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You've shown us a lot of examples of AI behaviors that are growing, becoming more complex, some advanced tactics and stuff, but we don't often see those behaviors in the live game. Why is that? Is that strictly bugs, or is it server performance?

TL;DRFrancesco Roccucci says live differs because new work reaches the live stream in stages, depends on other departments, is tuned badly for low-frame-rate servers, and is prioritised against unblocking development, but they want everyone to experience the behaviours.

It's a combination of things. First of all, I think we have a lot of streams right now, right? Maybe not a lot, but we have a few streams. And whenever we stabilize something, not all the new changes go into that stream immediately. So, for example, in 3.18 you have some of this stuff, and this is where, for example, people see very high accuracy, because not all the accuracy work is in there yet. For example, we don't have the mercy time. We don't yet have the buildup of accuracy over time in 3.18. Some of the balancing needs to... One thing I'm always saying is that it's very hard to balance the AI for a server that runs at 30 frames per second and one at a really low frame rate. So sometimes some of those values try to compensate for the low frame rate, but then they don't work very well at 30 or 25 frames per second. That is where people also see that the accuracy is very high. It's to try to help in some situations, but of course, in the long run, that's not what we want. Some of these behaviors also come with integrations, because we have many integrations from the streams we work on into what we call Game Dev, and then from Game Dev it goes into the live stream. Whenever we can, we try, of course, to integrate as quickly as possible, but some of those behaviors might depend on other departments' work as well. For example, changes to the actor state machine or how a specific state works, or animations that, as I've shown you, might still be white box, right? And those are not yet ready to be in the live release. So we cannot enable all those behaviors. I think there have been some videos I've seen from PU, for example, of reacting to dead bodies, where we were using some of the white box animations in PU. This is one case where we usually disable these behaviors, especially if they were wrongly enabled by our integration and so on. But the idea is that we want to enable them only once all the directors involved in the feature are happy with it. I think this is also a nice preview, but everybody involved wants to have their work shown as well as possible. And then, of course, sometimes there are also bugs that we need to fix. One of the things I want to see is how we can speed up the reaction time a bit, also on low frame rate servers, so that we can give our players a better experience. Because we see this large difference in experience between people who play on a high frame rate server and on a low frame rate server.

Jared HuckabyHost, Community

You see a dramatic difference in the capabilities of the AI, especially during Siege of Orison and when you jump into a fresh server. You jump into a fresh server in Siege of Orison and it's devastating. Super deadly.

We really want to have a more balanced experience. It's not that we don't want to, but it's a little bit about priority. Sometimes some of those features need to happen first in regular development, because you unblock other people to prototype their missions, prototype their levels, right? And it's not that the other part isn't important; the live experience is important. But sometimes you need to make a harsh decision. Do you want to unblock those guys? Do you want to block these other guys? With the resources you have, you need to decide how to allocate them, right, for the greater good. But we are working hard to make sure that everybody can experience those behaviors, because this is what we want you guys to play with and give us feedback about.

Star Citizen Live›Gamedev: AI Sprint Report·
Published on this date.31 Mar 2023