Separator
Dimming the Radiant AI in Oblivion
75724_10100140677637689_837643_55234568_7953868_n
Thursday, December 16, 2010
EDITOR'S NOTEfrom Brett Bates

Evan provides a fascinating analysis of the Radiant AI in Oblivion -- and how the developers ultimately neutered it. If you'd like to read more on the subject, be sure to check out Evan's expanded post.

Sandbox

Open-world games operate on laws that are an amalgam of game tropes and simulated agents. The massive single-player RPG The Elder Scrolls 4: Oblivion is a prime example of this interplay. 

With Oblivion, developer Bethesda Softworks created a new engine for the franchise and many new systems to take advantage of their first foray onto the PS3 and Xbox 360. Of primary concern was the game’s "Radiant AI system," which imitates the impact of resource pressure, individual needs, and player interaction on a non-player character (NPC), resulting in a dynamic, procedural reaction. Radiant AI (RAI) contains a simplistic rubric for individual personality that it assigns to each NPC. Based on a number of factors, characters posess a scaling value set that makes up their rudimentary personality, which is susceptible to change. NPCs have gradations of disposition toward the player and other NPCs.

For the most part, NPCs follow predictable paths in the game and fit into designated roles. These classes include:

  • Aggressive enemies: Usually creatures that attack the player on-sight.
  • Allies: Characters who defend you or work toward defeating a mutual threat.
  • Quest-essential characters: Issue vital directives or items to the player that are needed to carry out a mission.
  • Guards: Enforce in-game laws.
  • Merchants: Constitute the in-game economy by offering paid services to the player and other NPCs.
  • Citizens: Simply live in the world and commune with the player and other NPCs.

However, RAI can sometimes influence an NPC to step out of their role and exhibit some unusual behavior that is motivated by a particular goal or a response to another agent. Players seldom witness these behaviors, since they are always being procedurally generated throughout the game’s world. But there was a period during the game’s development that RAI had more liberty to act on impulse and react to a personal motivation. Oblivion game designer Emil Pagliarulo described some of this bizarre and remarkable behavior (as did a few others):

 

In some cases, we the developers have had to consciously tone down the types of behavior they carry out. Again, why? Because sometimes, the AI is so goddamned smart and determined it screws up our quests! Seriously, sometimes it's gotten so weird it's like dealing with a holodeck that's gone sentient. Imagine playing The Sims, and your Sims have a penchant for murder and theft. So a lot of the time this stuff is funny, and amazing, and emergent, and it's awesome when it happens. Other times, it's so unexpected, it breaks stuff. Designers need a certain amount of control over the scenarios they create, and things can go haywire when NPCs have a mind of their own.

Funny example: In one Dark Brotherhood quest, you can meet up with this shady merchant who sells skooma. During testing, the NPC would be dead when the player got to him. Why? NPCs from the local skooma den were trying to get their fix, didn't have any skooma, and were killing the merchant to get it!

After reading of these past incarnations of RAI, it feels like the NPCs in the release build of Oblivion have been lobotomized. Over the course of the 200+ hours I’ve spent playing the game, the only unusual RAI behavior I can readily recall witnessing is a battle to the death between two archers in a forest.

Oblivion

There are only so many hours one can spend playing the game before the illusion wears off and the recursive Groundhog Day reality is exposed. Characters are anesthetized by strict scripting parameters and feel all the more wooden and unsurprising. The world of Oblivion is a place where listless husks parrot the same awkward conversations, observe the same rituals, and follow the same itineraries of eating, strolling, and sleeping in the daily humdrum of their little lives.

I can understand why Bethesda worked to curb some of RAI’s wilder behavior. Most of the procedural expression took the form of destruction or theft, which in some cases led to a devastated environment of routine mass murders and robbed significant gameplay opportunities from the player.

However, the world that shipped is so sedated that this behavioral latitiude seems absent. Could RAI have been more effectively tempered without diluting it to its current state? Why were the past lives of NPCs sapped of variation? At the very least, why not include the option to activate prior RAI settings?

Bethesda had the ability to ship Oblivion with those RAI settings, but they decided against it. I can only speculate, but I think some people on the team may have wanted to see those exterminated behaviors make it to the release code. Emil himself displays a particular admiration and wonder when describing those now defunct emergent activities.

However, I think they were more influenced in this matter by player expectation than designer intent. It seems the most plausible explanation is that the majority of players hate when things break, bemoan closed gameplay opportunities, and get agitated when they don’t have what they feel is complete agency, even blaming their controllers for compromised performance. If Oblivion attempted to make death and resource pressure a force of game nature and NPC will, I'd wager that sales figures would be significantly damaged, and the collective tantrums of the community would force Bethesda to release a costly RAI patch to mitigate their unpopular transgressions.

If games want to create convincing and compelling game worlds that foster true emergent behavior and consequence, they need to embrace the messy nature of reality by introducing entropic agents.

In some ways, Oblivion succeeds at this. But at a certain point abstraction and progression cannot mask a world that is too convenient. The narrative of the game is predicated on the idea of chaos infiltrating this world through “gates” that enable a hellish, barbaric dimension to crossover.

It seems only fitting then that chaos and entropy be allowed to actually impact the world, so it is more of a reality than a fiction perpetuated by characters. In the game, every chest exists just for you. You are essentially an expected guest, a destined hero impervious to restrictive forces that affect denizens of the real world.

Take my newest character in Oblivion, for instance. As I do with most malleable open-world games like this, I played my second time through not as myself, but as a moral extreme. I had no interest in saving the world of Cyrodill in the main quest. I tried selling the Amulet of Kings, taking it off and discarding it in a bog somewhere, but the game didn’t allow me to. I had no interest in that responsibility.

Why can't an NPC step up to the challenge? All of Cyrodill is waiting patiently for you and only you. It would be more interesting if you had a sudden change of heart and passed on that quest for a bit, only to find out when you return to it that an NPC had already done most of the work.

For once, you wouldn’t be viewed as the harbinger of balance and harmony. You would be viewed as that miscreant who was either too absent-minded or too self-absorbed to assist with this duty of saving everything.

For once, you wouldn't be the hero.


AUTHOR'S NOTE:

This is a prelude to a larger piece that's been in the works for some time. The above is a skeleton, a research question with a rough argument. The next multi-part installments will not just identify what I see as a problem for the aesthetic potential of open world games, but also add the formulation of a new theory and aesthetic philosophy -- a proposal, a plea to developers and players alike to entertain the idea of a decomposing game, a transforming, variable landscape where player empowerment is reduced, and non-player agents are entitled to the acquisition and termination of resources and progression avenues.

 
5
EVAN GRIFFIN'S SPONSOR
Comments (6)
N94101135_30056851_9373
December 16, 2010


Love this article, as the Elder Scrolls is by far my favorite series and the reason why I continued to be a gamer long after childhood. However, I'll be the first to admit the series at large has a lot of problems. As much as I agree with what you wrote, part of me finds it hilarious that the AI was apparently so advanced that they were killing and robbing each other for resources.



I have a point, however: the more realistic the AI, in some cases, the more inconvenient it is to play. Back in the days of Morrowind, I could stroll up into a shop in the wee hours of the morning and all the NPC's would be standing there, faithfully awaiting my patronage. Fast forward to Oblivion and Fallout, and I find myself camping outside of shops waiting for them to open. Sure, it's only a thirty second wait, but I would have gladly sacrificed the realism of NPC's that sleep for a 24 shop system.



I have a feeling, though, that they'll have some of these problems sorted out with Skyrim. With such a huge lapse between titles it's hard not to improve and keep winning awards like they do.


Vaultboy-death-androu1-avatar
December 16, 2010


@Matthew: add to it that Skyrim is gonna use a new engine, and Skyrim may end up being a very different game. In a good way. I kind of wonder what the next Fallout will be like now.



AI like the original RAI definitely sounds interesting, yes, but it would take away choice from the player which may ultimately make the game frustrating at times for some people, what with all the killing and stuff.



It would definitely be great to have it as an option, tho, I think. I would definitely love to use an AI like that.



They could've just tried to make it so the characters didn't kill each other over stuff, tho, no? Make the AI trade with each other, make them talk to each other, make them even more advanced.


Default_picture
December 17, 2010


Reading about these glitches in this game is one of my favorite things. Hilarious. I really like the idea of NPCs interacting with each other or competing for resources. This could definitely highten immersion for players who stumble into random exchanges or conflict that plays out in different ways. Give the merchants some guards, and let em duke it out!



What i would like to see more of as well would be attitude difference and changes in NPC dialogue trees based on the situation you are in. In Fallout New Vegas for example you can go into any shop in the middle of the night (an improvement, i agree with Matthew) and wake up the shopkeep to buy things, but he/she acts like its the middle of the day no problem (although i might be nice to anyone holding a giant plasma rifle, but you see what i mean) Stop someone on their way to work? They should sound irritated, etc.


Guybrarian
December 17, 2010


I really enjoyed this article.  I think that us hardcore players who have had countless romps in these "open" worlds are salivating for an experience that is slightly out of our control.  With Skyrim coming out soon, I hope that Bethesda mixes it up a bit with the structure of gameplay.  I mean, what if you walked into a town, and there was a whole populace where there was nothing for you to do?  That would really be strange.  Or if there was something to be done, the NPCs worked at getting it done themselves, instead of waiting for you, the shining knight to come around and do a quest?  What if you talked to NPCs and they'd  be like, "Nah, were pretty good here. You should go to that other town, they might have work for you."  I think a game that would simply provide you with a living world, minus any direction or overarching purpose would be interesting, where the player is completley free to craft out his/her own purposes.



Great article!

Default_picture
December 17, 2010


There were some monents of AIs interacting in neat ways. I brought as many people as would follow me into my home and some of them would chat with each other. Sometimes an NPC would misbehave in a city and the guards would all freak out and attack him.



This has nothing to do with AI, but it is an example of unintended game design. The most fun I had in Oblivion was exploiting the duplication bug on Xbox 360. There was something mesmerizing about 100 objects pouring out of a single point. Amazingly, the 360 never crashed (although I always cleaned up the objects to avoid crashing). I filled a floor of a house with vases and it was like a kids ball pit.


75724_10100140677637689_837643_55234568_7953868_n
December 18, 2010


 



Thanks for all of the kind words, everyone! I loved reading the dialogue that followed. Even though this is a small and skewed reflection of the gaming populace, I think all of these comments stand as a testament to the merits and virtues of a more dynamic, emergent, and empowered state of AI and in-game processes. Reading about the possibilities of a more feral and unpredictable AI system spurs so much excitement, and it's clear that a healthy number of gamers want this, and like all of us, fantasize about what stories, meta-games, feelings, and atmospheres could come out of such an implementation.



I'll agree with what was said, that finding the balance between emergent realism and player convenience is tricky. Given the example of waiting for stores to open in a 24 hour accelerated day cycle, a mechanic like this is for one, easily bypassed by the 'wait' feature, and thus, superfluous, and even if the 'wait' feature wasn't used, it doesn't add anything qualitatively or experientially to the game.



I'm more interested in resources being taken from players and used by NPCs, adventurers and treasure-seeking NPCs that compete with the environment, each other, and the player. I'm interested in meta-game creation, like removing all of the food from a town and watching how the citizens cope with famine, then having the option as the player to deliver food as humanitarian aid or stand idly by as a malevolent observer. Most superficial convenience hurdles should be eliminated (like waiting for shops to open). Large-scale genocides of characters and resources caused by NPCs should also be curtailed. But I see nothing wrong with the game stripping me of agency, a sense of entitlement that almost every game I've played has spoiled me with, fattening me up with items and currency that only I can touch, and add nothing new to the game.



Most open-world games can feel like lifeless museums that only come alive in small ways as a result of discrete player input. This breaks immersion, and realism, and also means that transformation of the world, atmosphere, and game pressures is selective and sporadic, which is pretty repetitive and slow over the course of 100+ hours of play time. Fallout 3 and New Vegas display almost all of these old problems, but in my view, they’re more successful at veiling them with great, idiosyncratic writing, environments, and quests. 


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