Difference between revisions of "Artificial Intelligence"

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==Overview==
 
==Overview==
Artificial Intelligence (AI) in '''Final Fantasy XV''' (''FFXV'') is a cornerstone of the game’s design, bringing its open-world environment and characters to life in ways that feel dynamic, immersive, and responsive. Developed by [[Square Enix]], ''FFXV''—released in November 2016 for PlayStation 4 and Xbox One, with a PC version in 2018—employs a sophisticated AI system to govern the behavior of non-player characters (NPCs), enemies, and the protagonist [[Noctis]]’s three constant companions: [[Prompto]], [[Gladiolus]], and [[Ignis]]. Unlike many RPGs where party members might feel like extensions of player commands, ''FFXV''’s AI creates a sense of autonomy and camaraderie, making these allies feel like living, breathing partners with distinct personalities.
+
Artificial Intelligence (AI) in '''Final Fantasy XV''' (''FFXV'') is a cornerstone of the game’s design, bringing its open-world environment and characters to life in ways that feel dynamic, immersive, and responsive. Developed by [[Square Enix]], ''FFXV'', released in November 2016 for PlayStation 4 and Xbox One, with a PC version in 2018, employs a sophisticated AI system to govern the behavior of non-player characters (NPCs), enemies, and the protagonist [[Noctis]]’s three constant companions: [[Prompto]], [[Gladiolus]], and [[Ignis]]. Unlike many RPGs where party members might feel like extensions of player commands, ''FFXV''’s AI creates a sense of autonomy and camaraderie, making these allies feel like living, breathing partners with distinct personalities.
  
AI in ''FFXV'' extends beyond gameplay mechanics to narrative elements, such as the Empire of Niflheim’s magitek technology, and serves as a technical marvel that enhances both combat and storytelling. The game’s AI architecture is built around three core systems—Meta AI, Character AI, and Navigation AI—supported by additional layers like Animation and Ambient AI, as well as advanced technical frameworks like behavior trees and dynamic difficulty adjustment. According to Youichiro Miyake, Square Enix’s lead AI researcher for ''FFXV'', the goal was to craft "believable characters and a living world," a mission that blends technical complexity with creative storytelling.
+
AI in ''FFXV'' extends beyond gameplay mechanics to narrative elements, such as the Empire of Niflheim’s magitek technology, and serves as a technical marvel that enhances both combat and storytelling. The game’s AI architecture is built around three core systems, Meta AI, Character AI, and Navigation AI, supported by additional layers like Animation and Ambient AI, as well as advanced technical frameworks like behavior trees and dynamic difficulty adjustment. According to Youichiro Miyake, Square Enix’s lead AI researcher for ''FFXV'', the goal was to craft "believable characters and a living world," a mission that blends technical complexity with creative storytelling.
  
 
==Core AI Systems==
 
==Core AI Systems==
 
===Meta AI: The Game Master===
 
===Meta AI: The Game Master===
At the apex of ''FFXV''’s AI hierarchy is the '''Meta AI''', often dubbed the "Observer AI" or an invisible game master. This system oversees the broader state of the game world, analyzing situations in real time to adjust pacing and enhance engagement. For example, if Noctis is low on health and surrounded by enemies, the Meta AI might prompt Ignis to rush in with a healing item or trigger a dramatic rescue by Gladiolus. It also manages environmental factors—spawning additional foes or shifting weather—to heighten tension, ensuring the game adapts to the player without feeling overly scripted. As noted in resources like the [https://aiwiki.com AI Wiki], meta-level AI often acts as a director in games, orchestrating events to align with narrative and gameplay goals—a role ''FFXV'' executes with finesse.
+
At the apex of ''FFXV''’s AI hierarchy is the '''Meta AI''', often dubbed the "Observer AI" or an invisible game master. This system oversees the broader state of the game world, analyzing situations in real time to adjust pacing and enhance engagement. For example, if Noctis is low on health and surrounded by enemies, the Meta AI might prompt Ignis to rush in with a healing item or trigger a dramatic rescue by Gladiolus. It also manages environmental factors, spawning additional foes or shifting weather, to heighten tension, ensuring the game adapts to the player without feeling overly scripted. As noted in resources like the [https://aiwiki.com AI Wiki], meta-level AI often acts as a director in games, orchestrating events to align with narrative and gameplay goals, a role ''FFXV'' executes with finesse.
  
 
===Character AI: Bringing Personalities to Life===
 
===Character AI: Bringing Personalities to Life===
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- '''Ignis''', the strategist, hangs back to analyze the battlefield, offering buffs or healing.
 
- '''Ignis''', the strategist, hangs back to analyze the battlefield, offering buffs or healing.
  
This system uses '''AI graphs'''—layered decision-making frameworks—to map actions based on game state. For instance, if an enemy targets Noctis, Gladiolus’s AI evaluates proximity, health, and abilities before deciding to shield him or counterattack. '''Override systems''' refine these choices, prioritizing link-strikes with Noctis when conditions align. Companions also feature '''memory modules''', allowing them to "learn" enemy patterns and adjust tactics, creating an illusion of growth.
+
This system uses '''AI graphs''', layered decision-making frameworks, to map actions based on game state. For instance, if an enemy targets Noctis, Gladiolus’s AI evaluates proximity, health, and abilities before deciding to shield him or counterattack. '''Override systems''' refine these choices, prioritizing link-strikes with Noctis when conditions align. Companions also feature '''memory modules''', allowing them to "learn" enemy patterns and adjust tactics, creating an illusion of growth.
  
Beyond combat, Character AI drives '''contextual dialogue''' triggered by location, time of day, story events, or Noctis’s status (e.g., low health), enhancing immersion. Players can further shape this AI via the [[Ascension Grid]], unlocking techniques, teamwork moves, and role-specific behaviors—like Gladiolus’s defensive prowess or Prompto’s ranged finesse.
+
Beyond combat, Character AI drives '''contextual dialogue''' triggered by location, time of day, story events, or Noctis’s status (like low health), enhancing immersion. Players can further shape this AI via the [[Ascension Grid]], unlocking techniques, teamwork moves, and role-specific behaviors, like Gladiolus’s defensive prowess or Prompto’s ranged finesse.
  
 
===Navigation AI: Pathfinding and Spatial Awareness===
 
===Navigation AI: Pathfinding and Spatial Awareness===
The '''Navigation AI''' ensures characters move naturally across ''FFXV''’s sprawling world of Eos. Built on an '''automatic navigation mesh generation''' technique, it dynamically creates traversable area maps, letting NPCs and companions plot routes around obstacles like rocks or cliffs. The '''Point Query System (PQS)''' ranks positions for actions—e.g., guiding Prompto to a vantage point for a shot based on line of sight. A '''steering system''' enables auto-avoidance, letting allies dodge attacks or hazards gracefully.
+
The '''Navigation AI''' ensures characters move naturally across ''FFXV''’s sprawling world of Eos. Built on an '''automatic navigation mesh generation''' technique, it dynamically creates traversable area maps, letting NPCs and companions plot routes around obstacles like rocks or cliffs. The '''Point Query System (PQS)''' ranks positions for actions, for example guiding Prompto to a vantage point for a shot based on line of sight. A '''steering system''' enables auto-avoidance, letting allies dodge attacks or hazards gracefully.
  
In exploration, Navigation AI keeps the party cohesive yet organic—Prompto might scout ahead, while Ignis lingers to observe—directing player attention to hidden items or vistas, reinforcing their personalities.
+
In exploration, Navigation AI keeps the party cohesive yet organic, Prompto might scout ahead, while Ignis lingers to observe, directing player attention to hidden items or vistas, reinforcing their personalities.
  
 
==Additional AI Layers==
 
==Additional AI Layers==
 
===Animation AI: Bridging Mind and Body===
 
===Animation AI: Bridging Mind and Body===
The '''Animation AI''' translates decisions into lifelike movements via the [[Luminous Engine]]. With characters boasting around 600 bones—far exceeding the 50 of last-gen games—it enables nuanced animations, like Prompto’s excitable gestures or Ignis’s precise cooking. A '''motion analysis system''' ensures environmental interaction, adjusting Gladiolus’s stance on uneven terrain to avoid clipping, enhancing realism.
+
The '''Animation AI''' translates decisions into lifelike movements via the [[Luminous Engine]]. With characters boasting around 600 bones, far exceeding the 50 of last-gen games, it enables nuanced animations, like Prompto’s excitable gestures or Ignis’s precise cooking. A '''motion analysis system''' ensures environmental interaction, adjusting Gladiolus’s stance on uneven terrain to avoid clipping, enhancing realism.
  
 
===Ambient AI: Populating the World===
 
===Ambient AI: Populating the World===
In towns like Lestallum or Altissia, '''Ambient AI''' governs background NPCs, creating a bustling atmosphere. Using '''smart objects''' (e.g., chairs with interaction data), NPCs sit, haggle, or lean naturally. A '''planning system''' manages crowd flow, balancing busy streets with quiet alleys, as detailed by Miyake in a 2018 GDC talk, reinforcing Eos’s authenticity.
+
In towns like Lestallum or Altissia, '''Ambient AI''' governs background NPCs, creating a bustling atmosphere. Using '''smart objects''' (for example chairs with interaction data), NPCs sit, haggle, or lean naturally. A '''planning system''' manages crowd flow, balancing busy streets with quiet alleys, as detailed by Miyake in a 2018 GDC talk, reinforcing Eos’s authenticity.
  
 
==Gameplay AI Systems==
 
==Gameplay AI Systems==
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The companion system is a standout feature, with Noctis’s allies operating autonomously under a sophisticated '''tactical decision-making''' framework:
 
The companion system is a standout feature, with Noctis’s allies operating autonomously under a sophisticated '''tactical decision-making''' framework:
 
*'''Situational Awareness''': They identify threats and opportunities on the battlefield.
 
*'''Situational Awareness''': They identify threats and opportunities on the battlefield.
*'''Enemy Analysis''': They adjust strategies to exploit weaknesses (e.g., elemental vulnerabilities).
+
*'''Enemy Analysis''': They adjust strategies to exploit weaknesses (like elemental vulnerabilities).
 
*'''Team Positioning''': They align based on role and battle state.
 
*'''Team Positioning''': They align based on role and battle state.
 
*'''Player Behavior''': They complement Noctis’s combat style, syncing for link-strikes or techniques.
 
*'''Player Behavior''': They complement Noctis’s combat style, syncing for link-strikes or techniques.
  
The [[Ascension Grid]] enhances this AI, unlocking progression-based behaviors like recovery priorities or specialized roles. This autonomy creates emergent moments—like a perfectly timed rescue—though some players note occasional suboptimal choices in chaotic fights.
+
The [[Ascension Grid]] enhances this AI, unlocking progression-based behaviors like recovery priorities or specialized roles. This autonomy creates emergent moments, like a perfectly timed rescue, though some players note occasional suboptimal choices in chaotic fights.
  
 
===Enemy AI===
 
===Enemy AI===
Line 49: Line 49:
 
*'''Daemons''': Tied to the day-night cycle, they spawn procedurally, escalate aggression, and react to light or havens, with hierarchical dynamics among ranks.
 
*'''Daemons''': Tied to the day-night cycle, they spawn procedurally, escalate aggression, and react to light or havens, with hierarchical dynamics among ranks.
  
A '''dynamic difficulty adjustment''' system analyzes player performance—damage output, resource use, skill expression—and subtly tweaks enemy aggression or health, balancing challenge across skill levels.
+
A '''dynamic difficulty adjustment''' system analyzes player performance, damage output, resource use, skill expression, and subtly tweaks enemy aggression or health, balancing challenge across skill levels.
  
 
==Technical Implementation==
 
==Technical Implementation==
Line 61: Line 61:
 
==AI in Combat and Storytelling==
 
==AI in Combat and Storytelling==
  
Combat highlights AI synergy: enemies use varied tactics via Character and Navigation AI, while the Meta AI adjusts difficulty on the fly. Companions fight autonomously, syncing for link-strikes or techniques (e.g., Ignis’s "Regroup"), their coordination tied to personalities and the brotherhood narrative—Prompto’s quips or Gladiolus’s taunts deepen emotional stakes.
+
Combat highlights AI synergy: enemies use varied tactics via Character and Navigation AI, while the Meta AI adjusts difficulty on the fly. Companions fight autonomously, syncing for link-strikes or techniques (like Ignis’s "Regroup"), their coordination tied to personalities and the brotherhood narrative, Prompto’s quips or Gladiolus’s taunts deepen emotional stakes.
  
Outside combat, AI enhances exploration—Prompto’s '''snapshot AI''' captures candid moments, Ignis’s cooking reflects his role—making the journey personal and memorable, a feat Miyake calls "character storytelling by AI."
+
Outside combat, AI enhances exploration, Prompto’s '''snapshot AI''' captures candid moments, Ignis’s cooking reflects his role, making the journey personal and memorable, a feat Miyake calls "character storytelling by AI."
  
 
===Narrative Integration===
 
===Narrative Integration===
Line 74: Line 74:
  
 
==Philosophical Underpinnings==
 
==Philosophical Underpinnings==
Miyake, in a 2019 Eurogamer interview, framed ''FFXV''’s AI as an experiment in consciousness and embodiment, inspired by Henri Bergson and Jakob von Uexküll. Rejecting mind-body dualism, the "Body" layer between decision-making and animation suggests intelligence emerges from environmental interaction—a concept echoed in the [https://aiwiki.com AI Wiki]’s definition of intelligent agents.
+
Miyake, in a 2019 Eurogamer interview, framed ''FFXV''’s AI as an experiment in consciousness and embodiment, inspired by Henri Bergson and Jakob von Uexküll. Rejecting mind-body dualism, the "Body" layer between decision-making and animation suggests intelligence emerges from environmental interaction, a concept echoed in the [https://aiwiki.com AI Wiki]’s definition of intelligent agents.
  
 
==Development and Challenges==
 
==Development and Challenges==
Crafting ''FFXV''’s AI involved an international team using visual scripting tools, as detailed in ''Artificial Intelligence of Final Fantasy XV'' (2019). Challenges included managing open-world complexity—preventing NPC clogs or glitches—and balancing companion autonomy with player control. Early feedback (e.g., Reddit’s r/FFXV) on slow revives prompted patches, refining responsiveness.
+
Crafting ''FFXV''’s AI involved an international team using visual scripting tools, as detailed in ''Artificial Intelligence of Final Fantasy XV'' (2019). Challenges included managing open-world complexity, preventing NPC clogs or glitches, and balancing companion autonomy with player control. Early feedback (from Reddit’s r/FFXV) on slow revives prompted patches, refining responsiveness.
  
 
The process evolved from ''Versus XIII''’s limited AI to a hybrid of behavior-based and state-based systems, with iterative testing ensuring believability over perfection.
 
The process evolved from ''Versus XIII''’s limited AI to a hybrid of behavior-based and state-based systems, with iterative testing ensuring believability over perfection.
Line 93: Line 93:
  
 
==Legacy and Impact==
 
==Legacy and Impact==
''FFXV''’s AI, with over 10 million units sold by 2022, influenced Square Enix titles and inspired GDC 2018 talks (e.g., Prasert Prasertvithyakarn on "AI-buddies"). The [https://aiwiki.com AI Wiki] contextualizes its innovations alongside other AI-driven games, while Miyake’s vision hints at a future blurring simulation and reality.
+
''FFXV''’s AI, with over 10 million units sold by 2022, influenced Square Enix titles and inspired GDC 2018 talks (Prasert Prasertvithyakarn on "AI-buddies"). The [https://aiwiki.com AI Wiki] contextualizes its innovations alongside other AI-driven games, while Miyake’s vision hints at a future blurring simulation and reality.
  
 
==References==
 
==References==

Revision as of 03:29, 19 March 2025

This article is part of the Artificial Intelligence category on the FFXV Wiki. For broader insights into AI in gaming, see the AI Wiki.

Overview

Artificial Intelligence (AI) in Final Fantasy XV (FFXV) is a cornerstone of the game’s design, bringing its open-world environment and characters to life in ways that feel dynamic, immersive, and responsive. Developed by Square Enix, FFXV, released in November 2016 for PlayStation 4 and Xbox One, with a PC version in 2018, employs a sophisticated AI system to govern the behavior of non-player characters (NPCs), enemies, and the protagonist Noctis’s three constant companions: Prompto, Gladiolus, and Ignis. Unlike many RPGs where party members might feel like extensions of player commands, FFXV’s AI creates a sense of autonomy and camaraderie, making these allies feel like living, breathing partners with distinct personalities.

AI in FFXV extends beyond gameplay mechanics to narrative elements, such as the Empire of Niflheim’s magitek technology, and serves as a technical marvel that enhances both combat and storytelling. The game’s AI architecture is built around three core systems, Meta AI, Character AI, and Navigation AI, supported by additional layers like Animation and Ambient AI, as well as advanced technical frameworks like behavior trees and dynamic difficulty adjustment. According to Youichiro Miyake, Square Enix’s lead AI researcher for FFXV, the goal was to craft "believable characters and a living world," a mission that blends technical complexity with creative storytelling.

Core AI Systems

Meta AI: The Game Master

At the apex of FFXV’s AI hierarchy is the Meta AI, often dubbed the "Observer AI" or an invisible game master. This system oversees the broader state of the game world, analyzing situations in real time to adjust pacing and enhance engagement. For example, if Noctis is low on health and surrounded by enemies, the Meta AI might prompt Ignis to rush in with a healing item or trigger a dramatic rescue by Gladiolus. It also manages environmental factors, spawning additional foes or shifting weather, to heighten tension, ensuring the game adapts to the player without feeling overly scripted. As noted in resources like the AI Wiki, meta-level AI often acts as a director in games, orchestrating events to align with narrative and gameplay goals, a role FFXV executes with finesse.

Character AI: Bringing Personalities to Life

The Character AI is the heart of FFXV’s companion system, controlling the behaviors and decision-making of Prompto, Gladiolus, Ignis, and other NPCs. Each character has a unique "AI script" reflecting their personality and role: - Prompto, the cheerful sharpshooter, prioritizes ranged attacks and photo-snapping. - Gladiolus, the burly bodyguard, favors aggressive melee strikes and protective moves. - Ignis, the strategist, hangs back to analyze the battlefield, offering buffs or healing.

This system uses AI graphs, layered decision-making frameworks, to map actions based on game state. For instance, if an enemy targets Noctis, Gladiolus’s AI evaluates proximity, health, and abilities before deciding to shield him or counterattack. Override systems refine these choices, prioritizing link-strikes with Noctis when conditions align. Companions also feature memory modules, allowing them to "learn" enemy patterns and adjust tactics, creating an illusion of growth.

Beyond combat, Character AI drives contextual dialogue triggered by location, time of day, story events, or Noctis’s status (like low health), enhancing immersion. Players can further shape this AI via the Ascension Grid, unlocking techniques, teamwork moves, and role-specific behaviors, like Gladiolus’s defensive prowess or Prompto’s ranged finesse.

Navigation AI: Pathfinding and Spatial Awareness

The Navigation AI ensures characters move naturally across FFXV’s sprawling world of Eos. Built on an automatic navigation mesh generation technique, it dynamically creates traversable area maps, letting NPCs and companions plot routes around obstacles like rocks or cliffs. The Point Query System (PQS) ranks positions for actions, for example guiding Prompto to a vantage point for a shot based on line of sight. A steering system enables auto-avoidance, letting allies dodge attacks or hazards gracefully.

In exploration, Navigation AI keeps the party cohesive yet organic, Prompto might scout ahead, while Ignis lingers to observe, directing player attention to hidden items or vistas, reinforcing their personalities.

Additional AI Layers

Animation AI: Bridging Mind and Body

The Animation AI translates decisions into lifelike movements via the Luminous Engine. With characters boasting around 600 bones, far exceeding the 50 of last-gen games, it enables nuanced animations, like Prompto’s excitable gestures or Ignis’s precise cooking. A motion analysis system ensures environmental interaction, adjusting Gladiolus’s stance on uneven terrain to avoid clipping, enhancing realism.

Ambient AI: Populating the World

In towns like Lestallum or Altissia, Ambient AI governs background NPCs, creating a bustling atmosphere. Using smart objects (for example chairs with interaction data), NPCs sit, haggle, or lean naturally. A planning system manages crowd flow, balancing busy streets with quiet alleys, as detailed by Miyake in a 2018 GDC talk, reinforcing Eos’s authenticity.

Gameplay AI Systems

Companion AI

The companion system is a standout feature, with Noctis’s allies operating autonomously under a sophisticated tactical decision-making framework:

  • Situational Awareness: They identify threats and opportunities on the battlefield.
  • Enemy Analysis: They adjust strategies to exploit weaknesses (like elemental vulnerabilities).
  • Team Positioning: They align based on role and battle state.
  • Player Behavior: They complement Noctis’s combat style, syncing for link-strikes or techniques.

The Ascension Grid enhances this AI, unlocking progression-based behaviors like recovery priorities or specialized roles. This autonomy creates emergent moments, like a perfectly timed rescue, though some players note occasional suboptimal choices in chaotic fights.

Enemy AI

Enemies showcase complex behaviors:

  • Imperial Forces: Magitek Troopers use squad tactics, snipers seek high ground, and armor employs phase-based attacks with hierarchical coordination.
  • Wildlife and Beasts: Sabertusks flank in packs, Behemoths patrol territories, and creatures follow hunting cycles, interacting in a simulated ecosystem.
  • Daemons: Tied to the day-night cycle, they spawn procedurally, escalate aggression, and react to light or havens, with hierarchical dynamics among ranks.

A dynamic difficulty adjustment system analyzes player performance, damage output, resource use, skill expression, and subtly tweaks enemy aggression or health, balancing challenge across skill levels.

Technical Implementation

FFXV’s AI rests on a multi-layered architecture:

  • Behavior Trees: Weighted decision nodes enable conditional branching and priority handling, maintaining state memory.
  • Rule-Based Systems: Govern combat rules, social interactions, and environmental responses.
  • Learning Components: Limited adaptation tracks player patterns and encounter outcomes.
  • Optimization: Level-of-detail AI, batched processing, and predictive movement reduce load in the open world.

AI in Combat and Storytelling

Combat highlights AI synergy: enemies use varied tactics via Character and Navigation AI, while the Meta AI adjusts difficulty on the fly. Companions fight autonomously, syncing for link-strikes or techniques (like Ignis’s "Regroup"), their coordination tied to personalities and the brotherhood narrative, Prompto’s quips or Gladiolus’s taunts deepen emotional stakes.

Outside combat, AI enhances exploration, Prompto’s snapshot AI captures candid moments, Ignis’s cooking reflects his role, making the journey personal and memorable, a feat Miyake calls "character storytelling by AI."

Narrative Integration

AI also shapes the story through Niflheim’s magitek technology:

  • Magitek Troopers: Daemon-human hybrids with AI control, blurring organic and machine intelligence.
  • Autonomous Weapons: Diamond Weapon and Immortalis feature advanced tactical AI, while ancient Solheim ruins house self-preserving digital entities.

These elements tie AI to the lore, exploring themes of technology and autonomy.

Philosophical Underpinnings

Miyake, in a 2019 Eurogamer interview, framed FFXV’s AI as an experiment in consciousness and embodiment, inspired by Henri Bergson and Jakob von Uexküll. Rejecting mind-body dualism, the "Body" layer between decision-making and animation suggests intelligence emerges from environmental interaction, a concept echoed in the AI Wiki’s definition of intelligent agents.

Development and Challenges

Crafting FFXV’s AI involved an international team using visual scripting tools, as detailed in Artificial Intelligence of Final Fantasy XV (2019). Challenges included managing open-world complexity, preventing NPC clogs or glitches, and balancing companion autonomy with player control. Early feedback (from Reddit’s r/FFXV) on slow revives prompted patches, refining responsiveness.

The process evolved from Versus XIII’s limited AI to a hybrid of behavior-based and state-based systems, with iterative testing ensuring believability over perfection.

Critical Reception

Critics Praised

  • Companion personalities shining through AI.
  • Emergent brilliance in unscripted moments.
  • Wildlife naturalism enhancing the world.

Criticism Targeted

  • Tactical limitations in companion autonomy.
  • Inconsistent performance in complex battles.
  • Overly forgiving difficulty adjustments.

Legacy and Impact

FFXV’s AI, with over 10 million units sold by 2022, influenced Square Enix titles and inspired GDC 2018 talks (Prasert Prasertvithyakarn on "AI-buddies"). The AI Wiki contextualizes its innovations alongside other AI-driven games, while Miyake’s vision hints at a future blurring simulation and reality.

References

1. Square Enix. (2016). Final Fantasy XV Official Strategy Guide. Prima Games. 2. Miyake, Y. (2018). "AI in Final Fantasy XV." GDC 2018. 3. Artificial Intelligence of Final Fantasy XV (2019). Japan. 4. AI Wiki. (2023). "Final Fantasy Series AI Evolution."