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Old 07-24-2009, 10:38 PM   #6
scandum
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Join Date: Jun 2004
Posts: 315
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Re: Advanced AI in MUDs

I've got an area on my mud that has mobs that go to work, do an after work activity, head back home, go to sleep, and wake up to go to work. Players have to spy on the mobs to solve the main quest. One funny thing is that if you kill the rooster the mobs oversleep.

I wouldn't call this advanced AI though since it's pre-programmed behavior and has nothing to do with intelligence, which is the ability to solve problems.

The main problem is that you can spend a month to create a pc-like NPC that is lousy at PK, or you can spend a minute creating a NPC that slaughters people it doesn't like, or you spend a day creating a mob that cheats and is too good at PK.

DIKU (might have been Merc) did some interesting things, like setting the aggressive + wimpy flag on a mob would make it attack sleeping players. I don't think this flag based behavior has been improved upon much in other codebases.
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