real one nature | built. | VectorLock wrote: | Emergent gameplay as they describe it, "the bubbling cauldron of | overlapping systems", is really what makes Bethesda games so | successful. | beaconstudios wrote: | Skyrim isn't very emergent though - morrowind is moreso, but | for emergent gameplay you want to look at dwarf fortress, SS13 | or many roguelikes. If anything, Bethesda have been simplifying | their games through the years. | jsd1982 wrote: | It's not really emergent behavior, just merely an unintended | consequence of tons of compromises in implementation. | kortex wrote: | Emergent just means a more complex behavior (foxes tending to | flee towards interactivity-dense areas) resulting from a | simpler rule (while fox.spooked, maintain 100 triangles of | distance away). | | Flocking is an emergent behavior that is basically minimizing a | loss function of "maintain x distance". If you implemented boid | AI (birds) in skyrim and used triangle count as your metric, | you'd be able to spot points of interest by the sudden increase | in density of flocks. But players might extrapolate to the idea | that "birds flock denser in cities". But no one programmed that | behavior. It just emerged. | exdsq wrote: | An unintended consequence that adds a feature is an emergent | behavior isn't it? | [deleted] | pdimitar wrote: | Leaky abstraction in a nutshell! | | Really fun little tidbit, loved it. | LambdaTrain wrote: | Just want to make sure if I correctly understand what it means by | "triangle": For navigation, the developer triangularize the | skyrim world, and these divided triangles are not the same size - | for example, a 100-sq feet field is covered by one triangle, | while a 100-sq feet point of interest is more complicated and | covered by more triangles. The original design intention is that | the number of triangles encodes the sense of distance, but | maximizing the #triangles actually leads to interesting places. | FeepingCreature wrote: | Right. Another way to think about it is if you reproject the | Skyrim map so that each navmesh tri is equally big, a | surprisingly large area would be taken up by points of | interest, and foxes target a random point in a radius around | the current point in that reprojected map. ___________________________________________________________________ (page generated 2022-01-15 23:00 UTC)