Generative AI manages enemy’s behaviour

“Bureau of Contacts” as a new MiroWin’s tech experiment.

Ahead of the planned July release of the “Bureau of Contacts” co-op horror PC game on Steam, we’ve been receiving questions from gaming audience and content-creators. They’re mostly about details on what to expect in the product, where generative AI technology will be used for the first time to control enemy behavior.

Those who are closely familiar with our studio know that MiroWin is accustomed to pioneering solutions in the process of game development, which we resorted to, for example, with our first game (“Guns’n’Stories: Bulletproof VR”), porting it to a number of VR devices, such as Oculus Quest, Pico, Nolo and others for the first time in all post-soviet space.

With “Bureau of Contacts” we decided to use now popular generative technologies in a previously unused way for them – controlling the behavior of enemies.

As such, it’s reasonable for a player to ask the question – how much will this innovation make the game more interesting and what is its difference from the usual classic AI?

We can all remember examples of classic AI working in games by going back 15 years – thas was (and is now) a large set of scripts and a bit of randomization magic yielded a well-designed set of conditions and possible outputs.

A generative model can realize not only content, but also it’s meaning.

In other words, the enemies in “Bureau of Contacts”:

  • analyze context;
  • simulate moods and attitudes towards what they hear/occur;
  • make decisions on their own will and reasoning, parodying human behavior and “cause and effect relationships”.

All of this is realized to the extent of how well the model is trained and how powerful the neural network is.

In other words, in “Bureau of Contacts” you will have to watch your words, because you will not only get a meaningful response for these words, but may also be subjected to appropriate “actions” if IT think you deserve it.

Here is an example of one of possible reactions of the enemy to provocation. Quite adequate, isn’t it?)

This approach, based on the behavior, words, and actions of the enemies, makes them even closer to humans, and thus even more dangerous and unpredictable opponents.

We invite you to try out against such opponents this summer – add the game in your Steam-wishlist and follow the development details in our Discord.

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