
What a plight we who try to make a story-based game have...writers of conventional media have words, we have but binary numbers
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Original post by Anonymous Poster
This all sounds mighty familiar, Nazzy![]()
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Original post by Wavinator
Search space. You're going to have a very large search space, with a lot of agents sifting through it in pursuit of their goals. (I'm no expert, btw, so I could be completley off-base here, but from what I've seen and the few AI programmers I've talked to this seems a legitimate concern).
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Because in terms of implementation it becomes very difficult (or so I've been told) to figure out why agents are doing whatever they're doing-- and why they're not doing what they're supposed to be doing.
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I still plan on sort of doing what you're talking about in town (in system, for me): Autonomous characters flying around, responding to their environment and different stimuli. But this is theoretically a smaller problem to solve than long term planning. A character that docks his ship because he needs fuel is a lot easier to put together than one who sets up an elaborate conspiracy against you because you killed her brother. Better, I think, to leave this intricacy to a plot thread generator that ties in to your world.
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Original post by Anonymous Poster
Well Nazzy, it was me, the one and only Luna Zerana, that posted that message
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And as for giving NPC's a long-term goal: it is possible, of course. It just depends on how you program it.