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This is a discussion on "To A.I. or Not To A.I." in the Top Mud Sites MUD Coding forum : Ok Everyone, Ive been debating things within my Skull on wether to try to put an advance AI system within my Mud. I know it would be great to have mobs that an interact with players, to even have it to a point where players and mobs are hard to tell apart. Even have mobs hunt with other players as member of thier group. Just a couple ideas. But the reason for the post here is to get everyone elses opnions and ideas on what they would like to see in a mud AI wise. So please anyone with an ... |
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#1 |
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New Member
Join Date: May 2003
Posts: 11
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Ok Everyone, Ive been debating things within my Skull on wether to try to put an advance AI system within my Mud.
I know it would be great to have mobs that an interact with players, to even have it to a point where players and mobs are hard to tell apart. Even have mobs hunt with other players as member of thier group. Just a couple ideas. But the reason for the post here is to get everyone elses opnions and ideas on what they would like to see in a mud AI wise. So please anyone with an opinion on this let me know. Thank you everyone in advance. Torhan Sacras -------------------------- Mud.elysiumsgate.com:6000 |
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#2 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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---matt |
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#3 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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However the real difficulty with AI is conversation - and that's something that could be cut back significantly within a mud. Instead of trying to make the mob hold a logical conversation, you could make it respond in the same way as a player who isn't interested in chatting (brief replies, ignoring or insulting if it doesn't understand how to respond, etc). Instead of conversation, the main focus of mud AI should be on acting appropriately, and that's something that's already been done many times before. |
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#4 | ||
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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And I've yet to see any mud by anyone where the NPCs act appropriately. For that matter, I've yet to see any game period where the NPCs act like they're anything but NPCs. --matt |
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#5 | ||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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The real trick for acting like a human isn't AI - it's AS. Artificial Stupidity. You need to dumb the computer down to a believable skill level. That's why when you play a computer game, the computer opponent doesn't tear you apart every game - it makes mistakes, doesn't respond as quickly as it should, etc. |
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#6 |
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New Member
Join Date: May 2003
Posts: 11
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Well the idea that i had was to make the Mob so it would do stupid things, like die. But also, i was going to make it so it would act like most players, short responses like said above.
I want to make it so the mobs have a higher interaction within the mud, instead of just being there. That is my goal, I want to make it so mobs remember you, what you do, the mobs would have like a collective consious (spelling, been a long day =P). They would then offer to group with you, offer to help yo in some way. Just a bunch of ideas i have, I have an idea in mind on how to get the processor power i will need, but its all just up in the air right now. Torhan Sacras ---------------------- Mud.elsyiumsgate.com:6000 |
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#7 |
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Member
Join Date: Apr 2002
Location: Brisbane Australia
Posts: 74
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Are you looking at ALL mobs, or just some, I went a step further than special procedures, and set up NPC classes (my mud is classless - so maybe professions is a better word) and left it up to the builder to be realistic with what classes they assign to what mob (if any), as it would be stupid to have a bird of paradise mob trying to act like a blacksmith.
It took a lot of work, but since I had found that all the mobs get polled in some way or another anyway, it was worth it to get a bit more life in some of them, this can also give the appearence that they all do something at times even though many are doing nothing, the ones that do, give the whole area/room an appearence of purpose |
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#8 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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Examples from our games: A mob isn't going to be able to intelligently go about acquiring a shop (can only be purchased from other players), intelligently stock that shop by acquiring items the way a player can, or search out players to sell that shop to for a profit. A mob isn't going to be able to participate in politics at all as it lacks the ability to communicate at more than an extremely rudimentary and rote level. A mob isn't going to be able to participate in the writing and art contests we have monthly. A mob isn't going to be able to effectively participate in city raids the way a player can (ie independently cooperating with other players from its city). Yes, if you define "playing" as "bashing monsters" then a mob can be somewhat convincing. Of course, without the ability to learn, how is the mob going to keep up with the latest player innovations in bashing? It can't, because that would require it to parse communications from player to player, and good luck managing that. I mean, saying a mob can "play" a mud just as well except for communication is saying almost nothing. Communication is what muds are all about. --matt |
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#9 | |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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It all depends on how you design your mud and what your objectives are. If you're trying to create a game in which every action is roleplayed out through emotes, then obviously it's going to be very difficult to create any sort of mob. On the other hand, if you're trying to create a game which is heavily automated, then you should be able to create a fairly reasonable simulation of a player. One possible scenario might be a race-wars game in which the two opposing races cannot understand each others language - in such a scenario you could make it extremely difficult to distinguish enemy mobs from enemy players. Simply stating that it cannot work without even finding out what the original poster is trying to achieve is very shortsighted, and hardly the sort of response I'd expect from the lead designer of a successful mud. Do you think you'd be where you are now if you'd listened to that sort of advice from other people when creating Achaea? |
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#10 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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And as for my advice, he can take it or leave it. Still, there's probably a reason we're the most successful new text mud company since Smutronics started up over 15 years ago. I maitain there is no feasible way to make mobs that are indistinguishable from players. I understand he mis-stated his original intent, incidentally, so I'm not trying to dissuade him from following through with his re-started plans. --matt |
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#11 | |
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It doesn't matter if it's impossible, what matters is that he tries his best at making his mobs indistinguishable from people. Because he _will_ make progress, even if that progress is a bit of renewed interest in the field for a good coder, and if we keep trying, eventually, it'll be a simple thing to do. But only if. It sounds corny, but it's very true. Don't compromise on making your mobs the way others think is possible, Torhan. |
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#12 | |
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#13 | ||
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Join Date: Mar 2003
Posts: 103
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Well, I'd apply the same to muds, at least in terms of grouping, killing, and so forth. Imagine a mud in which say, tell, ooc, etc were all disabled. If you grouped up and went xping, I imagine that the mobs would do perfectly well. You could use pointing to distinguish targets, and when attacking, hope that everyone can reason through where they should be... Clerics healing, tanks tanking, etc... There are more than a few players out there (in fact, dominant on some muds) that talk little to none, but take full advantage of the multiplayer aspect. |
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#14 | ||||
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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#15 | ||
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I rely heavily upon Pulp Fiction philosophy, so according to Mr. Wolf
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So appearantly there is not much need to make mobs "indistinguishable" from players, only to give the outward appearance of intelligence. This is very manageable, almost basic on some levels. From smarter mobs in combat, mobs with goals, mobs that remember and hold grudges, they all are implented in various forms all over the place. My suggestion to you Torhan would be to check out some of the different muds that implent these kinds of things (usually they are very eager to promote these features, so finding which games to visit should be somewhat easy) and find out what you like/dislike, make your improvements and get the ball rolling. As far a conversation goes, even the great scripts like the Alice and similar bots were not able to hold up under close inspection. Even if there were the capabilities to create indistinguishable bots, conversation included, I'm not so sure that I would want it. What I am getting out of conversation with mobs is a decent Q&A that draws from a knowledge bank. Talking to a farmer about the weather, how it affects his crops. A shopkeeper may know about any recent violence in the area or any known thieves. Do the conversations need to hold up to human-to-human level? I try to keep them as seperate beasts, talk to mobs to get tidbits of info, talk to humans because thats where the strong relationships will be formed. Quote:
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#16 | |
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Moderator
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,101
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Quote:
My biggest problem with this discussion generally is the idea that muds are fundamentally about bashing monsters. I also take issue with the "Follow your dream no matter how possible it is." ethos that at least one poster evidenced. Dreams are wonderful, but they should come with a reality check or you're bound to be forever disappointed. I advised him against his pursuit because it's more likely he'll become the UN Secretary General than create mobs that can play a mud indistinguishably from a human. --matt |
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#17 |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,518
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