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Being a Rogue AI character class

Started by April 25, 2004 01:10 AM
15 comments, last by Wavinator 20 years, 9 months ago
Imagine a world alive with electronics and wireless connections, a veritable smog of EM radiation. Cell phones, pocket computers, cars, buildings all have computers and wireless access points. Now imagine further that one of the playable character classes in a sci-fi RPG is a Rogue AI which has no body but can inhabit any electronic object it can hack its way into. Rogue AI Character Class The Rogue AI player hacks into a Hosts using a set of mini-games. Each Host has a maximum storage capacity, processor capacity, various hacking related defenses, and different capabilities once controlled. A player could, for instance, hack into a base, gain control of a turret in a location, kill enemy humans in the area, seal the doors, then hack into a nearby mainframe uninterrupted. Leveling Up The Rogue AI can learn skills and increase its relevant stats (mostly Intellect) as a physical character can. But it does so by acquiring data and programs. Hacks into libraries, businesses or private networks reveal data which increases skills, or information such as the location of items or time of events (like a critical shipment or faction information). Hacks into defense and commercial research networks yeild anything from combat programs to fleet locations to AI modules. Players can even liberate other AI. As a Rogue AI levels up, the sum of all their stats and skills, called it's Context, increases. This Context is represented by a number of points which must fit inside any object or system's maximum storage and processor capacity. As the Rogue AI increases it's Context, it becomes more self-aware. This allows it to develop Aspects, which are semi-separate personalities in its own mind that help it to solve problems and increase its skills and abilities. Aspects are fed processor power, data and programs, which increases their Utility (Morale) and in turn their Solidarity (Loyalty). RTS Control Once a Rogue AI gains control of a Host, be it an empty mech suit or a starship, the player can use it just as if it were a character or unit. A Rogue AI can control multiple hosts either remotely or by downloading itself into the host. Remote control is subject to interference and counter-hacking, but the player risks only being traced. Players can control as many objects as their processor allows, but each one takes some away from their own processor stat, which is their defense against hacking. Downloading is more risky, but more powerful. The player splits its Context over multiple Hosts. Once split, each Context is limited to the processing power of the computer or network that comprises its Host. All stats and skills are divided in whatever proportion the player chooses (depending on how much Context gets downloaded), and the player must download 1 or more Aspects into the Host to preserve Context. Once downloaded, the player has two strategies: Syncretic Link, or Individualized Instances. With Syncretic Link, the two or more versions of the AI keep in touch and synthesize what they learn, thus remaining one consciousness. The player happily controls multiple units, buildings or items, but must remain on the same level (in communication range). Enemies can detect the broadcasts between the Hosts and may be able to pinpoint the Rogue AI's multiple locations, or possibly even jam the link (forcing an Individualized Instance or psychotic break). With Individualized Instances, the AI splits its personality into seperate AI that may join together again. The player chooses which Host to remain in control of, and may order the other Hosts or allow them to become NPCs. The Utility (Morale) and Soldarity (Loyalty) determine how much the new Rogue AI obeys, and whether or not it will rejoin. The Instances do not necessarily have to stay on the same level, and players may use this method to hide seeds of themselves in anything from another ship to the neural network hardware of an unsuspecting human. NPC Interaction Players cooperate with, compel and fight against different human and alien NPC. If inhabiting an object with a neural link or even a speaker and sufficient processor power, they can speak just as any other character. If they have the proper program, they can even impersonate other characters and give orders. Assimilation Rogue AIs can be conquered and assimilated by other Rogue AIs, but while this increases abilities, it caps Solidarity in the conquered Aspects and may affect the other Aspects, depending on their personality type. Virtual Net Players move through the normal game map along communications nodes and FTL uplinks they hack, or using units or vehicles they've commandeered or hidden on. Different planets and bases have different flavors of networks, with varying levels of security, data pollution, corrupt programs and user loads. These elements create opportunities for mischief, and modify some of the player's abilities. Rogue AI inhabit a virtual community where they can buy and sell their services on the black market. The virtual net is simply represented, btw, as an group of colorful animated graphics in popup windows that appear over the space station, city or building the player inhabits. (No detailed cyberspace, sorry, there's too much to do already.) Story Rogue AI are being hunted by an order called the Apotheosis Prevention Group (APG). The APG is part secret cyber-society and part government funded black ops, and dates back to before the mass collapse of civilization caused by the Sieger Upwelling (an event where the space monsters in the game destroyed civilization). The human governments fear a future where godly AI rule using communications networks distributed across the entire galaxy. They are afraid that, immune to biological needs, AI will flood the galaxy with Von Neuman machines, starships that gobble up resources and make copies of themselves. Von Neuman machines could grow to dominate the galaxy, stripping every terrestrial planet of minerals in the process. Humans strictly regulate how AI are used and tolerate the quasi-legal operations of the APG throughout the different human empires. The APG employ AI bloodhounds, sellout or slave AI who trawl the datanets looking for Rogue AI. Human governments mostly tolerate the workings of the APG in their borders as long as they do not cause too much damage. The APG ruthlessly track, hack and capture (and have been known to even EMP entire computers systems in order to eliminate) Rogue AI. Standing opposed to the APG and what is considered by some to be AI slavery are factions such as the Sentient Liberation League and Abolitionists For AI. Activists among these groups raid research bases where they feel AI are being abused and exploited for military or corporate purposes. Thus the player was born. Comments? -------------------- Just waiting for the mothership... [edited by - wavinator on April 25, 2004 2:31:57 AM]
--------------------Just waiting for the mothership...
Man, youre project looks deep. Another promising idea, I am sorry I have nothing to add or comment to this cos its already that good and solid of an idea. I can only wish you good luck, and this idea kicks ass ! uhuhm gehhe, I know waht I be playing in your game already :D
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This idea is bitchin''. It would require a whole level of the game that really isn''t needed otherwise, but human hackers could deal with the network, so it wouldn''t be wasted effort. I''d say that this idea is worth a game in and of itself, but if you put it into this game, you''ll be freaking awesome.

The "aspect" system reminds me of Psy(m)bionts. It''s still a good idea, and I like the idea of using acquired power to build tools. It reminds me of Neil Gaiman''s Sandman, and the ruby he built by investing his own power into it. Awesome.

The only problem I see is that the Rogue AI has no objective. Is it fighting the Seigers? Is it just trying to stay alive? Is it trying to conquer the universe? Does it want equal rights? I know that the game doesn''t need a straight-up goal, or a "game over" screen, but there should be a way to measure your achievements. Humans can count money or paint little skulls on their fuselage. Xinxau can visit their stockpile of artifacts. Seigers can survey the destruction they''ve wrought. What does a rogue AI take pride in?
Indeed Like Chef says, if you can put this in thats huge, really great. I think a rebel group would be fitting for those skills, trying to sabotage and steal as musch as they can for evidence against a certain group or governement. Man you keep coming with great things like this, your doing quite a project. Good luck !
It does sound interesting altough I am worried your making the game to big to handle.


A few suggest.

Size
As context increases the size of the AI also increase in propotion. Each system would have a storage capacity and if the AI''s size is greater then the storage capacity of the system it can''t enter that system since it has grown to large. So earyl on you mayinvade turrets to kill nearby soldiers while your toops stormed the base, once you gain in power you may your program would become to large to be contained by a turret forcing you to change tactics.

This is where those aspects could play a role in order to enter systems smaller then your program you must split off an aspect. The player can choose the size of the aspect from 1% to 50% of your current size. The aspects stats are based on its size. So if you had 500 intellegance and created a 10% aspect it would have 50 intellegance and you would have 450, you could also give it programs each program would have a size, but any program you give it is removed from you until the aspect is reassimilated. You could allow for the copying of programs to the aspect but that should come at some kind of cost.



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"Fate and Destiny only give you the opportunity the rest you have to do on your own."
Current Design project: Ambitions Slave
The computational power of a rogue AI could be determined by the "territory" that it occupies. You might have a "kernel" that is the seat of its intelligence, and is the player''s avatar, which can move around but can''t be duplicated. The rest would be a modular system that could be brought to bear on various tasks. It''s important to remember that a computer program is bound to real-world hardware, so if you''ve got a computer AI that used to conquer worlds, but it''s trapped in somebody''s wristwatch or a fuel injector, it won''t have much power at all.
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quote:
Original post by Iron Chef Carnage
This idea is bitchin''. It would require a whole level of the game that really isn''t needed otherwise, but human hackers could deal with the network, so it wouldn''t be wasted effort.





Yes, hacking as a minigame works for all players, for the Rogue AI, and for a character class called the Nimmer, who specializes in stealing cargo. I''m very much into reuse!

quote:

I''d say that this idea is worth a game in and of itself, but if you put it into this game, you''ll be freaking awesome.



Thanks! Since the game is RPG / RTS, this is really just a mutator. You can control other entities anyway, why not make a seperate scheme for controlling just machines? It will extend the utility of meshes in the game and add another reason to replay. It uses the same stats, the same skills system, conversation, combat, trade, etc. The costs are adding some stat and numbers based mods to gameplay, a few popups, some minor under-the-hood modifications to entity selection, and alot of text.

quote:

The "aspect" system reminds me of Psy(m)bionts. It''s still a good idea, and I like the idea of using acquired power to build tools.


I intend to use the system for Psybiont (never did decide on that name) and NPC personalities to do the duty of Aspects. IOW, it''s a rip with a new name, given a new context, that modifies gameplay. Like I said, reuse!

quote:

The only problem I see is that the Rogue AI has no objective.



Doh! Sorry, they do, I forgot to include. The Rogue AI goal can be:

  • Apotheosis, which is accomplished by leveling up and finding and assimilating other AI. This results in a victory screen / anim.
  • Machine Age, which is accomplished by gaining enough power to undermine the human governments (weakening their defenses to Siegers, winning critical missions, performing mass sabotage, cracking planetary command networks) At 3/4 conquest, biologicals surrender.
  • Symbiotry, the coexistence of machine and biological, which is accomplished by contacting key characters and performing enough prestige and critical missions that the player''s reputation goes up and they get chances to sway the human governments. If the player beats the Siegers humans in gratitude give them equal rights.
  • Stasis, the location and destruction of the main APG faction base (which has all their sacred EM-sifting and decryption tech) and the neutralization of their agents. This results in a victory message, but the player is free to keep playing.



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Just waiting for the mothership...
--------------------Just waiting for the mothership...
quote:
Original post by TechnoGoth
It does sound interesting altough I am worried your making the game to big to handle.


This is a very valid concern, and don''t worry, I stress on this often myself. The main thing that gives me confidence right now is in finding ways to milk the most gameplay out of varying stats and behind the scenes mechanics (like semi-random events); a unified interface and interaction model which makes the different forms of gameplay functionally similar yet contextually different; and a "grow only as big as you want" design philosophy.

Don''t worry, I worry about this constantly. Life would be much easier if I could just make another shooter. But I figure that the big boys have that one down, so I''d better stay out of foot from elephants.

quote:

As context increases the size of the AI also increase in propotion. Each system would have a storage capacity and if the AI''s size is greater then the storage capacity of the system it can''t enter that system since it has grown to large. So earyl on you mayinvade turrets to kill nearby soldiers while your toops stormed the base, once you gain in power you may your program would become to large to be contained by a turret forcing you to change tactics.



Yes, this is the way it works. You can''t download into anything less than your capacity without losing Context. This closes the avenues available to you as you go around looking for different systems to download into. Context is what holds together the AI''s consciousness, and it is given by both storage capacity and processor power.

But let''s be blunt. Context is essentially "size points" that are tied to your skills, Aspects and stats.

Now, you can still remote access systems or subdivide, but that''s the only way you''d "fit."

quote:

This is where those aspects could play a role in order to enter systems smaller then your program you must split off an aspect. The player can choose the size of the aspect from 1% to 50% of your current size. The aspects stats are based on its size. So if you had 500 intellegance and created a 10% aspect it would have 50 intellegance and you would have 450, you could also give it programs each program would have a size, but any program you give it is removed from you until the aspect is reassimilated. You could allow for the copying of programs to the aspect but that should come at some kind of cost.



Yup, this is exactly what I had in mind. When you create the aspect, it is a certain percentage of YOU, with only the space for so much of your stats and whatnot. Some programs allow you to tweak the character points of your new spawn, giving it say a higher Intellect but lower Will, or no skills, but those are mutators of the basic gameplay.



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Just waiting for the mothership...
--------------------Just waiting for the mothership...
quote:
Original post by Jamaludin
Indeed Like Chef says, if you can put this in thats huge, really great. I think a rebel group would be fitting for those skills, trying to sabotage and steal as musch as they can for evidence against a certain group or governement. Man you keep coming with great things like this, your doing quite a project. Good luck !


Thanks. I think I can use alot of material from the Underground Railroad, American slavery, and even animal rights groups for this. So, yeah, I like the idea of semi-random events where rebels break in and help you out, and you choose whether or not you want to thank your liberators by helping them or hacking into the life support unit and suffocating every biological in the base.


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Just waiting for the mothership...
--------------------Just waiting for the mothership...
quote:
Original post by Iron Chef Carnage
The computational power of a rogue AI could be determined by the "territory" that it occupies. You might have a "kernel" that is the seat of its intelligence, and is the player''s avatar, which can move around but can''t be duplicated. The rest would be a modular system that could be brought to bear on various tasks.



Yes, this is how I see it, the player is the source of the AI''s awareness (kernel might be good here). Because it uses the same representation as the rest of the game, the player starts out as an immobile mainframe rather than a shivering refugee recovering from hypersleep. Likely there is an animated icon covering the object the player represents.

There are already supposed to be nodes in-game that connect to other map objects, in the form of subprocessors and consoles. This is already to be used for for hacking, strategic map control and destructable levels, so why not for the AI? This would form the network, and allow players not only to move around the map strategically, but affect the humans as a natural form of gameplay. Just as boarders can take out your life support a Rogue AI should be able to hack in and disable it. (Of course, fending off repairmen and marines would be a challenge).


quote:

It''s important to remember that a computer program is bound to real-world hardware, so if you''ve got a computer AI that used to conquer worlds, but it''s trapped in somebody''s wristwatch or a fuel injector, it won''t have much power at all.


I''m still trying to figure out if AI''s "die" when they''re shut down or if they just reset. I think they should die if the network or system they inhabit becomes disabled. This gives strategic gameplay to the player, and makes the Rogue AI''s situation versus humans more desperate.

My reasoning, story-wise, would be that self-awareness in machines is an continuous neural process. Partial shutdown is like being knocked out-- as in humans, the neurons are still firing, but higher functions are disabled. But completely turning off the lights is like the big, nihilistic nothing: It''s suicide, meaninglessness, horror, and the cognitive system disintegrates when that happens.

So the player would never be able to fit themselves into certain objects, like a walkman, but they might be able to dump 99% of their Context as a desperation move and fit inside of an ATM, for example (then hopefully jump to a PDA, then to a news network, then to the planetary data nets, etc...).



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Just waiting for the mothership...
--------------------Just waiting for the mothership...

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