StihlReign wrote: »It would be awesome to see similar logic applied to trials, and Vet trials in particular - where you might have a list of abilities the boss has available but the fight is much more dynamic and adaptive. The end result being great fights but fewer youtube videos of how to beat the boss, and more videos of "we beat the boss This Fight Was Epic."
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
SOURCE | Please review for context#1 AI models use fewer rules
Rules need constant updating whenever a new behavior is detected. Algorithms seek and compare data based on a wide range of options.
Benefit: Fewer rules result in less maintenance
Reduction in Rules using AI 50,000 -> 12
#2 AI models are not constrained by hard-coded rules
Rules are hardcoded and depend on certain conditions. Because rules take a binary approach – if this, then that – they depend on the information provided. This leaves room for human error and bias.
Benefits: Models can analyze multiple data points and detect anomalies
Anomalie detection using AI +200%
#3 Continuous, automated refinement
Rules are static, which is why they need constant manual updating. Your information lives in silos.
Because AI is self-learning, models can use an automatic feedback loop for constant improvement
Benefit: Models learn and adjust automatically based on experience
Reduction in False alerts due to AI 8300 -> 300
#4 Scalable AI outperforms other solutions
Data in rules-based decisioning solutions have to run through thousands, even hundreds of thousands, of rules.
Unsophisticated AI can use such complex algorithms that it takes hours or even days to run.
This timeframe makes it very difficult to stop fraud in progress as it bogs down when the volume of data increases.
To improve processing time, some rules may be turned off but that comes with risk. If you delete or turn off a rule in a rules-based system, it won’t detect a fraud scheme that resurfaces in six months. That results in a drain on resources. Staff have to spend time investigating the fraud or increased risk, while having to comb through and decide which rules to reinstate. Meanwhile, the company needlessly loses revenue.
“A significant amount of damage can be done..."
AI will not only detect the behavior, but also learn any new twists to schemes.
"...distributed architecture allows lightning speed response times (less than 10 milliseconds), end-to-end encryption and traceability. Our AI models make decisions at up to 100,000 events per second..."
Benefit: ...customers benefited from 99.9999% uptime with limitless scalability.
How do AI models compare to rules-based decisioning? Because AI’s machine learning makes multifactored decisions, AI returns higher accuracy rates, and reduces false positives and manual reviews.
With that being said, I really believe ESO won't take benefit from AI. Simply because it was not built around it from the beginning. It might be too hard to implement at this point. And the dev team might have another mindset approach to using AI, due to the past 10 years of experience.
SOURCEThe influence of AI in the gaming industry has witnessed an unprecedented surge, reshaping the landscape of interactive entertainment. AI algorithms have transcended traditional gaming boundaries, enhancing player experiences and the game development process.
Applications of AI in gaming
Non-player Character (NPC) behavior
Enemy AI
Pathfinding and navigation
Procedural content generation
Adaptive difficulty levels
Graphics enhancement
Voice recognition and Natural Language Processing
Game design assistance
Quality assurance and testing
Anti-cheat systems
Dynamic game environments
Personalized content delivery
Player-Experience Modeling (PEM)
Data-mining and real-time analytics
Player sentiment analysis
Virtual assistants
StihlReign wrote: »It would be awesome to see similar logic applied to trials, and Vet trials in particular - where you might have a list of abilities the boss has available but the fight is much more dynamic and adaptive. The end result being great fights but fewer youtube videos of how to beat the boss, and more videos of "we beat the boss This Fight Was Epic."
I think we'd end up with the same balance problem faced in some BG3 encounters, that being a DM with a priority of annihilating the group over providing a fun experience. It would be very frustrating to fight a boss in a trial that constantly spams group-wipe mechanics because the AI learned that it was the most effective way to "win". Sure, they could balance it by forcing certain abilities to be on cooldown and restrict which ones can be used sequentially, but then they may as well just do what is already done by putting mechanics on rotations and tying others to health thresholds.
StihlReign wrote: »SOURCE | Please review for context
Tommy_The_Gun wrote: »The thing I find funny is that AI is nothing new.
In regards to dynamic enemies, that's something I am actually against. Having somewhat predictable enemy behavior allows you to make a strategy for the fight. We as the players adjust for the enemy, the enemy shouldn't adjust for us. When it comes to score pushing as well, there would be way more RNG involved if enemy behavior was dynamic.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
AI-powered innovations in graphics: Transforming gaming realism and aesthetics
Real-time ray tracing
AI technologies have spearheaded advancements in graphics with real-time ray tracing, powered by hardware acceleration like NVIDIA’s RTX series GPUs and software frameworks such as Microsoft’s DirectX Raytracing (DXR) and Vulkan Ray Tracing. In real-time ray tracing, AI algorithms accelerate the calculation of rays of light, simulating complex interactions with in-game objects. Ray tracing denoising, implemented through deep learning technologies like NVIDIA’s DLSS (Deep Learning Super Sampling), plays a crucial role in improving ray tracing performance by reducing noise and enhancing visual fidelity. The combination of powerful hardware and AI-driven denoising results in stunningly realistic lighting, reflections, and shadows, profoundly impacting the visual quality and immersion in games.
AI-driven rendering techniques
AI-driven rendering techniques optimize graphical performance and quality, incorporating technologies like machine learning-based super-resolution. NVIDIA’s DLSS is a prime example, utilizing deep neural networks to upscale lower-resolution images to higher resolutions in real time, effectively improving image quality without the computational cost. Additionally, AI-based anti-aliasing techniques, such as Temporal Anti-Aliasing (TAA), enhance visual clarity by reducing jagged edges and smoothing out graphics. These technologies collectively contribute to a smoother and more visually appealing gaming experience by dynamically optimizing rendering processes based on AI-driven algorithms
RicAlmighty wrote: »As someone that worked heavily in ML the last 3+ years, what you've suggested would take a minimum of 3-5 years to implement if it could even be done in the first place. You cannot add "AI" to an existing game engine. The entire core would need to be re-written and the LLM constantly regenerated and updated to manage the learning. This is a massive undertaking.
Your first link is to a blog post talking about "AI" replacing human designers, so not sure how that is applicable. Your second link is just a mind map of things that "could" be done with no specifics or direct applications.
Thirdly, the "literature" you are quoting is from a company that has a financial interest in developers adopting these technologies and thusly the marketing rhetoric borders on nonsensical. Nvidia's upscaling tech like DLSS is completely different than what you are referring to in your first post and should not be used as a point of comparison. Nvidia likes to use the term "AI" when they just mean branching algorithms because "AI" makes their stock price go up. Their tech is great, don't get me wrong, but it's not "AI", it's LLM based on frame data that upscales (or interpolates in the case of DLSS Frame Gen) in real-time. "AI" cannot alter game logic in real-time unless the very core of the game engine was written with that as an intrinsic part of its inner workings. Adding some of the things you've suggested to ESO would be more time consuming than Zos would deem reasonable. Not to even mention that a console or a PC would be wholly unable to perform the algorithmic complexity necessary to run the logic locally. So then you'd have to rely on performing all of these decisions on the server cluster which would add an unacceptable amount of latency to the gameplay.
In short, while the points you've raised can be valid areas of interest moving forward for new development, none of them would be able to be easily added to a game like ESO.
RicAlmighty wrote: »As someone that worked heavily in ML the last 3+ years, what you've suggested would take a minimum of 3-5 years to implement if it could even be done in the first place. You cannot add "AI" to an existing game engine. The entire core would need to be re-written and the LLM constantly regenerated and updated to manage the learning. This is a massive undertaking.
The pessimistic (or perhaps realistic) side of me tells me that LLMs (I dislike the term AI for nearly all that the term is currently being used for) will be used to primarily drive down costs for companies by replacing as many employees as possible with inferior LLM systems while hoping most people don't notice or care enough to notice.
I also don't really like the idea of AI generated NPC text. Story writers and creatives often spend time on dialogue to tell the story they want to tell, how they want to tell it. In good stories, word choices are intentional and meaningful. I can see the purpose of dynamic NPC text in other games that aren't story focused, but I don't think it has a place in ESO.
There's a lot of hype around LLMs and other machine learning products that get called AI at the moment, although a lot of it (including the sources for this post apparently) can be very quickly traced back to the people trying to sell it as a service by dramatically over promising what it can do and hoping the fact that it's cheap will balance out the mediocre results so I'm not sure it's even accurate to call it hype.
In most cases I don't think the suggested uses offer anything beneficial (for companies or end-users), especially in situations like the ones the OP proposed. Replacing actual playtesters with an algorithm which attempts to mimic human behaviour is a terrible idea. The benefit of playtesters is that they aren't a uniform mass - because they're people they're unpredictable and do things the developers didn't expect, which allows them to plan for when players will do the same things after release. Machine learning algorithms can also be unpredictable if they're allowed to run long enough, but they're unpredictable in wildly different ways from humans, which can be interesting in some situations but would be a huge deteriment in this case.
StihlReign wrote: »There's a lot of hype around LLMs and other machine learning products that get called AI at the moment, although a lot of it (including the sources for this post apparently) can be very quickly traced back to the people trying to sell it as a service by dramatically over promising what it can do and hoping the fact that it's cheap will balance out the mediocre results so I'm not sure it's even accurate to call it hype.
In most cases I don't think the suggested uses offer anything beneficial (for companies or end-users), especially in situations like the ones the OP proposed. Replacing actual playtesters with an algorithm which attempts to mimic human behaviour is a terrible idea. The benefit of playtesters is that they aren't a uniform mass - because they're people they're unpredictable and do things the developers didn't expect, which allows them to plan for when players will do the same things after release. Machine learning algorithms can also be unpredictable if they're allowed to run long enough, but they're unpredictable in wildly different ways from humans, which can be interesting in some situations but would be a huge deteriment in this case.
Humans are mostly predictable, it's why marketers and advertisers make so much money. Simulations can run millions of scenarios and answer tons of questions from inputs that used to take exponentially longer to try and discern.
I'm unsure why you'd replace a playtester - seems like an odd choice when you could simply hand them a better product to test.
StihlReign wrote: »I've often considered the benefit to ESO that AI could offer. Here's a small wishlist of items I believe could be transformative and offer years more enjoyment, immersion, and an overall better experience for the user and developers.
...
How will artificial intelligence revolutionize the way video games are developed and played?
...Exhaustively playtesting complex games requires massive human effort. AI simulation tools powered by Machine Learning algorithms can play through games far faster than humans while accurately modeling human behavior. This makes it possible to extensively test games in mere days rather than weeks or months. Jan 27, 2024 (Source)
They are discussing the existing game engine because many of your suggestions would require modifying the engine.StihlReign wrote: »I'm uncertain why you're discussing the existing game engine
I disagree. Development takes time, and for a game like ESO that is expected to have regular updates the developers have precious little of it. They are not going to sink years of their time into rebuilding the engine to incorporate AI elements.StihlReign wrote: »time is something developers have and use as they see fit during product development.
You misunderstand. @RicAlmighty is not suggesting that they have more ML experience than all the developers at the company combined. They are suggesting that the webpage of a company whose entire reason for existence is to sell other companies on the idea that their AI products will allow those companies to make more money is not a place to get a level headed discussion of the potential merits and drawbacks of a particular AI technology. I repeat, The entire reason that webpage exists is to sell the idea that AI is valuable. The issue isn't that the company lacks knowledge, but that it has an ulterior motive in sharing particular information or ideas. I'm sure the engineers at the company are keenly aware of potential drawbacks to their systems, but they aren't going to be shouting that information from the rooftops. Folks like @RicAlmighty and I don't have intimate knowledge of this company's product, but we know enough about the field as a whole to differentiate between useful information and fluffy marketing-speak.StihlReign wrote: »Your suggestion that a consulting company with billion-dollar clients matches (or is beneath) your 3 years of recent experience is...interesting.
This is somewhat true on larger scales, but accurately predicting the actions of an individual is as far as I know still beyond us. People are complex.StihlReign wrote: »Humans are mostly predictable, it's why marketers and advertisers make so much money.
Nitpick, but simulations are not the same thing as AI, I work with both. Simulations can for example just be the execution of a static algorithm with no AI elements whatsoever.StihlReign wrote: »Simulations can run millions of scenarios and answer tons of questions from inputs that used to take exponentially longer to try and discern.
It's an easy choice when employing a playtester costs money and an algorithm does a "good enough" job. Quality means nothing in the eyes of a company which just wants to make money.StihlReign wrote: »I'm unsure why you'd replace a playtester - seems like an odd choice when you could simply hand them a better product to test.
I am currently playing a game, Ravendawn, that has AI voices for quests, maybe some of those quests we written by LLM also. I can't tell if they used it on writing or not.
I think we are many many years from a GOTY made by LLM and AI.
Last GOTY was BG3 which had so much effort put into by the devs.
Tale old as time: Quality VS Quantity, as much as corps want to get away with spending less money on products they will dabble with LLM and AI but in the end who knows... maybe one day we can solve for creativity... let's just hope we dont go the dystopian future where AI makes art and human do the hard labour, we all would like it the other way around.
I don't know why you'd want to do that, you're the one who suggested it:
They are discussing the existing game engine because many of your suggestions would require modifying the engine.StihlReign wrote: »I'm uncertain why you're discussing the existing game engineI disagree. Development takes time, and for a game like ESO that is expected to have regular updates the developers have precious little of it. They are not going to sink years of their time into rebuilding the engine to incorporate AI elements.StihlReign wrote: »time is something developers have and use as they see fit during product development.You misunderstand. @RicAlmighty is not suggesting that they have more ML experience than all the developers at the company combined. They are suggesting that the webpage of a company whose entire reason for existence is to sell other companies on the idea that their AI products will allow those companies to make more money is not a place to get a level headed discussion of the potential merits and drawbacks of a particular AI technology. I repeat, The entire reason that webpage exists is to sell the idea that AI is valuable. The issue isn't that the company lacks knowledge, but that it has an ulterior motive in sharing particular information or ideas. I'm sure the engineers at the company are keenly aware of potential drawbacks to their systems, but they aren't going to be shouting that information from the rooftops. Folks like @RicAlmighty and I don't have intimate knowledge of this company's product, but we know enough about the field as a whole to differentiate between useful information and fluffy marketing-speak.StihlReign wrote: »Your suggestion that a consulting company with billion-dollar clients matches (or is beneath) your 3 years of recent experience is...interesting.
The webpage is marketing, plain and simple. Its intent is to make people excited about the possibilities of AI. Nuance, qualifications, drawbacks... you won't find them there. If you're interested in the latest advancements in the field check out some research papers, a lot of authors publish their papers on sites like arxiv so they can be accessed for free. It still won't give you an unbiased picture because poor results are less likely to get published, but it's better than corporate fluff at least.
Oh, and also:This is somewhat true on larger scales, but accurately predicting the actions of an individual is as far as I know still beyond us. People are complex.StihlReign wrote: »Humans are mostly predictable, it's why marketers and advertisers make so much money.Nitpick, but simulations are not the same thing as AI, I work with both. Simulations can for example just be the execution of a static algorithm with no AI elements whatsoever.StihlReign wrote: »Simulations can run millions of scenarios and answer tons of questions from inputs that used to take exponentially longer to try and discern.It's an easy choice when employing a playtester costs money and an algorithm does a "good enough" job. Quality means nothing in the eyes of a company which just wants to make money.StihlReign wrote: »I'm unsure why you'd replace a playtester - seems like an odd choice when you could simply hand them a better product to test.