AI ARPGs - The future of online gaming

The topic of AI (Artificial Intelligence) is pretty big and one of the branches that are to be completely transformed by it is online gaming.

Right now ARPG games use procedural generation of data. That is:
In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power.

What this to you as a player mean is that the ARPG maps/zones for example are created randomly from a predefined set of rules.


One example of procedural generation, here used to generate realistic looking tree models. Different models can be generated by changing both deterministic parameters and a random seed.

In the future AI generation will completely replace procedural generation.

What this to you as a player would mean is that the maps/zones for example will be created randomly not only based on a predefined set of rules, but also based on your preferences and choices in the past.

An example would be that you start in your home village with a Level 0 hero and you receive the quest to kill the evil queen Nistis, which is causing great distress to the people in the village by transforming some of these to zombies at night. You walk out of the village and you step in the marshes where there are several zombies to kill and level up. So far, so good.

Suddenly you see a cave and you are forced with a choice - enter in it or continue through the marshes.

In the current ARPGs the evil queen Nistis will always be at a fixed location - the cave level 3 for example. With AI generation Nistis could be anywhere depending on where you’ve chosen to go - she will appear at some point in time (when you reach level 4 for example).

What AI generation makes possible to happen is that the world ahead of you will be generated by your will. If you like the marshes you can stay in these and explore them more. If not you can go deeper and deeper into the cave until you decide to go back in town or take a path to the forest.

You will choose in which zones to fight and how much time to stay there - the AI will simply “remember” your past choices and “offer” you the content ahead based on these.

Some players will slay Nistis in the marsh, other in the cave, other in the forest. Some however will decide to co-op with her and bring doom to their village. This is where the RPG part kicks in with a full strength. Forget about the “campaigns” we know from D2, D3 and PoE. With AI generation each time you play you will have a different “campaign” as long as you make different choices.

But this is not all, it’s just the beginning.

The player should feel that the choices he makes during the game have crucial consequences for his in-game character. The player play-style should reflect in his character/skill progression. The dungeons he chooses to visit and the enemies he is able to slain should reflect in his item/resource progression. - Skelos, 2016

AI ARPGs can serve for massive changes how character/skill progression in ARPGs is done. The AI could “create” a unique skill tree for each player depending on his play-style.

What this means is that the more you use certain skills or skill combinations the more these would “evolve” depending on your play-style during combat. The possibility two characters in an AI ARPG to have the same set of skills at the end of the Season would be practically zero.

Now that I wrote “end”, AI ARPGs would serve for massive end game content generation matching heroes with similar preferences to fight against the hordes of evil in a constantly changing environment full with all kind of traps.

Diablo Walks the Earth

Sky’s the limit really when we talk AI ARPG. Our very own real world could be one big AI ARPG.

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Vyrkul story bro.

:sunglasses:

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I think starting with the maps generated and such would be a great beginning. That tree seed part was pretty good :slight_smile: All arpg that says they have random generated maps are not doing so at all. They just glue a few things together and call it generated.
But for questing this sounds like a bug feast waiting to happen, not sure if gaming companies should start playing around with this at this point in time.

This can already be done without AI. You can have your Boss spawn in different places based on the player’s choices and/or past actions with just simple if-else logic. This is the case even in D3, albeit at a very rudimentary level - your RG will spawn at any point in the rift, and the exact location is dictated only by which monsters you killed in the rift and which you ignored.

Again, this system already exists in other games without AI. Look at Tyranny for example: If you attack someone with a bow, your Bows skill will gain experience. If you notice a hidden object, or trick someone in dialogue, Subterfuge gains experience. When a skill gains enough experience, it gains a skill Rank, which increases the actual value on your character sheet.

Apropos, can you imagine if the AI learns that everyone hates small, compartmentalized maps with goat spear-men and succubi and decides to mess with us? :wink:

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This is fixed location based on the conditional statement used. I am talking about spawns absolutely dictated by how the story went so far and what choices the player made. Or no spawns at all - a complete change in the quest. For this kind of stuff you need machine learning.

But does it take in question in what way you attacked the mob, or whether you kited it or went straight for the kill sacrificing a big portion of your health. Does it track what other skills you used combined with your bow skill or what items you equipped to buff your bow skill… You get what I mean.

Conditional statements are the past. AI generation is the future.

It will, but that’s end game stuff, don’t spoil lol. :grin:

Maybe it’s just me, but sometimes I prefer better gameplay over realistic graphic in games…

The two things do not have to be seperate.
I for one cannot stand some of the gfx in other not to be named arpg. But the gameplay can be fine, but after a while I will start to get annoyed with it.
I did not see all the gfx improvements from my first PC 20 years ago to not have gfx be important anymore. It is for me.

PoE generates procedurally its maps…

http://www.christophergronlund.com/blog/tjw/wp-content/upLoads/christopherquote.jpg

I also thought about AI implementation in a future Diablo, but more specifically about class\mercenary behaviour. Like having a team of players to control instead of just one, with one manually controlled by you and the others by AI, with the possibility to switch control in game to everyone you desire.

I really don’t want Diablo to turn into an RTS.

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