The AI in the Persistent Universe is not where anybody wants it to be. You're the captain of this ship. Forget the party line, take off the CIG badge and talk to me as Roccucci: how do you think it's doing?
TL;DRRoccucci admits PU AI isn't where he wants it, citing unfinished systems, behaviors awaiting replacement and cross-team dependencies, but says he's proud of the direction and expects improvements.
Absolutely. It's definitely not the way I want it to be.
I have more insight on the low-level technical things. We spend a lot of time on this, making sure of some of the things, because AI doesn't grow in a linear way. It's the classic 80%: you do 80%, and then the last 20% takes 80% of the time. But I think we are still at the point where not everything we do is actually visible there. Not everything is yet live. Not everything is yet there, because maybe you have some behaviors that require some setup, and that setup is not yet there. Or maybe there are some things that we're doing for Squadron that are not yet in the PU. There are lots of those improvements. Or maybe there are things that are related to Server Meshing. I think AI is, in a way, a little bit the unlucky child of development, because it doesn't come together until the end, in a way. So whatever game you develop, unless it's a sequel of something, you have a very rough experience during the development, because of animations missing, systems missing, and so on. We are in the middle, where we have a little bit of animation missing, a little bit of system missing, a bit of optimization missing, and you experience all of this. So the way I see it, for example, we still have a lot of behaviors in the PU running that we want to replace, and it depends on the resources you have allocated to drive that or something else. So I'm personally seeing a lot of improvements, and I'm not necessarily frustrated, but also a little bit sad that people still need to experience some of the bugs and the problems that we have. I'm not happy about that, but sometimes you cannot immediately see why you need to live with something. I think people will be happy anyway when this is out. And I think there is a little bit of pain that you need to endure. Now, of course, there can be a discussion: is this too long? Should it be less? But this is hard to say in the abstract. I'm coming from a scientific background. For me, everything is based on data. If you don't have the data, it's really hard to decide: is this a good decision or a bad decision? You need to always balance it. But for me, of course, I would like everything people experience to be at least at the level it is when the servers are fresh and you have a good experience, because I think the majority of players are also starting to enjoy that type of experience, despite a lot of things still missing. For example, once we released the reinforcements, you see a little bit of the things that we are doing in this recent view, and yes, you have to iterate by fixing, as any development does. The fortune is that when you release in our environment, you don't have those six, eight months of only bug fixing that development usually has on something that is locked, because we are really impacted by a lot of the changes that happen. Let's say persistent streaming comes in, and that one in a way has another impact. And then do you want to fix everything before you release, or do we have more of an iterative process? These are larger decisions that we have to take so that people can see the progress of the things we are doing. So yeah, it's a complicated question. On specific stuff, there's also a lot of coordination between teams. What I'm always joking about is that if people perceive it as an AI bug, then it's our responsibility 100% to make sure that it's fixed. The reality is that sometimes you have dependencies that you need to sort out to get some stuff resolved. But this is why I like AI so much, because I really like to have this overview of things that end up being AI. Again, I'm the first one to say that it's definitely not at the point where I'm yet proud of what we have there. But I'm proud of what we are doing. And I know that what we are doing is the right thing, the right direction. And my goal, of course, is to make people experience these types of things as soon as possible.