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<H1>Re: [MUD-Dev] AI's in MUDS and Online Gaming</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>: Re: [MUD-Dev] AI's in MUDS and Online Gaming</LI>
<LI><em>From</em>: Matthew Mihaly &lt;<A HREF="mailto:diablo#best,com">diablo#best,com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 8 Dec 1999 20:59:29 -0800 (PST)</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, 8 Dec 1999, IronWolf wrote:

&gt; There are a lot of cheap and easy ways to give the illusion of life to a game
&gt; but not actually have it. In Ultima 7, a single player CRPG, the NPC's would
&gt; wander about, and shut and open windows, as well as extinguish lights at dawn or
&gt; light them at night, with accompanying phrases like "It's too stuffy in here"
&gt; and "There, that's better". This wasn't an enormous amount of code, just a quick
&gt; spot check on location at intervals. But the payoff was the illusion that life
&gt; was going on around you, that the NPC's were living their own lives. Adding in
&gt; daily routines just reinforced this. (All the NPC's would go to the town tavern
&gt; at night or morning to eat, would go home to sleep, and whatnot.)
&gt; 
&gt; I am of the opinion that an accumulation factor should be a part of any online
&gt; game's internal features. Monsters should learn from mistakes, NPC's should
&gt; remember events and details... to a degree. I've got a lot of ideas in this
&gt; area, but I've not quite formulated a complete explanation yet. I shall work on
&gt; it so I can present it fully, and not do it halfway and leave a lot of
&gt; open-ends.

I'm no expert, and barely even a novice, at AI, but keep in mind that in a
one-player game, you really only have to worry about mobiles around the
person playing the game. That's a very limited set of mobiles. AI is, as
has been noted many times, extremely processor intensive, especially when
you are talking about thousands of mobiles in a game. That fact is, as far
as I can tell from my own experience, the single biggest limiting factor
in making more interesting mobiles
--matt




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<li><strong><A NAME="00561" HREF="msg00561.html">Re: [MUD-Dev] AI's in MUDS and Online Gaming</A></strong>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00558" HREF="msg00558.html">[MUD-Dev] AI's in MUDS and Online Gaming</A></strong>, 
IronWolf <a href="mailto:ironwolf#ewa,net">ironwolf#ewa,net</a>, Thu 09 Dec 1999, 04:46 GMT
<UL>
<LI><strong><A NAME="00560" HREF="msg00560.html">Re: [MUD-Dev] AI's in MUDS and Online Gaming</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Thu 09 Dec 1999, 05:11 GMT
<UL>
<LI><strong><A NAME="00561" HREF="msg00561.html">Re: [MUD-Dev] AI's in MUDS and Online Gaming</A></strong>, 
IronWolf <a href="mailto:ironwolf#ewa,net">ironwolf#ewa,net</a>, Thu 09 Dec 1999, 05:42 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00557" HREF="msg00557.html">[MUD-Dev] New AI Engine released</A></strong>, 
Fabian <a href="mailto:lemkef#execpc,com">lemkef#execpc,com</a>, Thu 09 Dec 1999, 02:01 GMT
<UL>
<LI><strong><A NAME="00559" HREF="msg00559.html">Re: [MUD-Dev] New AI Engine released</A></strong>, 
Steve Houchard <a href="mailto:stevehou#engin,umich.edu">stevehou#engin,umich.edu</a>, Thu 09 Dec 1999, 04:46 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00545" HREF="msg00545.html">[MUD-Dev] ColdStore</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Wed 08 Dec 1999, 19:30 GMT
</LI>
</UL></BLOCKQUOTE>

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