Hello everyone,
I know there have been some complaints about guest AI but I was hoping to have an informational discussion about it. I have mostly been playing through the career mode and I got to say, I feel like something is a little off about the guest AI but I cannot put my finger on what exactly are the root causes.
I am going to begin by talking about guests in RCT2 as a point of a comparison and because I am much more familiar with the game.
Guests in RCT2 seemed to follow two main behavior sets: normal and "headed to" behavior.
-A normal guest wanders around somewhat randomly along paths and occasionally partakes in appropriate activities if they happen to go in that direction, i.e. riding a ride within their intensity preferences or doing something neutral like purchase a balloon.
-A guest can begin to "head to" either a ride (if they just rode it and liked it, have a voucher, etc.) or a nearest appropriate facility to fulfill a need (hunger, thirst, sickness, etc.).
-A "headed to" guest will generally move in the direction of where they want to go. However, even if a ride is reachable by paths, guests actually could get trapped/lost trying to get where they wanted to go (I forget if this only occurs if the guest does not have a map). For example, if a large park has a general "U" layout, a guest in the upper right corner may get trapped in path systems there trying to head to a ride in the top left corner without realizing they can go down and around.
I believe this last point is attributable to the paths being more of just blocks where guests can randomly choose to turn or not, or choose to head in the general direction of the ride.
Besides this one point, there was a general consistency in behavior that also made management statistics more consistent. For example, you could usually expect monthly ride profits to be pretty similar month to month, and if there was a discrepancy, you would usually have a good idea why (i.e. rain, major ride breaking down etc.).
Now on to Planet Coaster.
First of all, I believe that with everything properly connected by at least one path, a guest in Planet Coaster cannot actually get lost. The way paths connect seems to be more of a proper node and edge system, so I assume guests can always just get from point A to B with some inherent park-layout knowledge (which I assume is just some Djisktra's algorithm type stuff). I also assume this is how the staff roster's operate, although I am not sure what exact order between components the staff member chooses.
My bigger problem is understanding how the guests actually behave specifically. It seems like they more frequently "head to" attractions. For example, a distant, empty area in RCT2 will still have some guests who happened to randomly walk there. This will not happen in PC. However, if you place a new ride in that area, you will get at least some foot traffic there from guests heading directly to that ride.
However, they also seem to head toward things in large groups, especially when queue's are full or new rides open up.
I think a good way to illuminate this thought is in the Silversmith Manor career mission, which is essentially laid out as a long spiral path from the entrance to the River Rapids ride in the center. I began this scenario by building a few gentle rides by the entrance. The jump in park rating caused many guests to enter, almost all of whom decided they wanted to head toward the rapids ride most leaving my gentle rides nearly empty. However, when many got to the rapids ride to discover a full queue, there was another huge exodus back to the gentle rides at the park entrance, and then the rapids ride was not nearly as full.
I have not fully followed guests enough to fully understand behavior but I feel as though these types of swings happen frequently and cause huge variations in monthly profits (i.e. if guests happen to flood the queue of an expensive ride one month).
Unlike RCT2, in PC I notice very large differences in monthly ride incomes for no discernible reason; the above is one of my best guesses why. This type of variation makes goals such as "maintain profit of XXX for 3 months" a nightmare. I have heard some suggest always having full queue scenery--I tried this and I cannot say for sure if this has any impact honestly. In my mind I imagined this just made guests less angry to wait in a long queue and would not impact whether they joined the queue.
And beyond all this there are still points I do not understand such as why guests will simply refuse to purchase certain shop brands.
Sorry if that was all a bit jumbled, just thought I would spill out some of my observations about this game as i try to figure out the optimal park designs and management strategies. Has anyone else noticed any of this or any other specific behaviors they wish to discuss?
I know there have been some complaints about guest AI but I was hoping to have an informational discussion about it. I have mostly been playing through the career mode and I got to say, I feel like something is a little off about the guest AI but I cannot put my finger on what exactly are the root causes.
I am going to begin by talking about guests in RCT2 as a point of a comparison and because I am much more familiar with the game.
Guests in RCT2 seemed to follow two main behavior sets: normal and "headed to" behavior.
-A normal guest wanders around somewhat randomly along paths and occasionally partakes in appropriate activities if they happen to go in that direction, i.e. riding a ride within their intensity preferences or doing something neutral like purchase a balloon.
-A guest can begin to "head to" either a ride (if they just rode it and liked it, have a voucher, etc.) or a nearest appropriate facility to fulfill a need (hunger, thirst, sickness, etc.).
-A "headed to" guest will generally move in the direction of where they want to go. However, even if a ride is reachable by paths, guests actually could get trapped/lost trying to get where they wanted to go (I forget if this only occurs if the guest does not have a map). For example, if a large park has a general "U" layout, a guest in the upper right corner may get trapped in path systems there trying to head to a ride in the top left corner without realizing they can go down and around.
I believe this last point is attributable to the paths being more of just blocks where guests can randomly choose to turn or not, or choose to head in the general direction of the ride.
Besides this one point, there was a general consistency in behavior that also made management statistics more consistent. For example, you could usually expect monthly ride profits to be pretty similar month to month, and if there was a discrepancy, you would usually have a good idea why (i.e. rain, major ride breaking down etc.).
Now on to Planet Coaster.
First of all, I believe that with everything properly connected by at least one path, a guest in Planet Coaster cannot actually get lost. The way paths connect seems to be more of a proper node and edge system, so I assume guests can always just get from point A to B with some inherent park-layout knowledge (which I assume is just some Djisktra's algorithm type stuff). I also assume this is how the staff roster's operate, although I am not sure what exact order between components the staff member chooses.
My bigger problem is understanding how the guests actually behave specifically. It seems like they more frequently "head to" attractions. For example, a distant, empty area in RCT2 will still have some guests who happened to randomly walk there. This will not happen in PC. However, if you place a new ride in that area, you will get at least some foot traffic there from guests heading directly to that ride.
However, they also seem to head toward things in large groups, especially when queue's are full or new rides open up.
I think a good way to illuminate this thought is in the Silversmith Manor career mission, which is essentially laid out as a long spiral path from the entrance to the River Rapids ride in the center. I began this scenario by building a few gentle rides by the entrance. The jump in park rating caused many guests to enter, almost all of whom decided they wanted to head toward the rapids ride most leaving my gentle rides nearly empty. However, when many got to the rapids ride to discover a full queue, there was another huge exodus back to the gentle rides at the park entrance, and then the rapids ride was not nearly as full.
I have not fully followed guests enough to fully understand behavior but I feel as though these types of swings happen frequently and cause huge variations in monthly profits (i.e. if guests happen to flood the queue of an expensive ride one month).
Unlike RCT2, in PC I notice very large differences in monthly ride incomes for no discernible reason; the above is one of my best guesses why. This type of variation makes goals such as "maintain profit of XXX for 3 months" a nightmare. I have heard some suggest always having full queue scenery--I tried this and I cannot say for sure if this has any impact honestly. In my mind I imagined this just made guests less angry to wait in a long queue and would not impact whether they joined the queue.
And beyond all this there are still points I do not understand such as why guests will simply refuse to purchase certain shop brands.
Sorry if that was all a bit jumbled, just thought I would spill out some of my observations about this game as i try to figure out the optimal park designs and management strategies. Has anyone else noticed any of this or any other specific behaviors they wish to discuss?