I Wish The AI Was More... Intelligent

This is something that I've been pondering for some time and I'm not quite sure how it would be dealt with in the game due to the way that pathfinding and AI works... but I wish the AI was more intelligent..

For example:
Guests wander around, bouncing from ride to ride, shop to shop because they have no money. They cause serious bunch-ups at ride entrances as they block the way turning around to just head else-where and do the same. I wish that the guest KNEW that they had no money and that a park charges for rides they are heading to, so don't bother and find something else to do that's free, or go home, or find a cash point.

I wish guests knew what the queue length was before they got to the entrance and decide that they aren't prepared to wait. Something like a queue time board that we can place along the way which allows a decision making mechanism to come into play. This one may actually exasperate the issue of bouncing in larger parks though, so this one may be hard to do.

I wish guests were aware of what rides are further away in the park that may be a better match for their ride desires rather than heading for the first one they see. I mean, yes, there should be an element of this as it happens in real life too, but it seems to be wildly disproportionate.

I wish guests were aware of less busy shops in the area rather than heading to one and being disappointed then heading to another equally busy shop when there is an empty one stood right next to them (Mr Frites, I'm looking at you)

I sort of wish that the guests would "look ahead" and detect a collision in advance. In a larger park, all you see is a load of guests that bump into each other and then have to work out how to walk around each other - but I also get that this look ahead calculation is probably quite taxing on CPU when extrapolated to 10,000 guests..



In other senses though, the AI is great... The guest knows that it's quicker to get a transport than to walk, for example; they mostly avoid walking through each other, they interact with their surroundings - there is loads that it does well.

I just wish that some more "real life" logic was applied to the guest brain.. Yes, there are elements of real parks where a guest gets to a ride and thinks "nah, you're alright", but parks also provide ways to make this decision in advance. This could even take the form of a trait where the guest has a queue time app or something that they check the current queue time before heading to a ride, where that check is the decision point to either head there or not bother.

OR if some-one has run out of money and the rides are chargeable then you don't attempt to get on unless you can pay - you either stand and watch rides, sit at benches, hang out with friends, watch fireworks, walk around gardens / vistas etc. Maybe this may even reduce calculations because the AI doesn't have to think about how the guest is going to turn around and get out of the bunch-up they've caused changing their minds...
 
For me it's the other way around. I wish there was a way to make the AI was more "dumb" so they would just roam around randomly cause this would save alot of performance.
 
For me it's the other way around. I wish there was a way to make the AI was more "dumb" so they would just roam around randomly cause this would save alot of performance.

That's kind of the idea of them being aware of being broke... They'll just wander around not calculating what to do next other than watching a ride, sitting at a bench, going home, to a chash point or just wandering..
 

HeatherG

Volunteer Moderator
For me it works just fine. guests are the least of my worries. I’m to busy making sure the shops are staffed and more.
- People DO use ATMs if they need money.

- Referring to long lines.....guests can’t tell, until they’re close enough, that a line is full so they turn around and go somewhere else. Just like in real life. I don’t want everyone to walk around like robots . I want guests to change their minds. I don’t want a static game.
 
For me it works just fine. guests are the least of my worries. I’m to busy making sure the shops are staffed and more.
- People DO use ATMs if they need money.

- Referring to long lines.....guests can’t tell, until they’re close enough, that a line is full so they turn around and go somewhere else. Just like in real life. I don’t want everyone to walk around like robots . I want guests to change their minds. I don’t want a static game.

In the park I'm in right now, I appear to have the opposite issue.. My staff are staying because they are paid enough and trained to the top level. They rarely quit and shops are not often un-staffed (it's not 100% staffed, but it's not as bad as I've had it in other parks or previous game builds).

My issue isn't that they change their minds because the line is full - my issue is that they decide to do it at the entrance, then get in the way of any-one else wanting to approach the entrance because of the way that guest space works. Often, in larger parks, they just stand there making the issue worse and you have to manually remove the guests from the way. Which is why I'm suggesting that there is a mechanism in place for guests to be aware of a queue that's too long before they get to the entrance to block the way...

In real life, you would check a queue board or an app before you set off and then maybe validate your decision in some capacity on the way; then make your decision based on the info in hand rather than just blindly heading to the entrance of a ride and then deciding.

I do wonder however, which is the most CPU intensive: Allowing a guest to get to the entrance, change their mind, turn around and have the AI calculate their way out of the mess they leave behind them - or - allow each group to decide whether they want to ride based on check-points you can place in their travels.
 
For me it works just fine. guests are the least of my worries. I’m to busy making sure the shops are staffed and more.
- People DO use ATMs if they need money.

- Referring to long lines.....guests can’t tell, until they’re close enough, that a line is full so they turn around and go somewhere else. Just like in real life. I don’t want everyone to walk around like robots . I want guests to change their minds. I don’t want a static game.

Hmm, yea, but I believe AI is still calculating something. Guests are still changing their mind etc. I also believe, that if that was less frequent, it would ease to your CPU. And AI would look "smarter", because frankly, it´s hillarious sometimes how often they change their mind. They go for something, half-way there, then bam, they change their destination to something what is on the exact opposite side of the park. Let alone if it´s a shop and they pass the same type of shop along the way dozen times.
 
Hmm, yea, but I believe AI is still calculating something. Guests are still changing their mind etc. I also believe, that if that was less frequent, it would ease to your CPU. And AI would look "smarter", because frankly, it´s hillarious sometimes how often they change their mind. They go for something, half-way there, then bam, they change their destination to something what is on the exact opposite side of the park. Let alone if it´s a shop and they pass the same type of shop along the way dozen times.

That's why I absolutely LOVE the trait "Single Minded" - They don't change their mind as much!
 
I agree with the Bouncing. I made a Thread about this a while ago and offered possible solutions to this. I hope the Devs took a look at our Threads [yesnod]
 
Back
Top Bottom