I found this very interesting article on a new type of AI...
"A better (or at least faster) way of creating an interesting AI would be to
take a look at behaviourism. Behaviourism states that a creature reacts to
external stimuli. This is not entirely true since humans have a mind and a
concept of Self, but the general idea behind behaviourism is sufficient for the
AI of a roguelike.
Imagine what would happen if you teleported a Kobold into a big dungeon. Lets
say that the Kobold starts in an empty corridor. The first thing the Kobold does
is to look around and ensure that there are no enemies in sight. If he is alone
he decides that he feels safer if he wields a sword and equips some armour. At
the moment this is his most urgent need. The Kobold reacts to the situation and
puts on his leather armour and wields his shortsword. If the Kobold still
doesn't see anyone he begins to interest himself for his environment. His most
urgent need would then be to move. The Kobold continues to move through the
corridor until he reaches a door. If the Kobold still doesn't see anyone his
most urgent need would be to open the door. The Kobold reacts to this new
situation and opens the door. He then looks around again and sees that the door
led into a big room. Near the door lies a pile of shining gold coins and at the
other end of a room a big snake looks back at the Kobold! The Kobold evaluates
this new environment, and decides that he loves the gold more than he feares and
hates the snake. The Kobold reacts to the situation and starts to move closer to
the pile of gold. As the Kobold gets closer his fear and hate of the snake grows,
as does his love for the gold. At some point the Kobolds fear is greater than the
Kobolds love. The Kobolds most urgent need will become to move away from the
snake. The Kobold reacts to this and starts to retreat from the snake. All of a
sudden a door opens to the left of the Kobold and another Kobold appears. Our
Kobold evaluates this new scenario, and immediately recognise the other Kobold as
a friend. The Kobold loves
other Kobolds, and this new Kobold is armed to the
teeth with shining armour and pointy weapons. Once again his love for the gold
and for his new found friend is greater than the fear of the snake. The Kobold
reacts, moves towards the gold and his friend and picks it up. ...
The story above seems fairly realistic and it is not that difficult to achieve
a behaviour similar to the behaviour of the Kobold. It all boils down to a three
step process:
1.Observe and evaluate the environment
2.Find the most urgent need, based on the environment and the self
3.Perform the need"
http://home.swipnet.se/dungeondweller/development/dev00055.htm
What do you guys think are some possibilities for AI in gaming?
"A better (or at least faster) way of creating an interesting AI would be to
take a look at behaviourism. Behaviourism states that a creature reacts to
external stimuli. This is not entirely true since humans have a mind and a
concept of Self, but the general idea behind behaviourism is sufficient for the
AI of a roguelike.
Imagine what would happen if you teleported a Kobold into a big dungeon. Lets
say that the Kobold starts in an empty corridor. The first thing the Kobold does
is to look around and ensure that there are no enemies in sight. If he is alone
he decides that he feels safer if he wields a sword and equips some armour. At
the moment this is his most urgent need. The Kobold reacts to the situation and
puts on his leather armour and wields his shortsword. If the Kobold still
doesn't see anyone he begins to interest himself for his environment. His most
urgent need would then be to move. The Kobold continues to move through the
corridor until he reaches a door. If the Kobold still doesn't see anyone his
most urgent need would be to open the door. The Kobold reacts to this new
situation and opens the door. He then looks around again and sees that the door
led into a big room. Near the door lies a pile of shining gold coins and at the
other end of a room a big snake looks back at the Kobold! The Kobold evaluates
this new environment, and decides that he loves the gold more than he feares and
hates the snake. The Kobold reacts to the situation and starts to move closer to
the pile of gold. As the Kobold gets closer his fear and hate of the snake grows,
as does his love for the gold. At some point the Kobolds fear is greater than the
Kobolds love. The Kobolds most urgent need will become to move away from the
snake. The Kobold reacts to this and starts to retreat from the snake. All of a
sudden a door opens to the left of the Kobold and another Kobold appears. Our
Kobold evaluates this new scenario, and immediately recognise the other Kobold as
a friend. The Kobold loves
teeth with shining armour and pointy weapons. Once again his love for the gold
and for his new found friend is greater than the fear of the snake. The Kobold
reacts, moves towards the gold and his friend and picks it up. ...
The story above seems fairly realistic and it is not that difficult to achieve
a behaviour similar to the behaviour of the Kobold. It all boils down to a three
step process:
1.Observe and evaluate the environment
2.Find the most urgent need, based on the environment and the self
3.Perform the need"
http://home.swipnet.se/dungeondweller/development/dev00055.htm
What do you guys think are some possibilities for AI in gaming?