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<H1>Re: [MUD-Dev]  New topic: AI and NPCs</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  New topic: AI and NPCs</LI>
<LI><em>From</em>: <A HREF="mailto:alexo#bigfoot,com">alexo#bigfoot,com</A> (Alex Oren)</LI>
<LI><em>Date</em>: Thu, 28 Aug 1997 12:41:28 GMT</LI>
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<PRE>
On Wed, 27 Aug 1997 09:17:21 PST8PDT, Caliban Tiresias Darklock wrote:

} I used to run an AD&amp;D adventure at conventions which illustrated, in my
} mind and several others, the exact failings of most online RPGs,
} computer RPGs, and the vast majority of DMs. I'll lay out the general
} structure of this adventure as background, but refrain from war stories
} and specific instances.

&lt;snip character generation and monster description&gt;

} The way the game ran was somewhat complex. Two hotel rooms were used,
} generally separated by a good distance and often on separate floors. I
} was in one room with the party. My co-DM was in the other room, equipped
} with one of a pair of walkie-talkies. I had the other.

I suspect the separation was to prevent cheating by the DM?

&lt;snip&gt;

} The problem we were pointing out was that kobolds, weak as they are,
} have an intelligence rating of 'average' in the Monster Manual. They
} don't charge headlong into combat. They have actual tactics. They
} operate as a group. And they're fiendishly efficient at guarding their
} homes.

I rutinely used organized groups of "weaker" monsters (&lt;= 2HD) of average
intelligence to remind my players of their place in (the bottom of) the food
chain.
Made for much more interesting games.

} Has anyone managed to implement something resembling tactical intellect
} in MUD mobs? I've been thinking about this sort of halfheartedly,
} lately, and considering that this sort of thing isn't often seen. There
} are several very simple tactical maneuvers which appear at first blush
} to be rather easy to implement -- selection of targets, for example. In
} most D&amp;D style games, the creatures should concentrate on removing
} single targets rather than spreading attacks: a wounded creature hits
} just as hard as a healthy one, but a dead one doesn't hit at all. In
} systems where spellcasting can be easily disrupted, such disruption
} should attract at least one creature's efforts. Different methods would
} fit different creatures, such as some who would target the weakest
} creatures first to thin the numbers rapidly and then retreat, while
} others might attack the strongest creatures first in order to simplify
} the extermination of the entire group. 

Poison.  Traps.  Ranged weapons.  Diversions.  Stealing/damaging equipment.
Combined fighter/spellcaster groups.

-- 
Have fun,
Alex.

</PRE>

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<li><strong><A NAME="00818" HREF="msg00818.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>
<ul compact><li><em>From:</em> caliban#darklock,com (Caliban Tiresias Darklock)</li></ul>
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<UL><LI><STRONG>References</STRONG>:
<UL>
<LI><STRONG><A NAME="00697" HREF="msg00697.html">Re: [MUD-Dev]  Re: Character evolution</A></STRONG>
<UL><LI><EM>From:</EM> "Brandon J. Rickman" &lt;ashes#pc4,zennet.com&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00759" HREF="msg00759.html">Re: [MUD-Dev]  Re: Character evolution</A></STRONG>
<UL><LI><EM>From:</EM> "Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00767" HREF="msg00767.html">New topic: AI and NPCs</A></STRONG>
<UL><LI><EM>From:</EM> Caliban Tiresias Darklock &lt;caliban#darklock,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  New topic: AI and NPCs</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
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<LI><strong><A NAME="00863" HREF="msg00863.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Sat 30 Aug 1997, 21:37 GMT
</LI>
<LI><strong><A NAME="00997" HREF="msg00997.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 02 Sep 1997, 08:38 GMT
<UL>
<LI><strong><A NAME="01150" HREF="msg01150.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 08 Sep 1997, 02:26 GMT
<UL>
<LI><strong><A NAME="01164" HREF="msg01164.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 08 Sep 1997, 18:08 GMT
</LI>
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<LI><strong><A NAME="00802" HREF="msg00802.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Thu 28 Aug 1997, 12:42 GMT
<UL>
<LI><strong><A NAME="00818" HREF="msg00818.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 28 Aug 1997, 23:31 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00850" HREF="msg00850.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 30 Aug 1997, 01:36 GMT
<UL>
<LI><strong><A NAME="00954" HREF="msg00954.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 01 Sep 1997, 17:53 GMT
<UL>
<LI><strong><A NAME="01112" HREF="msg01112.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 05 Sep 1997, 21:48 GMT
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