Transcription:
so despite the common opinion that we
know nothing about GTA 6 we surprisingly
know quite a lot a good example of some
of this information is the patents filed
by Take 2 interactive for different AI
technologies that they’re looking to use
now take 2 have actually filed hundreds
of patents for various Technologies but
for this video we’re only going to pay
attention to the specific patents that
have Aaron garet’s signature on them now
for those that don’t know Aaron Garber
is the art director for Rockstar Games
and it’s highly unlikely that he’s going
to be signing his name and Rock Stars
alongside patents for Tomb Blast for
example so we can safely assume that all
of these patents are for rockstars usage
and let’s be honest there’s only one
game Rockstar are focusing on at the
moment now throughout this video I’m
going to use clips from previous videos
as some of these features I’ve explained
in full detail and rather than you guys
having to hunt through all of my archive
videos but also in this video we’re not
just going to cover AI we’re going to
talk about all the different
technologies that we’re aware are going
to be used in GTA 6 hopefully this video
explains everything you need to know so
it’s no secret that in Grand Theft Auto
6 we’re going to see a load of new
technology being implemented into
Rockstar’s new game engine so in today’s
video we’re going to take a look at some
of the AI technology that we can expect
to see in GTA 6 and some of the things
we’re going to look at are character AI
models vehicle AI models and environment
AI models and also we’re going to try
and determine what is AI and what is
actual programming and how programming
can actually influence AI plus we’re
going to take a look at a Patent filed
by take to interactive for new immersive
character animation program now the term
AI is thrown around a lot in this
industry and not just in this industry
in everyday life now so in this video
I’ll break down the difference between
physics and animations that are coded
into the game and sequences that
actually use AI models before we get
into today’s video please consider
liking and subscribing I’m trying to
grow the channel so any support you can
give by subscribing liking commenting
whatever it might be is massively
appreciated so the first patent we’re
going to look at is the NPC AI ones in
previous GT titles NPCs had
predetermined paths so whenever an NPC
would follow their daily routine their
daily route their daily activities that
was all predetermined pretty much by
path nodes that say this person needs to
go here and this is the exact route
they’ll take this not only applied to
NPC’s walking around places like Los
Santos but also applied to the cars and
the various planes and other vehicles
that would see around the city yes there
were variables like for example that
determined route will be replaced by a
different NPC but there was a limited
amount of set pre set parameters that
were put in place to make the experience
a little bit convincing and make the
world not feel empty but they weren’t
realistic or convincing enough to make
us think oh wow this is a really
believable world but it looks like for
GTA 6 Rockstar Games are going to try
and combat that so in GTA 5 the only way
to end this predetermined route by an
NPC was to hit them with a vehicle or of
course interfere permanently but take to
interactive which is Rockstar’s parent
company have recently filed a new patent
which gives details on a new AI system
that they want to utilize Li for future
games now within this pattern it doesn’t
specifically say GTA 6 but it’s the only
game in the whole of take 2’s roster
that this pattern could actually apply
to and this patent details a new way for
NPCs to Traverse the map and to get from
one location to another that isn’t the
same as what they’ve done previously so
the only thing that really stays the
same between previous things that we’ve
seen from Rockstar Games is that the NPC
does have a start location and an end
location they have an A and A B point
but everything in between that is what
has changed in this patent so for
example if a vehicle is driving from one
location to another and during this
route they encounter a blockage for
example if they’re driving down the
highway and you park a bus across the
exit they will then continue on to the
next exit or look for an alternative
route to get to that end location sorry
for the bad diagram so this new NPC AI
system is essentially programmed to take
into account real world events whether
it be Road blockages weather conditions
or even police chases and this is
something that can be quite easily
translated to the police systems within
the game so they can Traverse the map
quicker to get to the point of an
emergency another thing that we can
learn from this patent as well is the
inclusion of weather but we’ll get back
on to that later in this video So within
the patent it also says that this
applies to cars boats aircrafts and all
of vehicles in the virtual world which
is very interesting because with roads
they have a route a road is a map but
the way that this is going to be plotted
in the air is going to be very
interesting to see how Rockstar pull
this off in the air and in the ocean
because of course those aren’t very
linear things so to see how Rockstar
pull this off by setting predetermined
Roots around the waterways and in the
air would be really cool to see
especially when there’s different
variables involved for example if you
fly directly at a plane will it divert
from its path all questions I’m sure
will be answered when we get the game
simply put this AI system comprises of
the fork model so if they can’t take
Route a they’ll try route B if something
blocks their route on Route B they’ll
try route C to finally get to that
destination something else that’s also
detailed in this pattern is a
self-awareness system for this AI model
so it knows the speed of the area it
knows what speed it should be doing it
knows different speeds for highways back
roads and private driveways there are
way more variables that will make the
experience far more immersive and
realistic now in this pattern it talks
about the weather and the weather has
been a massive source of debate for a
lot of the community because
realistically speaking there should be
real world destructive elements caused
by the weather in the game however
there’s been a lot of talk about
potentially this have being pulled from
the game due to limitations and
constraints for not only the hardware
but also the pressure that Rockstar
Games is under to actually deliver this
game but the mention of this AI system
been able to be ated by weather as one
of the variables is very interesting cuz
that could mean that weather Dynamics in
the game could affect the routs being
taken as it suggests in the patent now
whether this applies to Vehicles like
cars and motorbikes in the game I don’t
know maybe this is something that
they’ll Implement for planes for example
when it rains or when there’s storms
planes might fly at different altitudes
or for example boats may take different
routes in the ocean when there’s massive
waves and real diverse weather systems
we really don’t know but the inclusion
of weather into this AI system is a
really interesting point because it’ll
be very interesting to see how the
weather actually dictates the paths that
these NPCs and vehicles take now before
we talk about the police AI system I
have a little announcement to make so
you guys may have seen that I partnered
with cinch gaming for their custom
controllers and their sister company alt
Customs for their custom keyboards well
they actually have another company
called a assist which is a healthy
alternative to energy drinks their cinch
Berry flavor by the way is honestly fire
so all of the links to these three
companies down below and of course any
purchases support the channel so let’s
talk about police AI stuff so the first
thing we need to talk about is the leaks
we got back in 2022 for those that don’t
know we got 90 minutes of pre-alpha
gameplay footage from when a hacker from
here in the UK hacked into Rockstar game
slack Messenger account and stole the
video files from one of the Clips in
that footage there was a mission in a
diner called Hanks waffles where we
could see that Lucia and Jason had got a
wanted level but when they got the
Wanted Level the police didn’t arrive
straight away like in G GA 5 there was a
build in response time so Lucia and
Jason had more time to collect more
money from behind the taals and in
theory this will give you time to plan a
getaway during this period of time they
were able to Rob and loot pedestrians
within the diner retrieve money from
behind the teals and also try and
control and manipulate the situation
they were in which is the first time
we’ve ever seen this from a Grand Theft
Auto game so with this police AI
technology and this buildup in response
time what does that actually mean for
the game well this means that every
single thing that we do within the game
that involves a heist a robbery or
anything like that is a far more
calculated decision so for example we
can have the option of taking more money
from the location we in whether we’re
robbing a shop or a diner for example or
bailing quicker and being more likely to
get away so in the footage we saw in the
Leakes Jason and Lua actually came
head-to-head with the police as they
left the diner because they left it too
long and they waited out the response
time it’s very clear that in the footage
the developers were testing this system
but this is something that I find really
exciting because every Grand Theft
daughter game has always been very
linear there was nothing that you could
do differently to another person that
was playing yes there might be different
ways that you can do something or you
can speedrun the game but there was no
strategy involved other than what the
game told you to do now the next thing I
want to talk about is vehicle AI within
the game now normally in games there’s
physics engines which basically it’s a
preset rule of parameters where if
someone falls off a building This Is How
They Fall if a car hits a wall this is
how it crashes and there’s all sorts of
different building blocks around that to
create crumple effects and to create
more realistic crash Dynamics and more
realistic vehicle movement now in Grand
Theft Auto 4 I think Rockstar did an
amazing job at this at creating more
realistic crash damage but the problem
was is that the cars felt really boaty
like when you turned a corner it felt
like the car was going to roll over it’s
almost like they went too far with it
now in Grand Theft Auto 5 roxar did the
complete opposite thing and made the
Driving Experience more arcade likee
which was way more fun to drive the cars
but way less realistic now it’s
theorized that in Grand Theft do6
Rockstar going to take a hybrid of both
the GTA 4 system and the GTA 5 system
and then approve upon that now from the
Grand Theft Auto 6 trailer we can see
various upgrades to the game engine so
from the trailer we can actually see
that the suspension movements of the
cars behave very differently for example
this shot inside the car shows that the
car kind of wallows a bit more left to
right as we saw in Grand Theft Auto 4
but it doesn’t look like it’s been taken
to the same extremes that it was taken
to in GTA 4 which I’m very pleased about
because it’s nice to actually be able to
drive the cars but from this shot here
of the dirt bike’s moving and the way
that the vehicle’s move in the
background of this shot it’s very easy
to see that every different vehicle
behav slightly differently now in Grand
Theft 4 a lot of the cars behaved quite
differently to each other and it was
great but in GTA 5 pretty much all cars
behave the same within reason I’m not
saying every car is the same but there
isn’t as much differentiation between
the models now it’s time to talk about
this interior generation system so
Rockstar Games filed a patent for the
GTA 6 interiors and it’s extremely
interesting and it tells us a lot about
what we might be seeing in GTA 6 thank
you to one of my members of my Discord
for suggesting this video it’s massively
appreciated and I would have never have
found this without their suggestion this
is buried at the bottom of a patent
document so without further Ado let’s
get into it so the patent that take to
interactive have filed is essentially a
way to randomize Interiors within the
game now in one of my previous videos I
suggested that maybe we wouldn’t have as
many Interiors as people would think due
to the complex modeling that’s involved
now I’m still of the mindset that not
every single interior in the game would
be visitable just because of rendering
it would be an absolute nightmare even
based on localized rendering close to
the character it’s still would be really
intensive especially on games consoles
such as the PlayStation 5 and the Xbox
but in this document we can see that
Rockstar Games has basically created a
way to randomize different assets within
the interior in another advantageous
embodiment the disclosed systems are
used to procedurally generate building
Interiors which allows the generation of
a large number of different Interiors
from a relatively small set of
interchangeable part objects these parts
would include things such as floor
assets sealing assets wall pieces and
numerous interior items for the
placement within the room variance of
these items can be made available in
several color palettes which can be
applied across the parts in a variety of
ways arbitary room shapes and sizes
including outdoor space can be populated
using the disclosed system however in
some advantageous embodiments this
system is applied to the rooms of
similar shape and size such as an
apartment building where many rooms
throughout the building would be
essentially the same floor plan thus the
wall ceiling and fixtures in these
spaces would be similar accordingly
multiple apartment Interiors could be
easily created based on the same
interior plan but with different
combinations of parts and colors this
would give the impression of a great
deal of realistic variation from a
relatively small set of data the various
parts in the room can be tagged with
characteristic data such as the property
tags disclosed in the previous
embodiment so what they’re essentially
saying here is that each property will
be tagged for example you have a
high-end apartment you’ll have a rustic
apartment you’ll have an old apartment
or you may have an old house a new house
an office building a closed down office
building we’ll have many different
variations of tags that are assigned to
different properties so for example a
nice high-rise tower apartment that’s
supposedly a new new build would be
tagged with characteristic data which
then these assets would be applied to so
for example we could have a brand new
kitchen in an apartment and new modern
apartment could be the tag that’s
applied to that property so within that
kitchen there may be marble worktops it
might be minimalist design chairs and
stuff there will be different objects
that are assigned to that data set
that’s linked with the tag that’s given
to the property and then this patent
goes on to say a bit more as with the
previous embodiments rules can be used
to establish relationships between the
various objects this allows a selection
of parts to be grouped together in an
arbitrary way for example a bathroom
group could comprise of a group of tiled
floors tiled walls baths sinks and
mirrors together with a light blue and
white color palette variations on this
group could be provided by changing the
colors or the particular versions of the
tiles sinks bathtubs Etc the bathroom
classification allows a statement of the
needed Parts along with the ability to
select variations of each of the
constituent Parts the metadata for the
individual Parts can also include
different levels of wear and tear for
example the parts can be labeled highend
low-end new or worn this allows the
creation of high-end bathroom by
specifying a bathroom with new high-end
tags which will select the corresponding
objects for the inclusion in the room
now let’s not get confused here this
isn’t talking about us customizing the
house to our own requirements we haven’t
seen any information yet that means that
we could customize or do our own
apartment or build our own house for
example in the game we haven’t seen
anything like that yet this is more
referring to randomized generation of
Interiors now this isn’t something that
will be happening necessarily live
within the game actively within the game
for example it’s not saying that you’re
going to walk into an interior and then
come back later in the day and it’s
going to be different this is more to do
with the development of the game this
patent is directly linked to actually
building the game itself now there are
some ways that this can be implemented
live in the game for example with
objects like fruit bowls or objects like
paintings or pictures that might change
throughout the lifespan of that property
but the physical properties and the
textures within the property are
probably linked to the actual build
process of the game not actually built
within the game engine as something that
changes over time now this technology
isn’t just about the actual objects
within the interior of the home either
this is also linked to how clean or
dirty a place is for example here it
talks about a node graph which is
essentially a massive graph that has
different parameters on it so it could
be higher up one axis higher of another
axis and it basically means that an
apartment could be extremely dirty a
little bit dirty but there’s many values
in between not dirty and very dirty so
it’s pretty much a sliding scale on both
axis of how dirty that item is the graph
will provide the universe of possible
rooms in order to establish a particular
interior the designer or game script
need only to provide a block of
parameters that stores a value to feed
each node into the order of graph these
parameters select the path to recreate
an interior the parameters can range
from being a simple onof for example to
control an optional rug appearing or not
to any value for example to control the
number of tins appearing on a shelf or
degree of dirtiness on a door in
addition to the extent parameters are
not specified for a particular node a
random path through the node in this way
a large number of complex Interiors can
be created that are plausible because
they follow the rules dictated by the
graph using a relatively small set of
data EG the parameter block the
parameter block can store or transmit a
complete description of these Interiors
the parameter block structure can
establish precisely which of these items
in the description exist for a
particular location and it also provides
any required additional data for the
items which need it now there’s a lot
more information here but the one thing
that I really want to get on to and it’s
a part that kind of piqued my interest
modding the game if we know that there’s
a piece of software built into the game
code that allows variables to be
dictated by the game whether it’s in
engine or D on the development of the
game there’s definitely going to be an
option in there for us to be able to
actually mess with the game code and
with the different variables that
they’ve plugged in create custom
Apartments effectively quite easy now if
I scroll up so here we can see an
example of these different parameters so
for example you have a hle table you
have an ID which I believe is the
position value I could be wrong on that
if you guys know let me know down in the
comments you have the property the
material and the value for example is
Oak Property wear value3 then you have
vs material glass property color value
blue So in theory if we can access the
code for the game which let’s be honest
it’s not going to take us long to be
able to do that there’s so many talented
people out there that are able to break
into game code we could adjust all of
this we can customize all of this and
assign our own values yes it probably be
a bit annoying it’d be a lot easier if
they just gave us the option to do it in
the game which is the only reason that
I’m lending to the fact that it may be
given us the option to customize the
apartments in some capacity because all
of the data is already there for it but
rather than randomization giving us the
option to control it would be a lot
easier but regardless we’re definitely
going to be able to modify our houses
like if we can get into the game code
for the game surely this can’t be the
hardest thing to do as long as we can
locate the file within the game just
adjusting the code can’t be too
difficult now the only way this could be
difficult is if there’s actually a
separate engine that this software runs
off which controls all these parameters
and then for us to be able to actually
get into that engine and stop the
automatic randomization of these numbers
and actually have them as fixed values
that could be a bit harder but I don’t
know too much about the coding side of
modern games and everything so you guys
will have to tell me in the comments
down below and this section here
basically says that there’ll be a string
of code assigned to a property that has
all of this data input within it and
that code can be randomized essentially
so for example we’ll have apartment 53b
on Main Street which would be TI kitchen
floor kitchen walls Message Board
cupboards boxes of cereals Lounge walls
ET I’m not going to read all of that you
get the idea and it says here this data
establishes exactly which parts of the
top description of high-end apartment
are to be used to construct the
apartment 53b Main Street added to this
data would also be any extra parameters
which can be used to potentially modify
some of the items where desired and at
the bottom of this page it basically
goes into what the definitions of each
of these systems are and what they’re
trying to patent because with a patent
you have to actually State what that
piece of software is claiming to do and
why no one else should be able to
recreate that that’s a really important
part to people creating patterns patents
pattern whatever it is and also within
this article it goes into a bit more
detail about how these different factors
can change over time so for example over
a period of like a week the floors would
get dirtier or the house would get
dirtier the apartment would get dirtier
and various factors change depending
over time this shows us that the
apartments and the buildings will evolve
very similar to what we had in Red Dead
Redemption 2 where over a period of time
buildings would get built campsites
would get destroyed there’s many
different variables there that will
allow us over time to witness change
happening to the world around us which
is the one thing that GTA 5 dramatically
missed on next we’re going to talk about
the online model that Rockstar will use
for its servers so Rockstar v a patent a
couple of years ago which could
potentially tell us how GTA 6 online is
going to run now the reason I’m making
this video is at the time when this
patent was fed there was a little bit of
buz on line there was a couple of
articles that spoke about it but now we
are way closer to the game actually
coming out and we know more about it I
thought it’ be good to bring this back
up again because it would appear like
the world has forgotten about this leak
that came out years ago from the patent
so there’s a few things mentioned in
this which aren’t that interesting but
there are some things that are really
interesting so firstly the patent refers
to there will be seamless Lobby
switching GTA online runs on a P2P model
where players in the same Lobby can
interact with each other often Gamers
need to switch lobbies due to errors
bugs Griefers Etc sometimes Gamers even
have to go to a solo Lobby to play in
peace all this Lobby switching comes
with a massive Low Time Each time tell
me about it Innovative systems and
methods for session management are
disclosed for providing a multiplayer
game game with seamless splitting and
merging of network sessions this implies
that switching from one lobby to the
next would not encounter a loading
screen hence experience would be
seamless and more time will be saved to
play the game now I want to say here the
P2P model that Rockstar have always used
is not only one really dangerous and not
a very secure way of doing it and it
opens people up to hacking and all sorts
of other issues it also suffers from the
issues that I mentioned here which is
when you’re switching between lobbies
you’re basically disconnecting from one
network session to another which is one
really outd but secondly it’s just
boring I’ve before been in sessions in
GTA Online where I’ve left because of
Griefers tried to join another session
been Griefers again and after like
switching sessions three or four times
you just kind of give up like you just
can’t be bothered anymore obviously now
they’ve changed it it is a bit faster
and it’s a way not seamless by any means
but it is a way faster process it’s
still annoying so negating this issue
would make the online experience way
more fun more time per session would be
spent playing the game rather than just
trying to manage your sessions now the
next thing is the thing that I found the
most exciting which is that the map is
going to be split into numerous sessions
G3 online currently runs on a
peer-to-peer model this means that
there’s no dedicated service or player
networks that interact to send and
receive information this model however
is a huge issue and limits the game a
lot a lot of owners is also laid on the
gamer’s internet connection quality the
patent states that to negate any
unnecessary loading and or stalling
there will be a seamless session
management system take 2 said that they
would split the map into multiple
sessions to make it seamless this
implies just for just for
for this implies just for perspective
sake that if a player drives from
Vinewood to LSA they would have to join
and leave multiple sessions that way so
this could potentially mean that in the
leaks that we saw back in 2022 where
there was some indication of Lobby sizes
or somewhere from 28 to 30 players this
could mean that potentially each
individual Lobby is just a section of
the map as we can see from this diagram
here splitting off certain sections of
the map into certain lobbies would allow
more players across the whole map but
also without having to load 100 people
into one session this is essentially
what the patent explains and that is
extremely interesting and it says
underneath GTA 6 will see a separate
areas of the map are separate sessions
the above picture illustrates the idea
that the patent presents ignore the map
as it’s just been used for filling
purposes if the separate locations on
the map represent individual sessions
the game will always have a large
population even if the lobby capacities
are not increased and there are no
dedicated servers the map will have more
players using the above image as a
reference it is easy to understand
hypothetically each l can hold a maximum
of 40 players and the map is divided
into six sessions the map can be
populated by 240 players at a time 40 by
six every gamer can interact with each
other just by meeting at a specific
location so overall this is a system
that I would love to see implemented
however I do hope this means we get away
from the PTP like model it’s just
rubbish we’re way past that now
technologically wise we don’t need to be
doing that but whether we stick with
that or whether we go to a new server
based model having different sessions
split by the map is really interesting
the only thing I can being an issue here
what if everyone wanted to congregate
around Vice City and that was one
section of the map would there be a
limit of how many people can get into
Vice City but how how does that work I
can see so many flaws to this system
that in theory should work that the math
adds up you know six sections of a city
or maybe like 10 sections or whatever it
might be with different lobbies
happening with each of them the math
never applies to how GTA players act
when they get mad and start rocketing
people in a city everyone’s going to
congregate around around by city it’s
the way it’s going to be
it’s there is no getting around that so
how does that negate the issue but also
there’s another thing to say here which
is a bit of a caveat just because
Rockstar have patented something or
patented whatever the word is I make
English people mad I make Americans mad
whenever I say one or the other just
because that there’s been a licensed
document saying that they have the
technology to do something doesn’t mean
they’re going to introduce it this could
have been just them experimenting with
something and saying hey this is how
we’re thinking of doing it sweet let’s
just trademark that idea so no one can
steal it like that’s usually the way
that companies like take two and star
work this doesn’t mean that it’s
definitely the system that we’re going
to see but the leaks we had back in 2022
suggested that the lobby sizes would be
between 28 and 30 people which is Tiny
especially for how big the map is so
this is the only thing we’ve seen so far
that would explain how that could work
if the lobby wasn’t the full map the
lobby was the section of the map but
then again like I’ve just said we have
the issue about people trying to
Traverse the map and congregate in one
area there is no point in having a 100
people in the map if you you’re never
going to see the 100 people in the map
do you know what I mean like it doesn’t
make sense the only way it could work
which would be absolutely rubbish and if
Rockstar do this I’m going to be
furious is if you have to actually load
in a part of the map like you go to your
menu and you select I want to go to Port
Gorn and only Port Gorn loads but that
would be taking things back to the 1990s
and I I don’t understand why they would
do that that doesn’t make any sense so
so like I’ve said in other videos
implementation is not intense of the law
like I don’t care how they do it as long
as it’s seamless and it works nicely
that’s the most important thing is
Rockstar always find a way to make
things just kind of work although that
they can never please everyone like
there’s things that I love about the
game that other people hate and there’s
things that other people hate that I
love like Rockstar will never please all
of us but they’re not going to make a
system that just doesn’t work um and if
they do obviously with the Uproar that
comes from it they’ll probably fix it so
it’ be interesting to see how they
implement this system and how they
implement the whole idea of managing
this like managing these different
sessions and lobbies in one map next I
want to talk about AI being used on
Textures some people have theorize that
certain textures of the game could
change over time for example as
something gets older the color could
change a bit concrete could change over
time wood could change over time and
this is an aging Dynamic that we
actually had in Red Dead Redemption 2
some things in Red Dead Redemption 2
over time would change now in Red Dead
Redemption 2 all of these changes over a
period of time were programmed in for
example it was a conscious decision from
the developers to make that happen
happen but with AI technology being
where it is now it’s very likely that
you can just train an AI model to do
that for multiple textures within the
game you feed it the texture file and
tell it over XY Z period of time change
things now overtime changes that we can
expect to see in GTA6 for example
buildings being finished which is the
biggest complaint Rockstar had about the
buildings in GTA 5 other than the fact
that we couldn’t go in any of them and
I’ve done a full video about that but in
GTA 6 we theorize that over time
probably buildings will change because
that’s something that happened in Red
Dead Redemption 2 them not introducing
that to GTA 6 would make absolutely zero
sense now the most important thing in
this video which is the Patent filed by
take to interactive for a new immersive
character animation program now
according to this article posted by
kataku a recently uncovered Rockstar
Games patent suggests the developer
could be using new technology to make
NPCs and its games more immersive
particularly when it comes to the highly
anticipated action adventure crime Sim
GTA6 as spotted by Reddit user toble I
hate Reddit usernames you can read
former Rockstar Games lead Ai and
gameplay programmer Tobias Clint house
Clint house Tobias issued a patent in
April called the system a method for
virtual character Locomotion real catchy
the 11-page document as described on
LinkedIn was architected and implemented
for games at the Grand Theft Auto and
Red Dead Redemption Studio according to
the papers abstract the patent houses a
system and method for controlling the
animation and movement of in-game
objects in Lay person’s terms Tech
should make characters way more more
lifelike and the Reddit user detailed
the patent’s content on their Reddit
post based on this patent it seems like
they’re using a clever system they built
a library of small building blocks for
character movements these blocks can be
combined in various ways to create a
wide range of animations for instance
think about the character in the game
walking in the rain feeling tired or
getting injured instead of Designing
separate animations for each of these
situations they use these building
blocks to put together the character’s
movements naturally this means GTA 6 can
have more diverse and lifelike
animations so when you play GTA 6 you’ll
see characters moving in ways that match
the weather their energy level and their
injuries this makes the game feel more
immersive it’s like having characters
that can adapt to different situations
making the game World feel more real and
thrilling now something I want to add in
here is that there’s a blood line
between Ai and between programming so
what this sounds like doesn’t actually
sound like AI it sounds like a form of
it but if they’re setting up variables
like rain can make someone walk like
this being shot on the lead can make
someone walk like this combine those two
together and move that within a sliding
scale of is it more rainy or are they
more injured that isn’t AI but I guess
it could be because they’re using a
model to determine where to move that
parameter the where I think AI comes
into this is for example where a person
is shot on their body where they’re
injured when it comes to a physical
alteration maybe that particular system
of how their body mechanics work in
relation to the environment around them
maybe that’s AI what’s been described
here to me sounds more like a programmed
input but then again does it lean more
towards programming or does it lean more
towards AI you guys decide down in the
comments let’s go a bit more in depth on
this character animation AI system so
Rockstar Games have come up with their
own revolutionary software to completely
change the way characters are animated
in the game a massive thank you to
samyan for doing original video on this
her initial video went into the more
intricate details of how this new
technology works but in this video I’m
going to try to explain my simplified
understanding of how it works so in GTA
5 the characters were animated basically
with different variables so for example
they had running walking shooting and
those are the sorts of parameters we
really had to work with of course we had
directional information depending where
the character was facing and what angle
they were shooting at but it wasn’t a
perfect mechanism so for example if you
were pointing you’re going in that
direction and you were running your legs
weren’t exactly fac in the same
direction it was a bit off it wasn’t
perfect but Rockstar have recently filed
their own pattern for their own way of
creating character animations in GTA6
it’s essentially a more expanded version
of the Red Dead Redemption 2 way of
doing things but with a lot more a
involved so they’ve created their own Ai
and what this AI does is basically take
a Blackboard which is the state of
emotion the characters in whether
they’re drunk happy sad whether they’re
walking through snow whether they are
slipping on ice whether it’s rainy
outside they’ve taken all this
information from the game engine and
applied this to character animation
States for example they might send an
input to one arm an input to another arm
an input to the Head an input to the
legs basically it’s feeding off a
database taken from the game engine now
originally the way that this works was
it was literally just an animation
sequence programmed into the character
so the way the AI works is quite
complicated but let’s try and make it
simple basically over time they’ve given
their character animation AI a load of
input so for example they’ve taught it
that the character might be drunk that
it’s windy outside that it’s raining
outside and maybe Wind and Rain might be
an important one with where VI city is
located on the map and whenever their AI
has SP out an incorrect animation
sequence for example Lucia being drunk
but walking perfectly they’ll go back
through the AI and then feed it
different information to get different
output so this can take a long period of
time they’re basically constantly having
to correct this AI system to teach it
but the system is learning from the
inputs they’re giving it this combined
with the Euphoria and game engine
physics will really work together to
create a really immersive and unique
experience and we’ll get back on to that
in a minute so in GTA 5 they used an
animation tree which is essentially is
the character drunk yes they walk like
this are they shooting yes then they
hold the gun like this basically it was
just working off very linear and simple
inputs so what is the difference between
this animation tree and this new AI
system well an animation tree is pretty
shorefire you can read through the whole
tree and be 100% sure on what the
outcome is going to be so for example in
an animation tree if Lucia is drunk she
will fall over but with the AI system
it’s the system itself that makes that
decision so if she’s drunk and tired the
AI can make its own decision it can
decide whether she’s walking down a hill
up a hill whether it’s windy whether
it’s rainy there’s so many other factors
that the AI takes into consideration to
make a decision on whether she falls
over whether she can walk properly and
also how people around her respond to
her it’s the ai’s decision what happens
not an animation trees’s decision so
what does this all mean well firstly it
means more unique gameplay no two people
are going to have the exact same
experience because for example if you
walk somewhere at night and it’s windy
and it’s rainy and Lucia is drunk or
something like that she might fall over
she might not the events that happen are
entirely up to the AI system to decide
what happens to Lucia and how her
animations take place and how she
behaves this also means great social
media content and we know that social
media is a core part of GTA 6 we’re very
clear about about that from the trailer
so this means that we’re going to get
completely unique and different content
for every single person even if they do
essentially the same thing I mentioned
in one of my previous videos before I
knew anything about this that the
trailer was a bit worrying for me and I
got rinsed in the comments cuz I was
saying that for example people were
leaning out of cars and reacting to what
Lucia is doing and I don’t see how
they’d Implement that in the game unless
they had a new form of technology and
the comments were saying that I’m dumb
and I’m stupid and it’s just an
animation sequence and I should know
that I got battered in the comments but
it turns out I was right Rockstar have
got their own proprietary AI system to
make this work so for example the people
around you can tell what you’re doing
and they can read off your mood State as
a character so if Luccia is sad if she’s
happy if or if some information in the
game engine is input into Lucia’s state
for example she is drunk I don’t I keep
saying that but it’s the best example I
can give then the people around her will
respond in different way so if she’s
hanging out of a car then people around
her more likely to respond and for
example film her well this person sat on
the street is more likely to respond in
different ways to the people around them
depending if they’re happy if they’re
sad if they’ve had a stressful day if
they had a good day I’m assuming this
character AI system is only really for
the main characters in the game I think
that maybe the other characters reading
and understanding your your state of
mind and your state as a character is
probably going to be passed on to the
other characters within the game so they
can read what’s happening around them
but I think a lot of this complex
animation system is probably going to be
most beneficial to us as the character
we are playing so yeah this is really
exciting and this means we’re not going
to get the same sort of Animation
sequences that we had in red de
Redemption 2 or GT 5 obviously we knew
that to an extent but we didn’t really
understand how Rockstar were going to
implement that now we do so hopefully
this helps you understand how all of
these various a Technologies could work
in GTA 6 and let me know if there’s
anything else you’d like me to go into
in the comments down below this has been
a bit of a longer video so thank you so
much for taking the time to watch it if
you did enjoy it and you did find it
useful please consider subscribing it
does mean a lot to me and I’ll see you
all in the next one
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this is the best of
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Watch the video here: https://www.youtube.com/watch?v=P9M16FO7Pk0