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<H1>Re: [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>: Re: [MUD-Dev] Mob AI</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Fri, 27 Jun 97 07:50:51 MST</LI>
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<PRE>
[Brandon C:]
:  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.

Interesting idea for NPC's, but I think I would leave it alone for PC's.
It doesn't sound like it would be too hard, once the system has the
background concepts to handle it. In this case, you have to have proper
eating and drinking implemented before it makes sense.

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<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
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</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>
<LI><strong><A NAME="01525" HREF="msg01525.html">Re: [MUD-Dev] Integrating PK</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 26 Jun 1997, 14:10 GMT
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</UL>
</LI>
</UL></BLOCKQUOTE>

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