On your first point, no, an individual AI is not, and never will be, capable of doing all of those things. What is will be is an analog to how the human brain works. You don’t see, hear, move, and process the words of a conversation you have while walking down the street with a friend using the same pieces of the brain. The occipital lobe, auditory and locomotive sections of the somatosensory cortex, and language center of the prefrontal lobe handle the parts independently of each other, then the information is brought together and presented to your conscious mind. An AI-driven questing system would have multiple specialized AIs that worked together to generate it. So a model which analyzes the current state of the player to determine valid reward thresholds and quest objective difficulties, another one which maps the current world lore to make sure that the quest fits into the world state, another which fills in all of the dialog based on NPC background variables, then a final AI which is trained to look at the outputs of the others to resolve conflicts. Finally, an AI voice synthesis can round out the experience for players. All of those can run in parallel and can use quite a few metrics from player interaction as feedback for refining the training.
To your second point, most of the aspects of a quest are rather small and can be stored in memory. The rewards can get interesting. If they are a world object, procedural modeling can go a long way to making it so asset generation is not necessary. If it is perks or traits of some variety, this could be something generational which uses keyword detailing to create the parameters for the trait. Generation and storage of details and items are not really much of an issue.
As for the engine questions, all of them can process geometry, textures, and text from memory or new files on disk. If something needs to be compiled, then it can be compiled on the fly. Again, individual assets are pretty lightweight and would not require a lot of processessing.
Another speed-up would be to pregenerate details of the quests rather than attempting to do it all using a just-in-time implementation. The game could generate the parameters for the world for NPC’s in town when you load in, starting with the ones closest to the player position and progressively iterating over them in the direction of travel. All you need to do is have details ready for the “chat bot” portion of the interaction by the time the player is capable of reaching any given NPC. These are the boundaries of what is possible so not as heavy as generating the whole thing. Then the rest can be filled in while the player talks with them.
The biggest issue I see is continuity error hardening. Making sure that all of the NPC’s worlds are consistent with each other and nobody makes changes that break the world for other NPC’s. That is specifically what I am trying to work on.
Mako_Bunny@lemmy.blahaj.zone 10 months ago
You can change assets on the fly, yeah. Usually with stuff like making a gun blue you’d just load another texture and apply it to the material. It really depends on what the game is designed to do. For example a game where all the lighting is baked would have issues if certain parts of the level were changed in real time because you’d need to rebake the lighting (or add some dynamic lights specifically for certain objects)
Stuff like creating a quest in real time to the extent of hand crafted quests doesn’t sound like it’s quite there yet but there doesn’t seem to be a technical limitation there other than what AI can do and how to refine it to do that in an interesting way. You never know but it still feels a bit early considering how little has been done so far.
funkless_eck@sh.itjust.works 10 months ago
Not to belabor the point here, but in a discussion of “can AI do this” [now/soon] - saying “if AI could do this… then it could do this - but it cant - but it might” doesn’t seem to really counter my point that the next 5 years being full of empty promises about the potential (but not actualization) of AI.
Mako_Bunny@lemmy.blahaj.zone 10 months ago
I was more just giving context about how things work from a game dev perspective