zippyzee said:Cler1c said:For Tod “Zippyzee” Curtis : Dear Tod, what do you think of the MicroPsi2 cognitive architecture? Any hints you could give to us on its possible implementation within the Pantheon world? :)
I think you can look at the MicroPsi2 as a model that I agree with. I tend to look at AI in the classical, 'How does the mind work" way when designing AI systems rather than the statistical/probability-based way. Both have their strong points but for a game, particularly where scripting is involved, we want to be able to set up general behaviors that can be unique, general reactions to various stimuli that can be unique, and final actions that are based on those systems that can wind up unpredictable and fun.
I will provide more details later, but my goal is a "priority-based" system where each AI cycle analyzes the current npc needs, its predispositions, and the new and ongoing stimuli, and selects the action that works out as the highest priority for that npc. This would allow the creation of very interesting scenarios where the players may be able to experimentally manipulate those various factors to "encourage" a behavior to emerge. In this way encounters can play out slightly differently each time, and skilled players may be able to predict, alter, and adapt to the behaviors better than others.
That's just an off-the-cuff teaser. I have plenty of design ideas and I am sure they will change in order to be efficient and work within the existing game design. There are many ways to handle AI design and it is most important to make it flexible from the very beginning rather than shoe-horning ideas in at a later date that don't fit well.
Yummy ! ;) Sounds like Pantheon AI is going to be very chanllenging *droool* :) Great job VR with the addition to an already awesome team of gifted spirits ! Welcome home Tod and Pierre :)
zippyzee said:I will provide more details later, but my goal is a "priority-based" system where each AI cycle analyzes the current npc needs, its predispositions, and the new and ongoing stimuli, and selects the action that works out as the highest priority for that npc. This would allow the creation of very interesting scenarios where the players may be able to experimentally manipulate those various factors to "encourage" a behavior to emerge. In this way encounters can play out slightly differently each time, and skilled players may be able to predict, alter, and adapt to the behaviors better than others.
I cannot begin to say how happy I am to see this coming from a member of the team.
Excellent additions - Welcome Pierre, welcome Tod. Security (guarding the 'Net with steel swords - I like it!) and AI (cycling through best options - 1. swarm, 2. fight, 3. berserk, 4. flee, 5. sing!). Great to have you both on board, thank you for adding your talents to the team. Much appreciated.
I am glad to see bodies being added, but i must point out that everyone automatically assumes the team is growing. Every time they announce new members, they have never said that no one else has left, or given a total body tally...for all we know, they contracted by 4 and added 2. Hopefully the team is only getting larger and larger, but to automatically assume that is the case is not backed up by anything.
zippyzee said:That's just an off-the-cuff teaser. I have plenty of design ideas and I am sure they will change in order to be efficient and work within the existing game design. There are many ways to handle AI design and it is most important to make it flexible from the very beginning rather than shoe-horning ideas in at a later date that don't fit well.
Wonderfully said! Thank you very much for the brief explanation of your approach it is much appreciated! As a fellow researcher of artificial systems I can already promise to be one of those players that will give their best in exploring various NPC behavior...and of course use it for the glory of the Dark Myr race and all Dire Lords which are destined to rule the the world of Terminus! No living soul shall escape our grasp!
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:''D
Thanks once again, Zippyzee! ;)
Sincerely,
C.