NPC which are far away habe only a basic AI. Which abillity has the basic AI? Which abillity has the advanced AI?
Has every NPC the same abillity in general, or have we some genius/fools?
What´s with affiliation? Can a bandit turn it a soldier, or a farmer into a bandit?
Can normal NPC make a crime? Steal or murder? All the other NPCs, can they adjudge him?
What´s the difference between NPC-AI and Children-NPC-AI? Why was it imposible to implement a reduced AI for children in KCD?
What was really difficult to implement (but works now)?
The AI programming seems like to be pure math. So it is logic.
Once I readed that most of the human decisions are gut decision and often the invidual person tries to explain his/her decision after it was made.
Can we expect such unlogical decisions in the game? For a example would a NPC get so angry that he would attack a stronger, better equiped and better traind character?
From the picture it looks like the NPC:s are driven by some kind of behavior tree. If so, do all NPS:s share the same tree or are they “handcrafted” for each npc/npc type? And how does your system differ from other behavior tree implementations like UE4:s, what makes you proud of it?
Also is your PhD thesis avalible in English?
How many properties / parameters must the AI per NPC process? (As moody, always hungry, curious …)
Did you think about a global fallback if a NPC runs in an undefined state? How will the AI deal with an logical exception (Like a shepherd how lost all his sheeps)
Unfortunately he is on vacation right now, so it will take a few more days till he will be able to answer.
But that does only mean, that you all have even more time to ask him some questions.
How do you solve the issues when what one NPC does affects the goals/states of another NPC(s)? To my layman eyes this possibly can create a long chain of cross-interactions between various NPCs that can affect the game in unforeseeable ways. Seems mind-boggling to work with this when also having the player change the world by advancing quests. As far as I understand this was why Bethesda ultimately trashed their Radiant AI system they tried to implement in TES: Oblivion (at least that’s what they said ) . Is this an issue or have you guys solved this somehow?
Oh, thanks. That video looks really interesting from reading your subtitles. It would be awesome if they translated it or did an english livestream with Tomas Plch.
Now you can ask questions to Marek “Hitman” Černý from Quality Assurance and to Tomáš “Vegeta” Plch Senior AI Programmer, who is still on vacation. Please mention the name to who you want to ask the question to.
Had a question about currency, how will the economy be determined in kingdom come? Also it was my understanding silver was actually more valuable than gold during this period, any treasure hunts or purpose?
Thats not true. Europe had more silver than gold and most of the gold europian mint used came from Africa.
Something you have to trade for is more expensive under normal circumstances.
Interesting thanks. Maybe I was confusing peices of 8 which maybe came later?
@Marek “Hitman”:
What have you done before you started to be the master of disaster?
What kind of bug do you prefer? Bugs Bunny or Lady bug? Buggy or bug(beetle)?
Someone at WH found out your true identity. Have you silenced him? In which way?
Which is your favorite episode? In SW, in GoT, in HM?
You get money for killing (bugs). Why did you not learned anything sensible? Killing… mosquitoes?
How many errors have you sorted out? And how many are back again?
Can you laugh at bug jokes? Really?
@Marek , any suggestions for someone looking to get into making games? How does one even think of where to start or the different career paths ?
Will we have cart races in the game?
You like options, I like options. Is there an option to play the game without follow the main quest? Or will be there events/scripting to bring back the player to the story? What will happen if I live in the woods and don´t care the time?
Can you explain how your script tool works? Do you have to learn an extra programming language? Or is it just a “klick” script?
Which minigames we will see in the final game?
Which “parts” of the beta have you made?
Is there a current game with impressive scripting? Something really cool?
“Many people told me that to work in a AAA game studio I would be
required to have years of extensive experience in the field… so look
where I’m writing from now!”
You have bet on the right (war) horse…
Good luck for the future!
Now you will not only find the answers of scripter Martin “Athert Antoš” in the Weekly Torch, but also the answers from Tomáš “Vegeta” Plch too! Enjoy
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Is it true to say that your AI system consists of a web of interconnected entities? …And that these entities are in fact villages, NPCs, animals, beds, doors, fishing rods, and everything else including Quests too? Each of these entities are created by scripter who forms existing ‘logic boxes’ into a structure of a branching tree. And so every entity has its own tree, which is actually one big script which tells it what to do and how, depending on what branch is being executed. Than all of those entities are actually programs that run separately at the same time and they communicate with each other? Also if an entity does not know how to do something, it can request and receive new branches from another entity. E.g. an NPC asks a Village how to do some fishing in the area? Or NPC would ask quest entity if it needs to act some role in a quest and than saves this new behavior to itself as a new branch? Do I get the idea?
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Than what knowledge does a scripter need when injecting quests and implementing ‘living world’ in the AI editor? It appears that he ‘only’ needs to know how to assemble all of those ‘logic boxes’ together (like a lego). Or does he still code some parts manually when scripting quests and events?
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I like that you plan to share your work as PhD thesis, but is there even a chance of releasing the AI editor for modding community in some shape or form later? I do not expect you to announce any official WH plans for mod support, only your personal insight point of view… I imagine that a lot would have to be solved first before releasing something usable for modding… But still, I wonder because being able to mess with the world in such AI editor sounds interestingly powerful… (but probably naive…)
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Anyway, Where can we learn more about it? (I though something was published already) .
Good luck and thank you for all the hard work!
EDIT: UPPS… TOO LATE AGIN…