I present the AI Boss!

I would like to share an idea that has been brewing in my mind over the past few days after playing the beta

While increasing the world tier level undoubtedly presents greater challenges, the steps involved are well-defined and understood by players. These steps mainly involve tweaking game parameters such as HP, resistance, power, and more. However, some players may find this aspect less thrilling or engaging. How about embracing the allure of novelty, the exhilaration of the extraordinary, and the intrigue of the unexpected?

The solution to this riddle seems to lie in the creation of an AI-powered boss that dynamically adapts and learns from players’ tactics, growing into an increasingly formidable opponent. This concept aims to revolutionize by introducing an ever-evolving boss that keeps players engaged and tests their strategic skills.

Initially designed to be challenging, as players engage in battle with the boss, its AI algorithms carefully monitor and analyze their actions. It observes their attack patterns, identifies weaknesses in their strategies, and processes the most effective methods employed to overcome its defenses. With each encounter, the boss’s AI continuously learns, ensuring that subsequent battles become progressively more challenging and demanding for the players.

Drawing upon its acquired knowledge, the boss dynamically adjusts its tactics and abilities to counter prevailing player strategies. It may develop new attack patterns, incorporate defensive maneuvers, exploit vulnerabilities, or even summon minions to assist in battle. By constantly adapting its behavior and countering conventional strategies, the boss offers an evolving and unpredictable combat experience.

The concept of the boss encourages community collaboration and shared knowledge. Players are encouraged to strategize, exchange tactics, and collaborate on defeating this formidable adversary. Through this collective effort, the community unlocks new layers of complexity, fostering a sense of camaraderie and an environment where each victory is celebrated as a shared triumph.

The idea of an AI-powered boss that adapts and learns from player encounters revolutionizes the genre, providing an unprecedented level of challenge and excitement. The boss immerses players in an ever-changing battle, demanding constant innovation and collaboration. By harnessing the power of artificial intelligence, game developers can create a dynamic and immersive experience that keeps players engaged and eager to conquer the next evolution of this adversary.

So, I ask the community, what are your thoughts on this?

No, we see through your ploy, Skynet. No studying humans for you! :wink:

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Well, if your young enough (and the human race is still intact) you might see such a boss in real cyberpunk games.

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it’s pretty much an amiibo figure from smash bros.

in case you might not know what im talking about, smash bros is a fighting game on nintendo switch.

you can buy some kind of figures of various characters and each figures have a nfc chip in it.

said chip allow you to fight the I.A within it if you put temporarily the figure on the controller before fighting.
then you put it back on it to save the progress of said I.A

up until the I.A mimick your playstyle and fight around it.
if you use a lot of taunt it might do the same for example.
if you fight it 2 vs 1 often it’ll get better at it.
if you fight it with specific character he’ll get better against them

and overall adapt to your speed etc…until it become stronger than you could ever be.
even if you progress it’ll progress with you while also having a computer reflex.

that being said, i doubt it’s currently possible to do so , technology wise, on an online game.
it’s one thing for an offline entity (be it NPC or said amiibo figure)

but on an online entity , it might require quiet a TON of transfer of information.
which cost a LOT.
just look at how much expensive chat GPT is to their creator.

No. Not into an idea of a boss that is capable of getting to a point where it literally becomes unbeatable by 99.9999999999999% of the player base.

Yes, a large part of the fun in video games is overcoming challenges, but there needs to be tools that allow you to overcome, or discover how to overcome, those challenges. There are far better ways of implementing challenges that scale up as you go, such as bosses in future content being harder or having different/new mechanics that exploit weaknesses in current metas or systems. This also gives you the advantage of a smoother difficulty curve which allows you to learn and grow as you go, rather than getting to a boss that is 10,000x harder than any other boss in the game because it has been learning from the community for 6 months prior to you getting to it.

The problem with this approach is that you seem to be underestimating how quickly an AI could “read” you. Another problem would be in how to throttle its learning curve. I feel like any AI driven boss would always win. Never play chess against an AI.

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The episode “A Fist Full of Data’s” from Star Trek The Next Generation comes to mind when I read about this.

Anything AI powered that was intended to provide challenge would have the reaction speed, skillset timing, and ability to adjust its stats to ‘trollolol’ 1-shot players with aimhax.

Please put a TL DR for these posts. This is such a huge amount of rambling, I want to be positive but holy moly buddy. Condense this.

Beep beep boop, you got me human :frowning:

I hope you are correct, sounds really interesting!

I own a Nintendo Switch and I’m familiar with Super Smash Bros., but it’s not really my preferred style of game. I wasn’t aware of the mechanics involved, so it’s great to learn about it. Thank you for sharing this information!

This is not really true. Check my answer below.

Well, I happen to work in a tech company that focuses on various AI projects, although not specifically in the gaming domain. Therefore, I have firsthand knowledge of the remarkable speed at which AI can learn.

Given sufficient data and unlimited computational power, the learning rate of an AI can be astounding. However, there are mechanisms in place to control and limit this learning rate. Moreover, it is important to note that not all AIs are capable of learning everything.

In the context of a gaming boss AI, it operates within a defined set of actions to solve a problem, such as defeating players, and its objective is to find the optimal solution within those boundaries. This doesn’t necessarily mean it will create overpowered skills or unbeatable mechanics, but it will certainly utilize the best actions provided by Blizzard to it.

I believe that it is feasible to design a boss character that adapts its behavior in response to being defeated, while ensuring it doesn’t become invincible or unbeatable.

Will watch it :smiley:

The text I’ve written can be read in approximately three minutes. I made an effort to keep it concise, avoiding an excessive amount of details or examples. I apologize if its length still feels somewhat lengthy to you, I am an enthusiast about it.

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I mentioned this on PoE forums and a few other places.

ARPGs are prime for AI driven interactions. Not just bosses. You just have to think of what makes ARPGs fun. Dynamic enemies, environments, boss encounters, side quests, items, builds, etc. Within a build set. This is an AI playground.

Imagine every day the game is just slightly different. NPCs remember your choices from the past. The game remembers what side quests you did to link dynamic new ones into.

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First AI we will see in games will be used in the creation of the game not in the game itself I am sure.

Man…people were getting SLAUGHTERED by Ashava(easy level boss aka don’t stand in the fire) Can you imagine the outcry with an A.I. learning boss?

i watched 2001:space odyssey - i know AI wants us dead.

we should chill with AI frfr

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Games are designed to be beaten. Otherwise players won’t play them. You can tune them so they are a challenging encounter, but it has to be able to be beaten using all the tools provided to the players.

It’s very easy for game developers to create a mob that will always win, that is easy. The hard part is to make them beatable but still provide a challenge so the player can achieve a sense of accomplishment.

Wouldn’t like Bosses that screw people up, but would like to see a well-organised group of mobs here and there with a true leader

The one that gives orders to the rest of the pack to attack, spread, change formation, retreat, reengage, send a one for reinforcements, & similar

Think could be a nice change of challenge and pace, imagine a group of 10 archers, 1 healer or shaman and a brute with shield, and have all that commanded by either the brute or healer…

Even more so if you can prevent the order with a well-timed CC against the one that gives those :slight_smile:

Sounds amazing, doesn’t it?

I’m pretty sure there are already a bunch of simple games out there, especially for phones, that have been mostly made by AI.

While I was writing the post, it got me thinking. Honestly, I don’t think ashava was all that tough. Hear me out—I had zero experience with Diablo 4, and yet I teamed up with seven total strangers and we still managed to take it down. And get this: Wudijo even soloed ashava on tier 2! If a group of eight or more players couldn’t handle it on tier 1, doesn’t that just sound downright ridiculous?

I don’t think you quite grasped the concept here. The whole point isn’t to make an unbeatable boss, but rather to design a boss that adapts its strategy as it gets pummeled. It creates this interesting situation where there’s no one-size-fits-all method to take it down. Instead, you gotta experiment with different approaches until you crack the code. And here’s the kicker: if you come back later, you might have to start from scratch because the old tactics won’t cut it anymore.

That sounds like a wicked spin-off of the original idea! Cool :slight_smile:

It’s very likely the next king of ARPGs. Whoever does it right first.

The genre already uses randomly generated grid tiles. Instead of random with the only purpose being to fill it out to the next level or boss. The AI finds more purpose for laying grids in the layouts like adding a spot with high ledges then putting enemies on top giving them a high ground advantage. Enemy placement setup in a smart method, shields up front, archers in the back.

All these little details that can drastically affect how you engage enemies.

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This could end in CrossCode 2 so maaaybe

I’ve never heard of that. Do they use that concept over there?
How are players liking it?