AI Patent Hints at Enterable Buildings and Interactive NPCs for GTA 6
These innovative AI patents promise a massive leap in open-world realism as it makes much of the game's structures accessible.
Now that the hype surrounding the first Grand Theft Auto 6 trailer has mostly worn off, the internet is back to doing what it does best: combing through patents and datamining for more information.
This time around, the latest potential details about GTA 6 emerged from a recent patent filed by Take-Two Interactive, Rockstar Games' parent company.
The said patents suggest significant advancements in non-player character behavior and building interiors, pointing at potentially more immersive and dynamic experiences in the upcoming title.
https://www.reddit.com/r/GTA6/comments/1adfd1x/gta6_taketwo_interactive_ai_patents
One of the most discussed aspects of this patent is the AI technology focused on NPC behavior. According to the documents, this new AI would enable NPCs in GTA 6 to generate responses, moods, and animations based on various factors, including events, atmosphere, and interactions with other characters. This suggests a notable shift from the traditional algorithm-driven actions of NPCs to more individualized and spontaneous behaviors. For instance, NPCs might exhibit unique reactions to environmental changes like weather or display varied behaviors based on their interactions with other characters, including those controlled by players.
Another intriguing feature uncovered in the patent is the "Interiors AI," which hints at a system for generating randomly styled interiors. This system could potentially allow a vast number of buildings in the game to have accessible as well as unique interiors, categorized by style tags such as 'high-end' or 'old' apartments. The interiors would not only change in design but also evolve over time, providing a fresh experience for players upon re-entry. This innovation could lead to a groundbreaking shift in open-world games by increasing the number of enterable buildings and enhancing the depth of exploration.
These advancements are speculated to enable about 70% of the game's interiors to be accessible, a significant leap from previous iterations. The possibility of such a vast array of enterable buildings, each with its unique interior generated by AI, adds a new layer of depth and realism to the game world. This approach aligns with Rockstar's reputation for pushing boundaries in open-world design.
Plus, it may affect how the game renders environments, especially interiors. It suggests the game could render interiors dynamically based on the player's field of view. This could address the challenges associated with creating big open worlds with populated, accessible interiors. It implies a more efficient rendering process where the game will only renders the necessary elements based on the player's location and viewpoint. It's possible, using today's technology, to spend fewer resources to render stuff from afar only to render them in more detail if a player zooms in.
The idea of using a unique seed for each interior, points to an efficient system to quickly fill numerous interior spaces. This seed would determine factors like floor plan size, number of floors, and the style and clutter level of the interior. Once generated, the interior would be marked with this seed, ensuring consistency upon the player's return.
Imagine the varied and randomized dungeon designs in games like The Elder Scrolls V: Skyrim, except that, in GTA 6's case, you could apply it to every building found, not just in Vice City, but in the entire state of Leonida.
The potential for more interactive and dynamic NPCs, coupled with the vast array of unique, enterable buildings, could set a new standard for open-world games — a possibility in line with Take-Two's promise that GTA 6 would set a new creative benchmark in the entertainment industry.