So, squad-mates. They are an
increasing part of RPG/Action/Shooter
games, and an extension of the soldiers and squads found in RTS
games since the beginning. Relying on them to do their jobs and
support you is key in all of these games, and being able to predict
their responses to changes in the battlefield situation is necessary.
The problem is, they're morons.
Literally. Their reactions are based
on a limited assessment that their programming allows them to make.
It is based on what you would consider a trivial subset of the
information available even at a casual glance to the player. This
very limited data is run through a set of very simple decision making
algorithms to result in an action taken by the squad-mate/NPC.
Enemy AI has developed well over the
years, in part because it has an extremely simple task. Kill the
player. Not necessarily easy, but Enemy AI doesn't have to worry
about long-term issues like ammunition, survival of as many of its
own units as possible, or nearly anything strategic. Only the
tactical.
Squad-mate AI, however, has to focus
not only on accomplishing the mission of taking out all of the
enemies, but on survivability. Cover, ammunition, risk vs. reward
and many other factors come into play.
As an example of how a well-written
squad AI can fail, take a particular mission in Mass
Effect 2. I don't remember the name of the mission, but it's a
long slog through foggy canyons with monsters leaping out of the
mists at you. At one point, this becomes crucial, because your two
squad-mates. always (and I do mean always) respond to the creatures
coming out of the fog by seeking cover. The nearest cover in one
location is about a hundred meters or so behind you (as a reference,
that's about the longest distance you'll see on a battlefield
anywhere in the game).
So, you're settling in for a relatively
quick pounding of these Klixen
(I believe that's the alien in question), which aren't terribly tough
for a three-person crew to bring down. But two of your crew are
running for cover instead of standing their ground. It makes the
fight much more difficult, especially since you probably won't figure
out what happened until later.
Another game I am playing right now
allows you to pick up fellow gang members (Saints
Row the Third) and bring them along on some of the impromptu
missions that arise from time to time. Since there are penalties for
dying, and the mission will continue to escalate long after you have
completed the required tasks, it is often a good idea to run once
those requirements are dealt with.
There is no way to tell your
squad-mates. ('homies', in this game) that this is what you want them
to do. Therefore, they keep reacting purely on their own, immediate
situation and getting themselves killed, despite the fact that you
are trying to retreat.
A final example is from an old game,
Dune 2000, an
RTS by Westwood
Studios. A very good game, mind you, but with the same glaring
flaw.
There are plenty of times in that game
where you set soldiers (squishy ones) to guard a certain area. What
you want to be able to say is “only worry about other soldiers; if
it's tanks or aircraft, don't engage, and scatter if you are
engaged”. What happens is that those soldiers insist on attacking
whatever comes into view, even if they have no chance of making any
kind of a dent in the thing.
There's a notch in one of the maps. A
place where there is a road below, usually thrumming with enemy
tanks. A small path, accessible only to other foot soldiers, allows
access to the plateau on which your base is built. What I wanted to
tell my guys a thousand times was to pay no attention to the tanks,
just kill any soldiers that come up that particular little chunk of
ground and kill them, so they don't blow up the central base with
explosives and lose me the battle. It took incredible
micromanagement to keep them from running down onto the road below
and under the treads of the tanks.
So to the designers out there, I
recommend that you start building squad-mate and unit AI that can
either understand more complex orders, or has some vague sense of a
survival instinct. If I tell the Light Brigade to go charging into
the Valley of the Shadow of Death, I expect them to. But if I tell
them to just watch the on-ramp to the Valley of the Shadow of Death,
I don't want to hear them rumbling up into the cannon two minutes
later because 'guard' apparently means 'charge'.
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