Game Discussions Star Citizen Discussion Thread v12

No. Stock management is a simple variable check. Following a recipe is iterating through a list. Neither is AI.

But Tippis - consider the emergent gameplay opportunities!

Shelf Stacker! Count the empties! Go to the beer cellar and bring appropriate amounts of restock! Temperature check midway to keep those brewskies at the perfect presentation level!

Stock Rotation! Brave the dangers of broken glass, sharp bottle caps and getting trodden on by Combat Bartenders to ensure product is presented in order of expiry to maximise the client's enjoyment experience!

Emergency Alternatives! Run out of the hottest trendy new brew? Stock up on Mediocre Glug and offer it as a special! Mix up a cheeky Hairy Roberts to go as a chaser - and watch those Commando's explode with delight!
 
The bartender manage real stocks (bottles in fridge for instance). Every element used is counted. If the fridge is empty he should say he can't do your beverage and launch restock order to the server (the bartender AI will do it, not a script tied to the fridge)
The bartender doesn't manage anything. The game engine manages this. The bartender object can ask fridge object how much is left - this is super easy and standard in object oriented programming for decades and it's all "AI" means.

He had no scripted routes. He will search the fridge and go to it by himself from where he is when needed. When he takes your order, he should seek you to give it to you when done. If you have moved and took a sit 5 m away, the bartender have to detect the small door closing the bar, open it and pass the bar to give you your order. All those events not predefined. He have to recognize all its surroundings, don't collide with others NPC/PC and put the bottle in the right place where you are (the table if you have take a sit for instance). He should be able to get back the empty glass too.
So - as already said - a pathfinding. Again, standard in games for decades - Deus Ex had better pathfinding than the current Bartender iteration and that's 20 years old game.

When you command a multi elements beverage, he doesn't execute a full script but follow a recipe (whiskey, next ice cube, next water). The animation suite is dynamicaly launched.
So he doesn't execute a script, but follows a recipe. Meaning he follows a script. Because that's what a recipe is - every time you're cooking, you're following a script.

A part of the animations are not in mocap or hard scripted but calculated. Ex : the movement to the fridge should be natural from 2m, 2.1m, 2.2m, 2.3m, 2.4m, etc (no moon walk). I have a good video about it from SQ42. I will post it later.
Most of the games do this today anyway, because they don't bother with mocap to begin with.

He constantly detects pnj and players in its surrounding and their localisations. For ex, if you pass behind the bar, he shouts at you to get out (seen in video).
Path finding combined with some conditions. Revolutionary.

He will be able to show emotions and analyze you. If you stink (no shower since several days), he can refuse to serve you.
Some more conditions (ifs and switches). Breathtaking progress.

He can queue orders. If 2 npc ask beers before you, you have to wait, you will be the third to be served.
CIG INVENTED FIFO QUEUE, SOMEBODY CALL ALL PROGRAMMING LANGUAGES TO BE REWRITTEN WITH THIS AWESOME TECH.

The bartender and the NPCs will interact by themselve. We should see bartender getting orders from NPC.
There's no "by themselves" in computing of this order and approach. They are scripted to have a chance to communicate if they are near enough (possibly with some other routines). There's no magic or revolutionary development in this.

He can be used as a mission giver or receiver and should have a good stock of sentences to say.
Done in games for decades again - in Deus Ex you had bartenders like this. With limited sentences, sure, but that's the easiest thing to add.

There's nothing in the current bartender implementation that's in any way revolutionary, groundbreaking or piquing an interest for anyone who does game programming. Heck, I did some of these (animation calculation start, path finding to catch player, AI behaving based on objects left in its inventory) for my C++ class's implementation of Bomberman for semester work.

These are all are just big words from CI to bedazzle anyone who's not programming.
 
What sort of AI you talk about ?
It his particular case, none at all, since a bartender in a space game doesn't really need any beyond the most basic pathfinding (if even that).

That was kind of the whole point, you know…

Done in games for decades again - in Deus Ex you had bartenders like this. With limited sentences, sure, but that's the easiest thing to add.
Hey now, let's not look down on DX bartenders. They'd whip out shotguns and end you if you did something stupid on their turf, with all the combat AI this entailed. :D
 
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The bartender is a test bed for all AI in game.
I can tell you more for what the devs wants to achieve with the bartender but not all those features exist yet in the actual bartender. I will try to test which one have been done.

The bartender manage real stocks (bottles in fridge for instance). Every element used is counted. If the fridge is empty he should say he can't do your beverage and launch restock order to the server (the bartender AI will do it, not a script tied to the fridge)

He had no scripted routes. He will search the fridge and go to it by himself from where he is when needed. When he takes your order, he should seek you to give it to you when done. If you have moved and took a sit 5 m away, the bartender have to detect the small door closing the bar, open it and pass the bar to give you your order. All those events not predefined. He have to recognize all its surroundings, don't collide with others NPC/PC and put the bottle in the right place where you are (the table if you have take a sit for instance). He should be able to get back the empty glass too.

When you command a multi elements beverage, he doesn't execute a full script but follow a recipe (whiskey, next ice cube, next water). The animation suite is dynamicaly launched.

A part of the animations are not in mocap or hard scripted but calculated. Ex : the movement to the fridge should be natural from 2m, 2.1m, 2.2m, 2.3m, 2.4m, etc (no moon walk). I have a good video about it from SQ42. I will post it later.

He constantly detects pnj and players in its surrounding and their localisations. For ex, if you pass behind the bar, he shouts at you to get out (seen in video).

He will be able to show emotions and analyze you. If you stink (no shower since several days), he can refuse to serve you.

He can queue orders. If 2 npc ask beers before you, you have to wait, you will be the third to be served.

The bartender and the NPCs will interact by themselve. We should see bartender getting orders from NPC.

He can be used as a mission giver or receiver and should have a good stock of sentences to say.

That's the plan. Dev have said that some of those features are already used for combat. For instance NPC will seek soon for ammo box when out of ammo (shown in video).

Yeah. I was actually an AI programmer for a game dev many moons ago so I know the kind of nonsense they get graduate developers to do to keep them busy when blockers happen. Honestly its folly, in an engine that famously eats FPS you want the most efficient way of producing the same results. Game development is about illusion, what you describe above provides no discernable benefit to players. If the marketing department says theres all this cool tech and what I'm seeing is a wonky string of mocaps and some jerky moves between waypoints it is probably as dubious as how it looks and reeks of one department having nothing better to work on.

What your describing above is a bunch of basic state machine AI, it's hardly cutting edge stuff. No learning, adapting or abstraction. I cant see that they are really developing anything useful "queues" and path finding or search algorithms are entry level found in any game over the last fourty years.
 
There's nothing in the current bartender implementation that's in any way revolutionary, groundbreaking or piquing an interest for anyone who does game programming.
A which moment I said that's revolutionary or groundbreaking ?
And it's piquing an interest for the ones who will play the game (at least me).

Following recipes is not hard, that's not the thing to focus. The main thing will be the AI server that will have to manage those recipes (warriors recipes, workers recipes, citizen recipes, etc) for thousands of NPC accross the server and give a feeling of life to all of this. DeusEx is a good example, but a solo game. You don't code mmo AI like AI in solo games.
 
Anyway...Death Stranding has just finished downloading...time to go see what another pretentious dreamer full of hubris can manage to chuck out the door when let loose to design and produce a walking simulator on his own...maybe Kojima san has managed bartender Ai too ;)
 
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It his particular case, none at all, since a bartender in a space game doesn't really need any beyond the most basic pathfinding (if even that).
Bartenders are a testbed for ALL npc in game. Workers in hangars, janitories, salarymans, joggers in new babbage, guards, pirates,etc
 
A which moment I said that's revolutionary or groundbreaking ?
CI is saying that, all the time. And they took over a year to implement this. Why? What's taking them so long when the functionality is so trivial?

And it's piquing an interest for the ones who will play the game (at least me).
I suggest you go and play other games, then.

You don't code mmo AI like AI in solo games.
Yes, yes you do. There's nothing in there that needs a different approach aside of - possibly - better queuing system.

Bartenders are a testbed for ALL npc in game. Workers in hangars, janitories, salarymans, joggers in new babbage, guards, pirates,etc
That's what CI says. And it's bullcrap - thinking it would work like this. The approach would be all wrong to begin with.
 
The main thing will be the AI server that will have to manage those recipes (warriors recipes, workers recipes, citizen recipes, etc) for thousands of NPC accross the server and give a feeling of life to all of this.
Maintaining an ordered list of ingredients for a script to iterate through isn't exactly AI. It might be SQL 101 if you're bad at picking live-environment db tools, but that's about it.

DeusEx is a good example, but a solo game. You don't code mmo AI like AI in solo games.
AI is AI. The only difference in an MMO is that you shouldn't fall into the standard trap of having enemies focus solely on the player character for the simple reason that there is no “the player character” to focus on. And solo game AI shouldn't really do that either, but lazy devs often do it anyway (so we can safely assume that CI¬G will fall into that trap if they ever get around to doing any AI work).

Bartenders are a testbed for ALL npc in game. Workers in hangars, janitories, salarymans, joggers in new babbage, guards, pirates,etc
…except that bartenders need no AI and are therefore a horribly idiotic choice for a testbed. They might as well have picked the bar stools as their test actors.
 
Bullfrog and Lionhead used to do some neat experimental AI, remember the neural net creatures in black & white?

Demis Hassabis, now theres an AI programmer. If he did a bar tender it would have to learn to mocap itself.
 
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Anyway...Death Stranding has just finished downloading...time to go see what another pretentious dreamer full of hubris can manage to chuck out the door when let loose to design and produce a walking simulator on his own...maybe Kojima san has managed bartender Ai too ;)

I started to play it on PS4 at release, currently I'm in chapter 3. So far I had good moments. Not really in terms of gameplay, but atmosphere sor to say. From time to time you reach somewhere and selected track start to play, there is one such scenario when I was really amazed. Beautiful scenery, with the right track after some sneaking from BT's (none of this spoiler, you will do it a lot). I will put into spoiler if you really want to see it

 
This is about the first screenshot of the game that I thought "ooh, that's quite pretty" when I saw it.

Ship design is still godawful though.

It may not make sense but I like the small fighter meets spaceship design. One of the reasons I like the Imperial Courier.

The screen shot looks great, though. Star Citizen might not nail it but one day I hope some competent company succeeds in what is trying to be achieved. I've said this before but I especially liked the multi cannons in action Ive seen in videos. Unfortunetly those are all the positive things I can contribute.
 
Here's some light reading on one design approach that could have been relevant had CI¬G bothered to actually discuss what they're trying to achieve: https://alumni.media.mit.edu/~jorkin/goap.html (there are a few dead links, but archive.org is a thing). There are many more like it, none of which would be of much use for (or be much used by) an essentially static NPC working from a single dialogue tree script.

If they are using an established framework for AI that's good, it might stop them going over budget and refine the development time ...oh :cautious:
 
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