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<H1>[MUD-Dev] Mob AI</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Mob AI</LI>
<LI><em>From</em>: Brandon Cline &lt;<A HREF="mailto:brandon#merlin,sedona.net">brandon#merlin,sedona.net</A>&gt;</LI>
<LI><em>Date</em>: Thu, 26 Jun 1997 14:40:09 -0700 (MST)</LI>
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<PRE>


On Thu, 26 Jun 1997, Alex Oren wrote:

&gt; Brandon wrote:
&gt; 

Hehe, Brandon who? snicker, I think there are 3 of us now.

&gt; } I once wrote a MU* that had a fully functional AI.
&gt; 
&gt; Care to post some highlights on the algorithm used?
&gt; 
&gt; 
&gt; Have fun,
&gt; Alex.
&gt; 
&gt;

  One idea I had for AI was to have a "Reaction system" for pc's and npc's
alike, that when certain conditions were met, the system sent a short
message telling them what was up.  So, say like you had a pc that was
adicted to alchol (through character generation or something), and he
hadn't had a drink for say two days, the reaction system would then begin 
with messages like, "You sure could use a drink about now." then if you
continue to ignore your "adiction" the messages would get more insistant
until finally either yo uact on them, or the computer acts for you with
some default action.  Now, this is sort of a simple example, but imagine
if, a character with an adiction, also had an event that would stress
him, like say a phobia.  Now, you have the problem of wanting to get
drunk every time yo uencounter your phobia.  When applied to npc's, the
system would govern their reactions, depending on their personality and
flaws... All this stuff could be applied to any part of the pc that should
not be in direct control of the player at all time, subconcious,
telepathic suggestions, addictions, etc.

Ideas? Comments, etc?

-----------------------------------------
Brandon L. Cline  |   brandon#sedona,net |
-----------------------------------------



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Levels and XP</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01574" HREF="msg01574.html">Re: [MUD-Dev]  Levels and XP</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 28 Jun 1997, 16:53 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="01559" HREF="msg01559.html">Neighborhood watch</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 28 Jun 1997, 00:00 GMT
<UL>
<LI><strong><A NAME="01588" HREF="msg01588.html">Re: [MUD-Dev]  Neighborhood watch</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 30 Jun 1997, 05:41 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01550" HREF="msg01550.html">try it out!</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 27 Jun 1997, 13:04 GMT
<LI><strong><A NAME="01544" HREF="msg01544.html">[MUD-Dev] Mob AI</A></strong>, 
Brandon Cline <a href="mailto:brandon#merlin,sedona.net">brandon#merlin,sedona.net</a>, Fri 27 Jun 1997, 04:42 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01557" HREF="msg01557.html">Re: [MUD-Dev] Mob AI</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 27 Jun 1997, 21:48 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01538" HREF="msg01538.html">Hardcore server design</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Thu 26 Jun 1997, 22:35 GMT
<LI><strong><A NAME="01516" HREF="msg01516.html">Re: [MUD-Dev] Integrating PK</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 26 Jun 1997, 11:23 GMT
<UL>
<LI><strong><A NAME="01520" HREF="msg01520.html">Re: [MUD-Dev] Integrating PK</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Thu 26 Jun 1997, 13:33 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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