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23305: Re: [MUD-Dev] TECH: Complex NPCs
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From: "Sean Kelly" <sean@ffwd.cx>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 15 Apr 2002 21:14:24 -0700
References: [1] [2] <-newest
Organization: Kanga.Nu
From: "Sasha Hart" <harts@reed.edu>
> [Sean Kelly]
>> A Sims person, then, just needs to evaluate which need is
>> greatest and then follow the slope to that satisfaction object.
>> The only exception is the bed, whose slope extends across the
>> entire Sims world, since the need for sleep overrides everything.
> Maybe someone who knows more about this kind of thing can chip in,
> but this basic hill-climbing principle is quite powerful as long
> as the height map (or vectors) are being maintained sensibly.
> Staddon has a forage model which is based on it. He is probably
> not quite right; the cool thing is the power of a simple method.
It is basically an ever-changing fitness graph that the Sims
navigate physically. Any books on genetic algorithms probably have
some mention of the idea.
I guess my real complain about calling the Sims AI is that they
never actually learn anything. But then they do display emergent
behavior so perhaps that's enough.
Sean
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