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13828: Re: [MUD-Dev] Thoughts about smarter Sims
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From: "Mordengaard" <mordengaard@redhotant.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 2 Jun 2000 13:21:55 +0100
References: [1]
Organization: Kanga.Nu
> Jon A Lambert wrote:
>
> Well here are a few examples...
>
> Tactics ...
<snippage>
> Strategies...
<more snippage>
> This sort of AI is quite common to other games. Not so in most muds.
> The key here is not just designing goals that "win" games for NPCs since
> in a mud there is usually no "game-over" position for an NPC other than
> death. But goals that attempt to maintain and extend a winning position
for
> a given NPC.
Uh-huh... I was thinking of implementing more intelligent NPCs on my MUD...
I've just about got a few mobs working using the feed/fight/mate system of
drives, but what you're doing here seems (to me) to be of another order of
magnitude altogether. Is there an "AI for Dummies" that I should be looking
at before I can grasp half of what you've covered here?
Mordengaard
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