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	<title>Comments on: We Can&#8217;t Think of Everything!</title>
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		<title>By: Mika Rautiainen</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23776</link>
		<dc:creator>Mika Rautiainen</dc:creator>
		<pubDate>Fri, 18 Nov 2011 01:51:50 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23776</guid>
		<description><![CDATA[It didn&#039;t in Oblivion if your skill was higher and you were unnoticed by the NPC. I don&#039;t know about Skyrim yet but this makes me suspicious that it hasn&#039;t been fixed. I wish someone could correct me wrong. I&#039;ll see it myself after I have finished upgrading my system.]]></description>
		<content:encoded><![CDATA[<p>It didn&#8217;t in Oblivion if your skill was higher and you were unnoticed by the NPC. I don&#8217;t know about Skyrim yet but this makes me suspicious that it hasn&#8217;t been fixed. I wish someone could correct me wrong. I&#8217;ll see it myself after I have finished upgrading my system.</p>
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		<title>By: Paul Tozour</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23737</link>
		<dc:creator>Paul Tozour</dc:creator>
		<pubDate>Thu, 17 Nov 2011 17:05:01 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23737</guid>
		<description><![CDATA[You mean you could actually touch them while stealthed and they wouldn&#039;t notice?

Honestly, that sounds like an AI bug to me.  It ought to react to that.]]></description>
		<content:encoded><![CDATA[<p>You mean you could actually touch them while stealthed and they wouldn&#8217;t notice?</p>
<p>Honestly, that sounds like an AI bug to me.  It ought to react to that.</p>
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		<title>By: Mika Rautiainen</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23713</link>
		<dc:creator>Mika Rautiainen</dc:creator>
		<pubDate>Thu, 17 Nov 2011 13:03:04 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23713</guid>
		<description><![CDATA[Why I am not to fascinated with this AI &quot;non-feature&quot; is that the stealth play suffers after your sneak skill increases above NPC perception skills. 

In Oblivion (and now in Skyrim, I suspect) it was possible to concretely push NPCs around if your sneak value was above their perception skills. I proposed and collaborated with a modder who developed a routine that used proximity value to apply sneak penalties when the character was at the low proximity of any NPC. Needless to say it increased sneak immersion by tenfold at least.]]></description>
		<content:encoded><![CDATA[<p>Why I am not to fascinated with this AI &#8220;non-feature&#8221; is that the stealth play suffers after your sneak skill increases above NPC perception skills. </p>
<p>In Oblivion (and now in Skyrim, I suspect) it was possible to concretely push NPCs around if your sneak value was above their perception skills. I proposed and collaborated with a modder who developed a routine that used proximity value to apply sneak penalties when the character was at the low proximity of any NPC. Needless to say it increased sneak immersion by tenfold at least.</p>
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		<title>By: Paul Tozour</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23654</link>
		<dc:creator>Paul Tozour</dc:creator>
		<pubDate>Wed, 16 Nov 2011 20:57:03 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23654</guid>
		<description><![CDATA[Also, I haven&#039;t played Skyrim yet (dying to, but I&#039;m too busy), but it occurs to me that it really would not be too difficult for Bethesda to make one generic NPC reaction to inappropriate behavior -- &quot;What the hell are you doing!  That&#039;s completely inappropriate!&quot; or something like that.

That would let them de-couple the AI that detects inappropriate behavior from the NPC reactions to it, and serve as a catch-all for any and all behaviors that do not fit the expected social norms, like placing pots on people&#039;s heads or what have you.]]></description>
		<content:encoded><![CDATA[<p>Also, I haven&#8217;t played Skyrim yet (dying to, but I&#8217;m too busy), but it occurs to me that it really would not be too difficult for Bethesda to make one generic NPC reaction to inappropriate behavior &#8212; &#8220;What the hell are you doing!  That&#8217;s completely inappropriate!&#8221; or something like that.</p>
<p>That would let them de-couple the AI that detects inappropriate behavior from the NPC reactions to it, and serve as a catch-all for any and all behaviors that do not fit the expected social norms, like placing pots on people&#8217;s heads or what have you.</p>
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		<title>By: Paul Tozour</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23582</link>
		<dc:creator>Paul Tozour</dc:creator>
		<pubDate>Wed, 16 Nov 2011 01:40:39 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23582</guid>
		<description><![CDATA[I think the problem with Skyrim, as with all the Elder Scrolls games, is that the game is so insanely open-ended that it would really take a huge AI programming team to do the design justice.

It&#039;s not that the AI is poor; it&#039;s that it lives in a design with ridiculously ambitious requirements compared to any other game on the market.

Their AI team has clearly grown in skill and size over the years, and the AI is better with each iteration of the Elder Scrolls games, but there&#039;s still so much left to be done.

There&#039;s nothing technologically holding the game back from having much better AI.

I think it really comes down to production &amp; budgeting -- they need a bigger team, more time, and a bigger voice/animation budget.

I&#039;d really like to see BethSoft get to the point where they allocate enough resources to their AI to do all of this stuff justice  ...  and I&#039;d like to see consumers get to the point where we demand it.]]></description>
		<content:encoded><![CDATA[<p>I think the problem with Skyrim, as with all the Elder Scrolls games, is that the game is so insanely open-ended that it would really take a huge AI programming team to do the design justice.</p>
<p>It&#8217;s not that the AI is poor; it&#8217;s that it lives in a design with ridiculously ambitious requirements compared to any other game on the market.</p>
<p>Their AI team has clearly grown in skill and size over the years, and the AI is better with each iteration of the Elder Scrolls games, but there&#8217;s still so much left to be done.</p>
<p>There&#8217;s nothing technologically holding the game back from having much better AI.</p>
<p>I think it really comes down to production &amp; budgeting &#8212; they need a bigger team, more time, and a bigger voice/animation budget.</p>
<p>I&#8217;d really like to see BethSoft get to the point where they allocate enough resources to their AI to do all of this stuff justice  &#8230;  and I&#8217;d like to see consumers get to the point where we demand it.</p>
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		<title>By: Mika Rautiainen</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23570</link>
		<dc:creator>Mika Rautiainen</dc:creator>
		<pubDate>Tue, 15 Nov 2011 23:07:12 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23570</guid>
		<description><![CDATA[&quot;Adding one mechanic to the game could have hundreds of different possible applications.&quot; 

I don&#039;t think that exploding possibility space is a good explanation for NPCs lack of self awareness in these situations. There are plenty of heuristics that would create much more useful consequences for unlawful play archetypes. E.g. lowering disposition towards PC if moving objects (that are being manipulated by the PC) are colliding with the neutral NPC.]]></description>
		<content:encoded><![CDATA[<p>&#8220;Adding one mechanic to the game could have hundreds of different possible applications.&#8221; </p>
<p>I don&#8217;t think that exploding possibility space is a good explanation for NPCs lack of self awareness in these situations. There are plenty of heuristics that would create much more useful consequences for unlawful play archetypes. E.g. lowering disposition towards PC if moving objects (that are being manipulated by the PC) are colliding with the neutral NPC.</p>
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		<title>By: Dave Mark</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23284</link>
		<dc:creator>Dave Mark</dc:creator>
		<pubDate>Sat, 12 Nov 2011 18:19:24 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23284</guid>
		<description><![CDATA[Look in the left column, silly!]]></description>
		<content:encoded><![CDATA[<p>Look in the left column, silly!</p>
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		<title>By: Kevin Daley</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23283</link>
		<dc:creator>Kevin Daley</dc:creator>
		<pubDate>Sat, 12 Nov 2011 18:18:01 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23283</guid>
		<description><![CDATA[True.  On the other hand, you don&#039;t have to get it exactly right, because again, it doesn&#039;t directly drive facial expressions.  You can use some sort of heuristic and keep playtesting it until it feels right.  

What is the title of that book, actually?]]></description>
		<content:encoded><![CDATA[<p>True.  On the other hand, you don&#8217;t have to get it exactly right, because again, it doesn&#8217;t directly drive facial expressions.  You can use some sort of heuristic and keep playtesting it until it feels right.  </p>
<p>What is the title of that book, actually?</p>
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		<title>By: Dave Mark</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23276</link>
		<dc:creator>Dave Mark</dc:creator>
		<pubDate>Sat, 12 Nov 2011 15:57:12 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23276</guid>
		<description><![CDATA[Agreed. Considering I wrote an entire book on this, I am a large proponent of this sort of emotional tracking. However, the problem comes when you want to take these fuzzy values and &quot;de-fuzzify&quot; them into concrete actions. There may be 2 choices, 3 choices, 20 choices, etc.]]></description>
		<content:encoded><![CDATA[<p>Agreed. Considering I wrote an entire book on this, I am a large proponent of this sort of emotional tracking. However, the problem comes when you want to take these fuzzy values and &#8220;de-fuzzify&#8221; them into concrete actions. There may be 2 choices, 3 choices, 20 choices, etc.</p>
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		<title>By: Kevin Daley</title>
		<link>http://intrinsicalgorithm.com/IAonAI/2011/11/we-cant-think-of-everything/comment-page-1/#comment-23241</link>
		<dc:creator>Kevin Daley</dc:creator>
		<pubDate>Sat, 12 Nov 2011 04:03:35 +0000</pubDate>
		<guid isPermaLink="false">http://intrinsicalgorithm.com/IAonAI/?p=448#comment-23241</guid>
		<description><![CDATA[&quot;No one will ever see that the character is 0.27 annoyed, 0.12 fearful, and 0.63 excited.&quot;

True, but it can provide a powerful tool for unique behavior selection anyway.]]></description>
		<content:encoded><![CDATA[<p>&#8220;No one will ever see that the character is 0.27 annoyed, 0.12 fearful, and 0.63 excited.&#8221;</p>
<p>True, but it can provide a powerful tool for unique behavior selection anyway.</p>
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