Spoken like someone who has never played Titanfall before. The bots weren't a shrug feature, they were critical to the gameplay.
This was done on remote servers and it was a early build of Crackdown and not a proof of concept.
While multiplied by the number of people playing the game at once, especially on launch.
But you were in the thread talking about the tech wasn't needed and Crackdown shouldn't be used to demo a new tech. I don't recall you having this attitude in that thread, but who knows with you
They take statistics on how your friends drive and simulate it in the bots by attacking the turns in the similar ways. The consequence was they were all poorish drivers which smashed into other cars in the corners as most average players do. Thus the 'drivertard'. They have since adjusted it to do that less but that was the 'cloud' feature.
They weren't anything revolutionary, Q3 had some very good pack in bots. UT as well.
Bandwidth shouldn't be the main problem (physics or game object data isn't exactly large), unless you plan to calculate some massive lightmaps or other with it (but then again, 3x XBO wouldn't be nearly enough nor would you want load times in minutes).I assume bandwidth can be a bottle neck? Are they using Azure compute or something?
Have you even played against them on unbeatable?
Why are you trying to convince someone with heavy experience driving against the AI that they are different from what I've observed myself. If you set the difficulty lower you're going to get worse drivers and inherently nastier drivers. However the higher the difficulty you will get better drivers they are less likely to hit each other.
Drivatars are the best AI I've ever seen in a racing game and driven against.
Who cares if they weren't revolutionary, they were still an example of the servers at work...
They weren't anything revolutionary, Q3 had some very good pack in bots. UT as well.
That is how they work now; at launch they tended to be closer to how your friends actually driver. They patched that in because they didn't forsee how bad many people play.
That is how they work now; at launch they tended to be closer to how your friends actually driver. They patched that in because they didn't forsee how bad many people play.
The point is the 'cloud' portion of those features are over sold. They aren't super 'special' features.
The drivertars were mainly done locally, the cloud was shared storage; while the bots in TF were for multi-player synchronization. Lots of games already did that.
They were unremarkable. It was being sold as 'special' when many non XB1 games do those anyways.
Because they obviously work the same way.
Just stop, dude. Your arguments have very little merit.
Because they obviously work the same way.
Just stop, dude. Your arguments have very little merit.
It's a good use of the cloud, but that said it's not something that other developers couldn't do by themselves using Amazon or whatever (whilst being able to configure it themselves and have cross-platform functionality) and it's not real-time. It's simply a calculation of an AI racing line with some driver attributes added to the AI. It's definitely the sort of thing cloud is best at; managing massive amounts of data and doing some predetermined calculations that isn't accessed in real-time simulation.They had restrictions from the very beginning on behavior learning and they've made improvements on this over time. The fact that it turned out how it did just shows how well the technology worked.
Drivatars are fantastic.
Not different from Quake 3 bots, just that Microsoft is sponsoring them for the backend.Because they obviously work the same way.
Just stop, dude. Your arguments have very little merit.
In the early day MS emphasized the cloud as something that could improve the gaming experience. It seems like this has yet to manifest itself.
Has MS given up on this approach or is it being used but not being talked about?
It's a good use of the cloud, but that said it's not something that other developers couldn't do by themselves using Amazon or whatever (whilst being able to configure it themselves and have cross-platform functionality) and it's not real-time. It's simply a calculation of an AI racing line with some driver attributes added to the AI. It's definitely the sort of thing cloud is best at; managing massive amounts of data and doing some predetermined calculations that isn't accessed in real-time simulation.
Got a source for this?The drivertars were mainly done locally, the cloud was shared storage; while the bots in TF were for multi-player synchronization. Lots of games already did that.
I'm a firm believer in the concept, and man do racing games need improvements in AI, but Drivatars still need a lot of work. Selecting the very highest difficulty Drivatars does minimize the demolition derby stuff, but also makes it damn near impossible to get a podium finish unless you're pretty damn skilled at the game already. If you're not? Your car will look like a wreck by the end.Drivatars are fantastic.
Actually Q3 has some server side bot packs.
Server side bots?
Oh, please tell me more. That is not a valid argument.You couldn't be any more wrong about Drivatars.
It's a good use of the cloud, but that said it's not something that other developers couldn't do by themselves using Amazon or whatever (whilst being able to configure it themselves and have cross-platform functionality) and it's not real-time. It's simply a calculation of an AI racing line with some driver attributes added to the AI. It's definitely the sort of thing cloud is best at; managing massive amounts of data and doing some predetermined calculations that isn't accessed in real-time simulation.
It's not even worth continuing down this line of conversation.
It's not even worth continuing down this line of conversation.
Oh, please tell me more. That is not a valid argument.
I'm a firm belkiever in the concept but they still need a lot of work. Selecting the very highest difficulty Drivatars does minimize the demolition derby stuff, but also makes it damn near impossible to get a podium finish unless you're pretty damn skilled at the game already. If you're not? Your car will look like a wreck by the end.
Crackdown is not gonna be cloud-based, yall...
Got a source for this?
I thought that player driver statistics were captured locally, uploaded to cloud servers and then processed en masse to derive Drivatar profiles which could then be downloaded to the game client. This mass processing was also supposed to lead to Drivatars learning new behaviors.
You're saying to wait until they show the game, then when we see the game you're going to say that we should wait to play it ourselves. I'm saying that it's clearly working in some form and they've shown us the backbone of the game running which is what matters for this discussion.
You couldn't be any more wrong about Drivatars.
Who cares if it isn't real time? It is still calculating your profile in a server without your intervention.
If it isn't anything special where are all the other games doing this?
What Forza is that talking about? Forza 1 or 2? That's old info.They also describe it here:
http://research.microsoft.com/en-us/projects/drivatar/forza.aspx
The interesting part is the local part. compiling of tendencies and then simulating it. The uninteresting part is the 'cloud' which is for sharing the profile.
One of the devs was talking about the feature. Profiles are compiled locally, shared to the cloud then downloaded to other peoples machines and the local AI then uses it as a 'personality' for it's driving.
They also describe it here:
http://research.microsoft.com/en-us/projects/drivatar/forza.aspx
The interesting part is the local part. compiling of tendencies and then simulating it. The uninteresting part is the 'cloud' which is for sharing the profile.
For another, you can employ Drivatars to race for you in any Career Races that you are having trouble with or do not want to bother with (did I hear someone say "endurance"?). You can even pursue an entire career via your Drivatar.
That's a bizarre argument. If it was that awesome, you'd think many devs would use it.
Drivatars were in the original Forza btw.
So tell us, how is it different?
I thought it was about the features cloud computing and specifically what the XBO component could do for games. I do think that Drivatars is a good feature and a good use of the XBO Cloud, but at the same time it's not real-time and has very little to do with the "3 times the computing power of Xbox One" stuff. I mentioned the other developers because this thread was what the Xbox One in specific could do, and Drivatars isn't a great example of that (unlike the Crackdown for example) since the bulk of feature isn't computationally very complex. Innovative and great feature yes, but I think it shows more about the strengths of T10 rather than the XBO Cloud.So was the conversation whether they were cloud computing, or whether another company could maybe have built that system and paid another company to handle infrastructure to use in a non-specific game?
I explained it simplified, but I don't see how it conflicts with your previous post (before the edit)Please go back to my post, I did.
The problem with it not being real-time is that the original power of the cloud was implied to be able to provide more interactivity, better graphics and all that sort of stuff and Drivatar is none of that. I won't contest it's value, but it's relevance to the "Power of the Cloud" talk. Nothing you say contradicts the "It's simply a calculation of an AI racing line with some driver attributes added to the AI." (I probably shouldn't have the "simply" there though, since I didn't mean that their algorithm is simple in any way) but all the overtaking manuevers are just attributes given to the AI and it's base driving line. It's not an simple system, but like I said it has little to do with the XBO and more with the T10's prowess.You couldn't be any more wrong about Drivatars.
Who cares if it isn't real time? It is still calculating your profile in a server without your intervention.
If it isn't anything special where are all the other games doing this?
Drivatars are not anywhere as simple as just driving lines and driver attributes. It specifically learns where you break, the maneuvers you perform to pass, how you enter and exit corners, how you react to other drivers when they are near to you and more.
I've had people tell me that my driver will perform the same passes that I do against AI and beat them on the last corner of a race.
Spin.
The cloud exists, but not for those reasons or uses.
So tell us, how is it different?
It is. Please tell me how the Titanfall bots are revolutionary. Because I don't get it. The only thing that is different is that Azure will scale automatically so the computing is more flexible. Which is great for MS because they don't need as much raw hardware but makes no difference on the user side.
Only game data, but if you want it to be a signifiant, noticeable improvement for the game graphics, you'll have to use a lot of bandwidth anyway. Or else we're speaking about the kind of things the console would do well enough on it's own.
This has only direct advantages for the provider and renter though.
And for sure this isn't what they hyped up/what people fell for.
Just look at Kinect, that turned out to be everything they said it would be.
I thought it was about the features cloud computing and specifically what the XBO component could do for games. I do think that Drivatars is a good feature and a good use of the XBO Cloud, but at the same time it's not real-time and has very little to do with the "3 times the computing power of Xbox One" stuff. I mentioned the other developers because this thread was what the Xbox One in specific could do, and Drivatars isn't a great example of that (unlike the Crackdown for example) since the bulk of feature isn't computationally very complex. Innovative and great feature yes, but I think it shows more about the strengths of T10 rather than the XBO Cloud.
I explained it simplified, but I don't see how it conflicts with your previous post (before the edit)
The problem with it not being real-time is that the original power of the cloud was implied to be able to provide more interactivity, better graphics and all that sort of stuff and Drivatar is none of that. I won't contest it's value, but it's relevance to the "Power of the Cloud" talk. Nothing you say contradicts the "It's simply a calculation of an AI racing line with some driver attributes added to the AI." (I probably shouldn't have the "simply" there though, since I didn't mean that their algorithm is simple in any way) but all the overtaking manuevers are just attributes given to the AI and it's base driving line. It's not an simple system, but like I said it has little to do with the XBO and more with the T10's prowess.
I haven't been as openly critical because I honestly did start to believe that Kampf was legit (claims of verified helped with this) and wanted to see if his claims had any basis before ripping into it completely.I did want to believe, but after he was exposed as a hype man, the realisation that CD was completely fucked quickly sank in and has left me rather bitter...
The reason online co-op in most engines is tricky to do when there's the chance of divergent AI behaviors is that you need a way to keep all game-side behaviors in sync. Latency/bandwidth quickly falls apart if you treat every entity in a game as its own element that's constantly giving new information as though it were (in effect) another player, and there's problems reconciling those simulations if they're returning different results. That's why lockstep is used in the first place; it makes one player's instance the "home" machine and all other players telephone into that. But lock-step becomes harder and harder to manage when you have more and more (a) AI units to process on any one instance and (b) more players to share information with. It creates a bottleneck after a certain point.
That's presumably why the number of grunt units in Titanfall benefited from being able to handle all the AI "outside" of a player instance. Their role isn't to challenge the players outright, and the way they're implemented is a solution to a challenge in game design.
Whoh, I missed this somehow. Can you provide a link to the thread/post? Thanks!
http://www.neogaf.com/forum/showthread.php?t=1004440&highlight=banjo
Start at post #101 and jump to #268 and keep going.
Enjoy.
It's obvious to anyone who has played games with standard server-side bots like Quake 3, and also spent a decent amount of time with Titanfall, to realize what the difference is. Yes, at their core they are still server-side bots. However, the difference in artificial intelligence of the bots is where it matters.
To say they're just server-side bots are doing them a disservice.
I've played against some incredible Quake 3 bots. There were a lot of varieties available for download in that game's heyday. Can't even imagine what might be available today.It's obvious to anyone who has played games with standard server-side bots like Quake 3, and also spent a decent amount of time with Titanfall, to realize what the difference is.
I've played against some incredible Quake 3 bots. There were a lot of varieties available for download at the time.
I have no idea what makes Titanfall bots impressive, but I always thought they were there as simple cannon fodder by design, and not as a showcase of complex AI. The player's titan when in AI mode is more interesting imho.
It's obvious to anyone who has played games with standard server-side bots like Quake 3, and also spent a decent amount of time with Titanfall, to realize what the difference is. Yes, at their core they are still server-side bots. However, the difference in artificial intelligence of the bots is where it matters.
To say they're just server-side bots are doing them a disservice. There have been many articles written about how Titanfall is using Microsoft's Cloud to provide a more immersive experience.
What Forza is that talking about? Forza 1 or 2? That's old info.
Got anything more recent?
It talking about a upcoming extension of the same system.
I am really interested if and if yes, to which extent they are using cloud computing in Crackdown.
I think the main problem is, that things also have to work if someone wants to play offline, or even has a shitty connection.
But I could see it happening in Crackdown if you destroy a building you either get a scripted basic sequence or you see many, many bricks falling down physically correct.
Could be cool![]()