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<H1>[MUD-Dev] Re: 1997 CGDC AI Roundtable Moderator's Report</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: 1997 CGDC AI Roundtable Moderator's Report </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 08 Jul 1998 11:39:11 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Wed, 01 Jul 1998 14:32:58 -0700 
J C Lawrence&lt;claw#under,engr.sgi.com&gt; wrote:

&gt; URL:<A  HREF="http://www.cris.com/%7eswoodcoc/cgdc97notes.html">http://www.cris.com/%7eswoodcoc/cgdc97notes.html</A>

&gt; 1997 CGDC AI Roundtable Moderator's Report

&gt; by Steven Woodcock

..deletia...

&gt;                  During the development of the game one programmer
&gt; came back from lunch to discover over 30 Creatures running around in
&gt; the game where there had been only one.  Wondering how this could
&gt; happen, he then saw a Creature come into the "hatchery" with an egg
&gt; (which are randomly distributed about the environment) and place it
&gt; into the incubator until it hatched. This Creature had learned by
&gt; accident that eggs dropped in the incubator made more Creatures, and
&gt; Creatures like having friends.

&gt;                  After the game was shipped developers witnessed
&gt; what could only be described as a suicide. Two Creatures that were
&gt; best friends often wandered around the environment together, and
&gt; eventually one of them "died" of old age (they have a life-span of
&gt; roughly 50 hours). Its friend refused to leave the body, despite
&gt; increasing biological needs for sleep and food, until it too died of
&gt; starvation.

&gt;                  By design, the Creatures' brain consists of roughly
&gt; nine "lobes", with each lobe dedicated to a specific aspect of the
&gt; Creatures' personality (emotions, learning, etc.). A player of the
&gt; game sent the developers a Creature which had evolved two additional
&gt; lobes. Examination and testing showed that this "mutant" was
&gt; slightly better than a "normal" Creature-it learned faster and
&gt; seemed somewhat more intelligent.

Now kick back a little and imagine putting these sort of supports
underneath your NPC/mobiles for everything from combat systems and
effectiveness to NPC societies, population controls, herd/flocking
behaviours, and NPC economic and political systems (yes!  Your NPC's
can have their own internally evolved politics!).

I'm scared.

...deletia...

&gt;      RPGs - One topic which garnered somewhat more interest in the
&gt; last session than in others was the use of good AI for role playing
&gt; games. In light of the upcoming large online RPGs, some developers
&gt; wondered how to build believable non-player characters (NPCs) which
&gt; could interact with the players intelligently. A variety of
&gt; approaches were discussed, most being mixtures of rules-based and
&gt; A-life. Ultima Online was brought up as an interesting example of a
&gt; quasi A-life approach backed up by careful overview of Game
&gt; Moderators to prevent things from getting too wildly out of hand.

Oops.

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


</PRE>

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<UL><LI><STRONG>References</STRONG>:
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<LI><STRONG><A NAME="00016" HREF="msg00016.html">[MUD-Dev] 1997 CGDC AI Roundtable Moderator's Report</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: You think users won't number crunch and statistise your MUD?</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00041" HREF="msg00041.html">[MUD-Dev] Re: You think users won't number crunch and statistise your MUD?</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Fri 03 Jul 1998, 01:54 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00018" HREF="msg00018.html">[MUD-Dev] Re: roleplaying farmers?</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 01 Jul 1998, 21:45 GMT
<LI><strong><A NAME="00017" HREF="msg00017.html">[MUD-Dev] Summary: Recognizing Strategic Dispositions</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 01 Jul 1998, 21:38 GMT
<LI><strong><A NAME="00016" HREF="msg00016.html">[MUD-Dev] 1997 CGDC AI Roundtable Moderator's Report</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 01 Jul 1998, 21:34 GMT
<UL>
<LI><strong><A NAME="00090" HREF="msg00090.html">[MUD-Dev] Re: 1997 CGDC AI Roundtable Moderator's Report</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 08 Jul 1998, 18:39 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00015" HREF="msg00015.html">[MUD-Dev] Summary: "Influence Mapping"</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 01 Jul 1998, 21:25 GMT
<LI><strong><A NAME="00014" HREF="msg00014.html">[MUD-Dev] Elven Language List</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 01 Jul 1998, 21:25 GMT
<LI><strong><A NAME="00013" HREF="msg00013.html">[MUD-Dev] Re: Databases: was Re: skill system</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 01 Jul 1998, 20:47 GMT
<UL>
<LI><strong><A NAME="00076" HREF="msg00076.html">[MUD-Dev] Re: Databases: was Re: skill system</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 08 Jul 1998, 06:29 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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