The Perfect Organism - The AI of Alien - Isolation
The Perfect Organism - The AI of Alien - Isolation
So how did developers Creative Assembly pull it off? The short answer
is through tried and tested AI techniques, designed in a manner that
breaks from many traditional game-design concepts.
The Design of the Xenomorph
The team behind Alien: Isolation built the game around a simple
premise: to survive an encounter with Ridley Scott’s original alien.
Such a feat is pretty difficult to balance, given that you need a strong
story to carry the player through, but also to establish pacing such
that the tension varies throughout your gameplay. Neither of these
are easy when you introduce a systemic AI into play: a collection of
decision-making systems that react to what is happening in the
game. It needs to know when it can participate in the experience and
it what level it should do so. In order to do this, it required a unique
design perspective.
But all of this goes against the grain of a lot of AAA games
development: a world in which player empowerment is key. This
means challenging a lot of design tenets that have held in pretty
much every Alien game — from Alien 3 and Alien: Trilogy to Aliens:
Colonial Marines. The biggest departure is that you cannot kill the
alien. You can distract it and in time find ways to hurt it and scare it
off, but you can’t kill it. But in another significant departure, a role
reversal between antagonist and player: the alien will not only kill you
frequently, but it does so with one hit.
Building the Alien AI System
In order for this alien to work, Creative Assembly fell back on reliable
and trusted AI techniques. Building systems that ensure the alien
serves its purpose, but interestingly, also ensures it plays according to
expectations.
The Director
Whether the alien was close on the motion tracker, but could also
reach the player quickly.
Naturally once this menace metric has peak level, the director backs
off and sends the alien elsewhere: either into neighbouring areas or
up into the air vents. The general principle being that when the alien is
closer, the game is scarier, but we need to give players a break after a
while. Not only to ensure they stop freaking out, but to enable them to
achieve some progress in the game.
The job system allows the alien to operate in two main states
of active and passive. The active state or 'front stage' mode, is when
the alien is told to sweep areas of the map or search specific
locations after a certain noise or trigger occurred. Meanwhile the
passive or backstage mode occurs once menace levels peak for too
long and it falls back into the air vents. But of course, it would then
head for air vents up ahead it thinks you’re going to move towards.
To add to this, certain parts of the behaviour tree are — on starting the
game — locked off. The system gradually unlocks these behaviours in
the tree as certain conditions are met throughout the game. This
ensures that the longer you play, that the alien starts to exhibit new
traits that keep you on edge. In a sense, it gives the impression that
the alien is beginning to learn from experience, given the players
behaviour is triggering the conditions that unlock it. Though as Andy
Bray was keen to point out: none of these conditions come from
events that lead to a players death. Otherwise the AI may develop an
unfair advantage: given you might never figure out what you're doing
wrong that is resulting in a gain for the alien. One concession however,
is there are triggers in the final build of the game that unlock
behaviours at specific points in your campaign if they haven’t already,
that way the creature can keep pace with the player as they get
better at the game.
When given a specific job to complete from the director, the alien is
reliant upon a fast and efficient pathfinding system, with heuristics
based on particular sensors the alien has. The alien can 'sense' player
footsteps when walking or running, gunshots, and even the motion
tracker when the player is around 1.5 meters away. Lastly, while it does
not have sensors in the tail, it does have short-range ray traces that
look behind it - eyes in the back of its head - with the intention of
ensuring that players do not avoid detection by walking closely
behind it.
Considering all this design effort, you’d be quick to think that despite it
all, the game designers would still allow for the alien AI to cheat
periodically by either teleporting or being clairvoyant in its knowledge.
According to Bray, this is categorically untrue. Throughout the entire
12–18 hour campaign, the alien only teleports twice to be in very
specific locations and is only done to enable it appear in cutscenes.
Closing