The Low-Tech AI of Elden Ring
- AI
- Gaming
- Programming
- Developer Tools
The post argues that Elden Ring’s enemy behavior is driven by a compact, low-level decision system that pushes and pops actions instead of traversing a heavyweight tree every tick. It presents this as a pragmatic alternative to “real AI” and as part of why FromSoftware can make enemies feel sharp without relying on anything like modern generative models. People familiar with game development landed on a blunter read: this is standard game AI. Several said the mechanism described is basically a behavior tree or a close cousin of one, just implemented with a goal stack or continuation-style execution rather than always restarting from the root. The article was even updated to acknowledge that overlap.
If you build interactive systems, the useful lesson is not that Elden Ring found a novel AI architecture. It is that strong behavior can come from deterministic, inspectable logic when it is paired with level design, animation, and careful authoring.
- nega.tv
- Discuss on HN