If you're talking aboult Interactive Fiction, that's all scripted. It wouldn't be much use in this sort of situation. Now I have to give Zork another go. Thanks for killing my week.
Scripted like sounds would have to be? Yeah.
I was being a bit broad though aimed at varying perceptions. Giving out different descriptions of the same stuff depending on whatever.
Sure I bet most of it follows a really predictable tree of go here do this but that's not universal.
The would certainly be interesting to see hapen in the game but how in the world could you have the game generate tactics for the predators like that?
Learning AI. Would eat the pants off a modern system, but systems X years from now might be able to pull it off.
Making Ai that isn't tricks and hacks mostly involves uber-computing and ultra-programming. Unless someone goes and makes a package where it's mostly done I don't think the time to develop a system like that is something we want to wait through.
A genetic algorithm might be able to develop the fighting styles, but it would have significant disadvantages. First and foremost, it wouldn't be realtime. So it would have to develop a non-situational fighting style based purely on information in the raws at worldgen, or we would have to sit through the algorithm every time we wanted to update a creature's fighting style. Could actually be done, but as you say, I sure as hell don't want Toady to spend his time on such a solution when he has much better things he could do. I think simplistic AI is fine for now. Maybe consider better AI (apart from sieges) for version 2 or some other far off date.
Well we're already seeing the introduction of genetic systems with Hair and Beards in the next version.
If you think about it; it makes sense. World Gen is exactly that, if i stop the game at year 1, then the world is literally a year old. So it's not in the least bit surprising that everything is living off preprogrammed instincts and hasn't had the chance to adapt to specific instances yet.
But if i let it gen to a thousand years, or more, then i'd expect to see some specialisation.
No the-
When you're talking about programming something with genetics it means AI with weighted actions. Say we wanted to have the dwarves eat a little smarter. If could cost 100 points (unless they were starving in which case it became the cheapest option,) so they'd avoid it for cheaper activities unless everything else added up to more than 100. If interrupting a job to go eat costs 60 or so and the job takes a fair bit of time plus all that walking the total task could be bigger than 100 so they'd just eat first.
Blech, I don't think I did a very good job of that.
PS. Your avatar makes me think you're that one character in a show that makes no sense except to themselves and it's affecting how I read your posts.
If you think about it; it makes sense. World Gen is exactly that, if i stop the game at year 1, then the world is literally a year old.
This isn't completely true, rather you have a world with one year of recorded history. As evidence by creatures with no known year of birth. So there could already be preprogrammed instincts from the "dark ages" of your world.
Which we already have. Read the rest of my post.
Good god man, you even managed to use the exact same words. Not reading other people's posts must be spreading, it's a disease i tell you!
Though with "yes I said that" posts it's no wonder I'm viewing you like one of those characters...