#AI Task Progression Rework

63 messages · Page 1 of 1 (latest)

timid sierra
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It's no secret by now that a lot of people dislike the way the AI's routines and lives are handled in HN2. However, the way I see it, the root of the problem is not the system itself - its the way it is executed inside of the game. As it stands right now, in combination with the player's ability to rush houses, AIs will likely only ever be able to do a limited number of tasks before players finish a house.

To that end, AIs should have a less rigid task progression. Instead of the current way it works, AI routines should be mostly random, but after certain objectives they have tasks they are garunteed to go do first before returning to their randomized tasks. The tasks they go do are entirely based on how exactly the player is progressing through the house - for example, the task Gerda goes do will be different if the player starts with the 1 button over the 5 button, for example.

Also, at certain parts of the day, the AI "favors" certain tasks, making them more likely to go and do them. The tasks in general need to be more dynamic and interesting, and in general, there needs to be more of them. (This suggestion has incredible ideas for things in that regard: https://discord.com/channels/474299944254308373/1172134290218287176 .)

TL;DR - The concept is good, but the execution has many holes in its design that are exacerbated by the other holes the game has in its design. Fix em.

smoky crow
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Yes i liked!

muted rock
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I dont really think this is a good idea

timid sierra
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Twisted Egg, here's the long and short of it

muted rock
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The current system is bad but this isnt much better

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It still makes the AIs behavior predictable

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Instead of always doing the same 2 tasks all it does is add a small chance they might do something else

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Still making it easy for the player to avoid the AI

timid sierra
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If you want the AI to have FULLY dynamic routines, you'd have to completely restructure the way the game handles the passage of time in relation to the gameplay AND the narrative
Since the game only has you going to the AIs houses during the day, and time only passes in the day once you complete certain objectives, this creates a fundamental issue with having fully dynamic routines

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There are a LOT of other systems and things about the you'd need to rework to get rid of the system completely

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Too many things

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So there has to be some sort of middleground compromise between structure and dynamics

muted rock
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Im just saying this compromise doesnt fix the issue of the AI being predictable and easy to exploit

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You just added a small chance of the AI MAYBE doing something else

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Even tho most of the time its gonna camp a certain floor or room

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The only way I could see this working if the routine was diffrent on each playthrough

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Forcing the player to adapt

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So instead of always prioritizing one area they could catch player off guard by doing diffrent things on diffrent playthroughs

timid sierra
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It's not a black and white thing, which is why it's so hard to suggest a solution for.

muted rock
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Predictability kills the replay value

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I feel like for this to work there would need to be some amount of randomness

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Maybe have like 5 pre made routines that get swapped out as the game progresses. And the player has to observe the AI to tell what its doing

idle thunder
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One message removed from a suspended account.

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One message removed from a suspended account.

muted rock
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The way the system works rn and the way you suggested it should work makes it so a player never has to repeat that process ever again and can just avoid the AI without being seen on replays

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The AI being easy to ignore was a big issue with hn1.

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The task progression system helps with this because if Keith is always gonna be upstairs then you can easily find a way to exploit that

idle thunder
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One message removed from a suspended account.

timid sierra
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HN1's issue was that it was TOO dynamic. Too much space, too many options, too many places to hide and run, too many ways to completely ignore and breeze past the AI, and there was nothing the AI could do about it because the game let you do whatever you wanted.

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HN2 tried to rectify this by making the game linear, but did it to a fault. HOWEVER, I do think there is a significantly stronger foundation built here than HN1 lol

muted rock
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Im just saying the way you suggested this doesnt fix the main issue of task progression

timid sierra
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I think that it's a start

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Sorry for going on a longer winded rant lol

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To be honest, I do have a much more radical idea, but I deliberately wanted to make this suggestion more moderate

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I don't know how willing EGS are to really dive deep into the core of the game and change things.

muted rock
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This "moderate" sugfestion doesnt really fix anything at all

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It still keeps the main issue with the AI

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Just because its a little less bad doesnt mean it isnt still bad

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My main issue with task progression is that kills the replay value and overall feels very unfun to play against

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The houses are smaller than in hn1 so the issues with hn1 is they designed the house for parkour and stuff instead of the AI

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The houses being smaller would work perfect with the AI always being nearby

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But having the AIs focus on a small part of the house kinda messes that up

timid sierra
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A more radical suggestion I have is this
AI routines are mostly random, but after certain objectives they have tasks they are garunteed to go do first before returning to their randomized tasks, and the objectives they go do are entirely based on how exactly the player is progressing through the house. The task Gerda goes do will be different if the player starts with the 1 button over the 5 button, for example. Also, at certain parts of the day, the AI "favors" certain tasks, making them more likely to go and do them.

muted rock
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The reason why the guest AI works is because you cant avoid it. You are gonna have to sneak around the guest. In the base game you can just run around the house and not worry about it

timid sierra
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For example: At the start of the bakery level, Gerda favors baking, and baking would be a more complex series of tasks. However, she can still break out of the baking and go do other things if the AI decides upon it, she is not limited to the first floor of the house.

muted rock
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This actually seems to be decent

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I feel like the gameplay in act 1 needs drastic changes

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I just dont find act 1 to be fun

timid sierra
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The way it works now is a little not great

muted rock
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The forest was a step in the right direction

timid sierra
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But I feel like that's a bit off topic for this suggestion? So I don't know if I want to talk about it here.

muted rock
timid sierra
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The thing I've noticed about HN2's AI updates is that they've given it a whole bunch of features but the features are implemented as part of a broken AI system

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So the features aren't working to their full potential

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Despite them being good features

timid sierra
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I should probably edit the main post of this suggestion so that any dev that looks at this can see the updated feedback

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Updated the post.

lone kindle
timid sierra
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Bump