Echo: Ex-Hitman devs bring machine learning to stealth games

Status
Not open for further replies.

Nowicki

Ars Tribunus Angusticlavius
7,567
This reminds me of the game hello neighbor. Every time you get in the house, and get caught the evil neighbor will block the window, or put a chair behind the door you came in, or setup several other ways to block you. Of course in that game its one enemy, and many ways to get in so its not completely unforgiving.
CSJzFz8VEAA6vFe.jpg
 
Upvote
12 (12 / 0)

TheNinja

Ars Scholae Palatinae
1,081
This AI learning could be used in other ways. I'm thinking adjustable difficulty level to fit the game to the person playing so it will be challenging without being frustrating.

I do like the idea of the game, the idea of an AI that evolves with your skills while giving you some room to breath. I will try when I can.
 
Upvote
5 (5 / 0)
Post content hidden for low score. Show…
Will we _ever_ get a undeniably heterosexual male lead in video games and movies ever again? Seems everything is "powerful females" nowadays. Because, science.

Uhh......Wolfenstein: The New Order? And its upcoming sequel?

Every entry in the FarCry series?

The vast majority of single-player action/adventure/FPS titles?


Even "nowadays" there are plenty of examples
 
Upvote
38 (38 / 0)

dahud

Seniorius Lurkius
14
Based on the examples given in the article, I'm not convinced that the machine learning approach is accomplishing anything novel here. Unless I missed one, there were four actions attributed to the learning AI:

- Sneaking up on the player
- Getting health items
- Using elevators
- Learning that shallow water is safe

I will admit that I've never seen a good sneaking AI, but that might be because most games don't want one; it's your power fantasy, you're normally sneaking up on them.
The middle two are trivial activities that bots have been doing since Quake 3. Perhaps the means of performing these actions is novel here, but the result certainly isn't. As for the fourth, why would the bot have thought that shallow water was deadly in the first place?

The sneaking bit is interesting, though. I'd like to see exactly what it's doing to sneak up on me. More interesting, though, would be if the bot learned how to ambush, in places where you hadn't ambushed it before. It would be easy for the bot to just replay actions that you did in the last round, but I hope they're doing something with more depth.
 
Upvote
5 (9 / -4)
Will we _ever_ get a undeniably heterosexual male lead in video games and movies ever again? Seems everything is "powerful females" nowadays. Because, science.

Well, it could be worse.

maxresdefault.jpg


Also, the game seems focused on gameplay and strategy rather than being just another walking simulator.
 
Upvote
2 (7 / -5)
Based on the examples given in the article, I'm not convinced that the machine learning approach is accomplishing anything novel here. Unless I missed one, there were four actions attributed to the learning AI:

- Sneaking up on the player
- Getting health items
- Using elevators
- Learning that shallow water is safe

I will admit that I've never seen a good sneaking AI, but that might be because most games don't want one; it's your power fantasy, you're normally sneaking up on them.
The middle two are trivial activities that bots have been doing since Quake 3. Perhaps the means of performing these actions is novel here, but the result certainly isn't. As for the fourth, why would the bot have thought that shallow water was deadly in the first place?

The sneaking bit is interesting, though. I'd like to see exactly what it's doing to sneak up on me. More interesting, though, would be if the bot learned how to ambush, in places where you hadn't ambushed it before. It would be easy for the bot to just replay actions that you did in the last round, but I hope they're doing something with more depth.

The part that you missed was literally the entire article.

The unique part isn't what is does its that it learns while you play the game. So if you avoid picking up items that AI will never learn that it can do that. The gameplay concept seems to be that you're forced to restrict and constantly revise your strategy as the AI learns from you (it also gradually forgets things if you don't do them for a while apparently). That's not something I've ever seen a game of any real sophistication do, so yeah, really unique.

That said this doesn't sound like AI in the "deep learning" sense just normal video game AI. All of this seems like it can be implemented just by flagging certain actions.
 
Upvote
14 (15 / -1)

Kevin Lowe

Ars Tribunus Angusticlavius
9,401
Will we _ever_ get a undeniably heterosexual male lead in video games and movies ever again? Seems everything is "powerful females" nowadays. Because, science.

Uhh......Wolfenstein: The New Order? And its upcoming sequel?

Every entry in the FarCry series?

The vast majority of single-player action/adventure/FPS titles?


Even "nowadays" there are plenty of examples
Adam Jensen? Corvo Attano?

Morgan Yu, if the player chose to be male, is heterosexual.

Technically, I wouldn't count Far Cry 4. Ajay's sexuality isn't relevant to his character; I don't think it's even brought up. Which brings me to my conclusion... how often is is really important that the player character be a heterosexual male? No one cares about who the Doom Slayer is.
 
Upvote
13 (13 / 0)

joequincy

Ars Scholae Palatinae
1,123
Subscriptor
Will we _ever_ get a undeniably heterosexual male lead in video games and movies ever again? Seems everything is "powerful females" nowadays. Because, science.
Just going from E3 (and only counting games that have explicitly male leads, no character select options, and explicitly hetero or unspecified for irrelevance sexuality), we have:
The Artful Escape
The Evil Within 2
Wolfenstein II: The New Colossus
Metro Exodus
A Way Out
The Last Night
Days Gone
God of War (2018)
Spider-Man
Kingdom Hearts III
Assassin's Creed Origins
Far Cry 5
Middle Earth: Shadow of War

Incidentally, at the very same conference we had a mere 5 games announced that had explicitly female characters (no selectable characters or swapping between a male and a female)... or less than half the number that had male leads. The rest have selectable characters, no characters, or (in the case of Detroit: Become Human) leads of both genders which the player must use at different points.

As for Hollywood, if you actually think there are more female leads, you must be ignoring at least 80% of major new releases.

Differing opinions are fine but your comment was pure idiocy.
 
Upvote
28 (28 / 0)

Dashelgr

Wise, Aged Ars Veteran
186
Subscriptor++
This sounds pretty cool conceptually but I'm hesitant about use of AI/ML to create enemies that react intelligently. I still remember the travesty that was Rome Total War's AI where the devs hyped up it's brilliance only for it to just die on launch. Of-course the scale here is much smaller but I'd rather they use a rule based approach to reacting. If you're more likely to sneak around then a rule to roam more and cover blind spots. If you're more aggressive then a rule to just hunker down. This sort of simplicity can still lead to a lot of emergent gameplay eg: the original Fear game.
 
Upvote
0 (2 / -2)

mhac

Ars Tribunus Angusticlavius
7,364
Subscriptor++
Based on the examples given in the article, I'm not convinced that the machine learning approach is accomplishing anything novel here. Unless I missed one, there were four actions attributed to the learning AI:

- Sneaking up on the player
- Getting health items
- Using elevators
- Learning that shallow water is safe

I will admit that I've never seen a good sneaking AI, but that might be because most games don't want one; it's your power fantasy, you're normally sneaking up on them.
The middle two are trivial activities that bots have been doing since Quake 3. Perhaps the means of performing these actions is novel here, but the result certainly isn't. As for the fourth, why would the bot have thought that shallow water was deadly in the first place?

The sneaking bit is interesting, though. I'd like to see exactly what it's doing to sneak up on me. More interesting, though, would be if the bot learned how to ambush, in places where you hadn't ambushed it before. It would be easy for the bot to just replay actions that you did in the last round, but I hope they're doing something with more depth.

The part that you missed was literally the entire article.

The unique part isn't what is does its that it learns while you play the game. So if you avoid picking up items that AI will never learn that it can do that. The gameplay concept seems to be that you're forced to restrict and constantly revise your strategy as the AI learns from you (it also gradually forgets things if you don't do them for a while apparently). That's not something I've ever seen a game of any real sophistication do, so yeah, really unique.

That said this doesn't sound like AI in the "deep learning" sense just normal video game AI. All of this seems like it can be implemented just by flagging certain actions.

I'm intrigued by idea of training your enemy by revealing capability of strategic value. However, what concerns me is how exactly does that affect game play. First, since it's lights on/off I assume it doesn't matter if you're directly observed by the Echoes (which is annoying but understandable considering the plot). How the behavior of the Echoes is altered would be my focus for determining how enjoyable the game is. From the few demos and trailers I can find it's not obvious what the consequences of most learned behavior is. All I've been able to tell is the Echoes are "Zerg rush" simulators, and they "learn" better abilities to path to you (and to use ranged weapons). I find that combat tactic cop-out incredibly annoying (especially in modern shooters where both sides use ranged weapons). Also, if it simply stacks up omnipotence against learned capabilities (e.g. I learned you can sneak up, so now you just can't sneak up anymore), that would tend to ruin the fun.

I'll have to keep an eye on this title and see how nuanced the enemy behavior becomes when reacting to learned abilities.


-mhac³
 
Upvote
2 (2 / 0)
First, since it's lights on/off I assume it doesn't matter if you're directly observed by the Echoes (which is annoying but understandable considering the plot).

Seems like you're trapped in a place that is watching you. It makes the Echoes.

From the few demos and trailers I can find it's not obvious what the consequences of most learned behavior is. All I've been able to tell is the Echoes are "Zerg rush" simulators, and they "learn" better abilities to path to you (and to use ranged weapons). I find that combat tactic cop-out incredibly annoying (especially in modern shooters where both sides use ranged weapons).

Echoes want you dead for some reason. They learn the best ways to kill based on what you do. Its clearly not a "modern shooter" in any meaningful sense. I agree that the really interesting thing is how the Echos adapt.

Also, if it simply stacks up omnipotence against learned capabilities (e.g. I learned you can sneak up, so now you just can't sneak up anymore), that would tend to ruin the fun.

As mentioned in the article they tested that first and found that the AI quickly became so omniscient as to be invincible so it has been modified to not automatically memorize everything you do.
 
Upvote
1 (1 / 0)

mhac

Ars Tribunus Angusticlavius
7,364
Subscriptor++
First, since it's lights on/off I assume it doesn't matter if you're directly observed by the Echoes (which is annoying but understandable considering the plot).

Seems like you're trapped in a place where you're watching you.

From the few demos and trailers I can find it's not obvious what the consequences of most learned behavior is. All I've been able to tell is the Echoes are "Zerg rush" simulators, and they "learn" better abilities to path to you (and to use ranged weapons). I find that combat tactic cop-out incredibly annoying (especially in modern shooters where both sides use ranged weapons).

Echoes want you dead for some reason. They learn the best ways to kill based on what you do. Its clearly not a "modern shooter" in any meaningful sense.

Also, if it simply stacks up omnipotence against learned capabilities (e.g. I learned you can sneak up, so now you just can't sneak up anymore), that would tend to ruin the fun.

As mentioned in the article they tested that first and found that the AI quickly became so omniscient as to be invincible so it has been modified to not automatically memorize everything you do.

I get that this game isn't a modern shooter. I just find it incredibly annoying (and frankly developmentally lazy) to lean on that tactic, and more so in a modern shooter game where it's generally inappropriate. Anyway, I hope there are environmental factors or some player ability that can combat Zerg rush, and force the echos to reconsider spamming that tactic (e.g. like Dashelgr mentioned regarding F.E.A.R). Otherwise, it gets a bit repetitive. Having balanced play on both the stealth portion and the loud portion (i.e. when detected), combined with the limited "memory" of the A.I. and unlearning, could create a fun dynamic of shifting game play.


-mhac³
 
Upvote
1 (1 / 0)
Based on the examples given in the article, I'm not convinced that the machine learning approach is accomplishing anything novel here. Unless I missed one, there were four actions attributed to the learning AI:

- Sneaking up on the player
- Getting health items
- Using elevators
- Learning that shallow water is safe

I will admit that I've never seen a good sneaking AI, but that might be because most games don't want one; it's your power fantasy, you're normally sneaking up on them.
The middle two are trivial activities that bots have been doing since Quake 3. Perhaps the means of performing these actions is novel here, but the result certainly isn't. As for the fourth, why would the bot have thought that shallow water was deadly in the first place?

The sneaking bit is interesting, though. I'd like to see exactly what it's doing to sneak up on me. More interesting, though, would be if the bot learned how to ambush, in places where you hadn't ambushed it before. It would be easy for the bot to just replay actions that you did in the last round, but I hope they're doing something with more depth.

The part that you missed was literally the entire article.

The unique part isn't what is does its that it learns while you play the game. So if you avoid picking up items that AI will never learn that it can do that. The gameplay concept seems to be that you're forced to restrict and constantly revise your strategy as the AI learns from you (it also gradually forgets things if you don't do them for a while apparently). That's not something I've ever seen a game of any real sophistication do, so yeah, really unique.

That said this doesn't sound like AI in the "deep learning" sense just normal video game AI. All of this seems like it can be implemented just by flagging certain actions.

Sounds a lot like Metal Gear Solid V:

Attack primarily at night? Outposts start using lots of lights.

Favour headshots? Guards start wearing helmets.

Keep taking out outpost communications? Guards start patrolling from post to post.
 
Upvote
7 (7 / 0)

bigdrew172

Ars Tribunus Militum
1,538
Might be interesting and I hope they can pull it off well. My worry is that it'll end up just being a set of small toggles, player used med pack, use medpack regardless if needed. I'd find it much more interesting if they could apply your actions in novels ways.

I do like the idea of stealth games adapting to how you play. MGS 5 is a great example.

I don't play a ton of stealth games because I get bored. The reason I get bored is that I find something that works and just do it ad nauseum. It's not even the games fault, the options are there in the game, I just can't bring myself to change my pattern. (Realizing just now that I may have issues). However if the game was adapting to expect my pattern I'd be forced to attempt new strategies in future levela.
 
Upvote
1 (1 / 0)

GaidinBDJ

Ars Scholae Palatinae
1,387
Subscriptor
Historically, I am terrible at stealth games, but Echo intrigues me. If the AI picks up on my shamefully bad play style, I might be able to outwit it with my own impatience and inanity!

It does sound like an interesting twist. I've never been on for the "pure stealth" games since I find it gets kind of tedious at time. I always liked games like Assassin's Creed or Arkham * where (most to the time) you can choose between hiding in the shadows or running in with guns akimbo.

I wouldn't mind see those ideas combined: choice and adaptation. If run in with guns blazing, the enemies become cautious about confronting your directly and if you are stealthy the enemies smarter and start checking corner and traveling in pairs and so on.
 
Upvote
0 (0 / 0)
Will we _ever_ get a undeniably heterosexual male lead in video games and movies ever again? Seems everything is "powerful females" nowadays. Because, science.

Uhh......Wolfenstein: The New Order? And its upcoming sequel?

Every entry in the FarCry series?

The vast majority of single-player action/adventure/FPS titles?


Even "nowadays" there are plenty of examples
Are we sure BJ is hetero? I mean, I think he waxes his chest.
 
Upvote
-5 (0 / -5)
Status
Not open for further replies.