[HN Gopher] Emergent Behavior in Skyrim's Fox AI
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       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.
        
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       (page generated 2022-01-15 23:00 UTC)