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I will probably start tasking our assistant RPGMaker dev Trihan next month or so to have a look at improving some the dumbest AI behaviors. What are instances of obviously dumb AI behaviors, for example where they use a completely useless skill, that we should take a look at?

Example: A guard using Protect despite being the only alive enemy.

Comments

Anonymous

That spider queen boss in the mountains, that buffs its spawn? I vaguely remember it does that even when they're all dead.

Anonymous

Yes the spider queen uses evolving pheromones and protect when all the spiders are dead. The mermaid using lullaby when everyone is already asleep and it's the only alive enemy.

kyuven

OK I'd like to argue in *favor* of dumb AI behaviors. Using protect when it's the only enemy alive is, yeah, dumb and shouldn't happen, but there's also something Pokemon has done for a long time that I see a lot of merit in: A difference between "wild" enemies and "trained" enemies. "Wild" enemies basically use their available abilities at random. Like if you're facing a wolf that has "Bite," "Scratch," "Howl," and "Pounce," you have even odds of it using any of those attacks on a given turn. So even if howl does nothing, it might still howl on its turn because it's, for lack of a better term, a stupid animal. Meanwhile a trained or boss encounter wolf might have better scripting and ignore Howl while alternating between pounce to keep you CC'd and scratch to keep you bleeding. The reasoning behind this is fourfold: 1) It makes it so players will generally have an easier time with wild encounters since the odds of the enemies spamming the same attack over and over are a lot lower. Wild encounters aren't really *supposed* to be hard, after all. They're obstacles between you and the goal, not the goal themselves. 2) If your game has an "enemy skill" type thing that requires the enemy to use a skill to learn it, you're not completely hosed because every wolf's AI script has them ignoring the learnable "Howl" in favor of CCing you. 3) It also adds some sort of danger to the player. The Boss Wolf might alternate between their attacks to keep status effects up, but the wild wolf might end up stacking bleeds if you don't take it out fast enough if the "dice" don't come up in your favor. 4) There's a bit of realism involved. A trained soldier isn't going to panic in the face of his enemies and use the wrong thing, but someone or something untrained might very well mess up. Think about all the times you've played an RPG and thought you needed to use a particular skill (Growl in Pokemon comes to mind) but after looking at what it actually does, you realized it's useless. An untrained creature won't quite realize that. I personally think this is the biggest point, a creature panicking or getting overwhelmed and using the wrong thing. In short, just because an AI does something useless, I don't think it's necessarily a *bad* thing for the health of the game. Heck games like Civilization and nearly every chess game made since the 90s purposefully add "mistakes" to the A.I. so it's actually possible to win for a normal player. That said a check to see if an ability would be COMPLETELY useless is also worthwhile, like the aforementioned protect/buff allies cases. Though I do wonder about the mermaid with Lullaby. In cases like that where they use a status effect that breaks when attacked (I can't remember if that's true in this game or not) choosing to spam the status effect rather than attack might really be the better option, since the AI's only real solution at that point is to stall out as long as possible, or negate its own effect by attacking.

Toni-Technaclaw

maybe the AI longs to be a Bimbo. XD

Anonymous

idk if this is due to AI behavior, but there's this weird thing where you try to click on an enemy and instead of going into fight you and enemy icon will just run up and down on screen in a loop.

Anonymous

lol, yeah. it's kinda weird. it's like they're chasing each other, but side by side. usually you can stop it if you just click on enemy again and your character will move to them finally. or if you just wait long enough the enemy will finally move into you. but they can go a good 5 or 10 laps back and forth sometimes before it switches to combat. I assume it's just b/c the characters are targeting the space the other is standing in and not the character itself. so if that character is in motion, it will just keep "chasing" in parallel until it finally meets whatever parameter tells it, ok now move to the side. it's not game breaking, but can be a bit funny.