A study in stealth: How AI shapes the genre

Avatarrob
Saturday, February 26, 2011
EDITOR'S NOTEfrom Jay Henningsen

I think Rob's on to something here. I enjoyed Batman: Arkham Asylum far more than any other stealth-based game that came before it. I got a great deal of satisfaction from seeing and hearing my enemies freak out as I strung them up one at a time.

Last week I pulled a man off a boat. He hit the water with a splash, and I flattened myself against the side. I feared to breathe and waited for his colleagues to notice his absence and hunt me down with sword and spear.

But they paid no attention and continued to patrol the deck as if nothing had happened. Twelve men were stationed on that boat; one-by-one, I dragged them to their doom. Even the last one strolled around an empty boat devoid of fellow guards and remained utterly oblivious until my hand snaked up and caught his belt.

As impressive a technical achievement as Assassin's Creed 2 was, its artificial intelligence often left something to be desired. At first the guards' obliviousness was funny, but by the time I'd finished, it had become farcical. Any investment I had in Ezio's adventures crashed down with my suspension of disbelief as my opponents were revealed to be nothing more than thinly-veiled automata.

This behavioral uncanny valley is nothing new to video gaming; we're accustomed to characters behaving according to predefined mechanics rather than sapient priorities. Perhaps it's simply more jarring in Assassin's Creed due to the fidelity of the world Ubisoft created in so many other ways, but the consequence is the same: the guards lose all credibility as opponents. They're simply a frustrating and awkwardly unpredictable game mechanic you must overcome.

 

That's not to say that human-like behavior is necessarily a good thing. Stealth games such as Metal Gear and Thief regimented enemy reactions with artifice through set patrol routes, vision cones, and the like. After all, trying to interact stealthily with truly believable observers tends to be frustratingly difficult. As far as we've progressed from our savannah origins, we still maintain elements of our animal instincts; the faintest noise or slightest movement is enough to alert us to potential danger. Remaining hidden in the face of such scrutiny is difficult at the best of times and nigh-on impossible with the relative imprecision of both control and sensory feedback offered by gaming.  Assassin's Creed's guards occasionally fall foul of such over-vigilance, which draws even more attention to their prior lack of awareness.

In short, a lack of intelligence on the part of your enemies is a terrible thing except when it isn't. I'm glad we've got that straightened out!

To resolve this apparent paradox, we need a contrasting example. Batman: Arkham Asylum was one of 2009's biggest success stories It earned critical acclaim and a smattering of awards for its developer Rocksteady, and gamers bought over two million copies in its first month. The secret of its success? It used a careful balance of disparate action and stealth sections to let you slip into the batsuit and genuinely feel like you're Batman for the first time.

You perch on a gargoyle and watch the paranoid inmates patrolling below. You pick your moment to swoop upon a straggler and vanish into the shadows again as the survivors realize they're not alone. Shouts fill the air; they pair up, swing their guns in erratic arcs, and fire at shadows before realizing their mistake. This makes it all the sweeter when you swing down, snatch another inmate without being seen, and leave him dangling in front of his allies.

Arkham Asylum makes full use of the genre's tendency towards artifice. Inmates with clear line of sight fail to notice Batman at moderate distances. Even at heightened awareness, they remain oblivious to events happening right behind them, and refuse even to look up until enough of their compatriots are hanging from the rafters. This behavior is hardly convincing enough to escape the same criticism as Assassin's Creed.

But Rocksteady seemingly tapped into one of the basic principles of the stealth genre: While Batman remains unseen, the player becomes more satisfied as the reactions of characters in the environment increase. In Arkham Asylum, they achieve this in two ways: First, they utilize the expected artifice of the genre to reduce the inmates' awareness of the player. This emphasizes Batman's stealth and offers the chance to observe and plot from the shadows. Second, the inmates' responsiveness to their environments is maximized and draws attention to the impact of the player's actions.

It's this fine balance which allows the game to achieve the superhero power fantasy in a way which few others have. It's not that Batman's adversaries are any more observant than Ezio's, but they're observant of different things. And when there's a shadowy figure lunging out of the gloom at your throat, that makes all the difference.


Originally posted at Generation Minus One, the webcomic of last-gen gaming.

 
Problem? Report this post
ROB HAINES' SPONSOR
Comments (5)
Default_picture
February 25, 2011

I had to give you a boost for this one. The smarts of an AI can definitely be a game changer. Using Arkham Asylum, whilst not having perfect AI, as a comparison was definitely a good idea. It's AI made it harder than most games, but ,like you acknowledged, it did have its times where the AI was as lost as Assassin Creed's.

Me_and_luke
February 25, 2011

It seems like, by and large, you ultimately conclude that a less intelligent AI is necessary for heavy stealth games, with which I agree.  As much as gamers continuously pine for overall 'better AI', many games would likely become obnoxiously difficult as a result, the stealth genre being at the top of the list. 

I love the stealth-action genre - the Splinter Cell series is one of my favorite of all time - but the way the genre's titles are designed often require much leeway for the player to be successful.  We need these forgiving vision and aural cones, enemy forgetfulness, and other minimalist AI programming.  Only then can we be the truly badass superspy assassin that Batman, Sam Fisher, and Ezio are.

Default_picture
February 27, 2011

Talking about Assassin's Creed II. As the sequel focused way more into a sand-box game, the enemy AI "stupidness" became even clearer.

For example, when you attack them using a group of mercenaries, the fact that they are programmed to attack only one enemy at the time (that means... you) becomes pretty obvious when you can walk among the battle and backstab anyone in your way.

If they were looking to expand the limits of the game, they should have considered everithing we were going to interact with... not just trying to be a rival to the likes of GTA.

Avatarrob
February 28, 2011
I'd have to agree. I have great admiration for AC2's technical merits and its ambition, but I can't help but feel that if they had scaled down the sheer scope of the game they may have been able to tighten up the more egregious issues. I was sick of the mechanics for a considerable time before the end, only the plot driving me onwards.
Img_0020
February 28, 2011

Great Article. I always thought that Stealth Games depends on the ability to communicate the AI's intentions to the player, rather than just an effective AI. Probably the biggest complaint that I read in reviews about shoddy stealth games how players get detected out of the blue  without any warnings or even a good justification for why and how they got detected.

Players watch an enemy patrol route so that they know when and where does the enemy pass throught a given section. The enemy exclaims about what is finds weird or out of place so that the players understand that thier patrol route is no longer viable and the enemy is investigating an unusual occurance, even if it comes off weird that the enemy character is basically talking to themselves. Things like these and obviously more are simple examples of a communicative AI.

You must log in to post a comment. Please register if you do not have an account yet.