[MUD-Dev] Parlez vous NPC?

Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
Sat Mar 21 10:52:54 CET 1998


[Matt Chatterley:]

Nice analysis!

:The weather is bad. What do I think?
:
:Which leaves us with the big question. How does the NPC respond?

Perhaps the response can be improved by going back to the original input
and saving a bit more information about it. The NPC knows that the player
thinks the weather is bad because of snow, specifically. So, the NPC could
search through its learning for anything about snow. If it finds that
snow is linked to cold, it might be able to respond:

    Yeah, I really don't like the cold.

or, perhaps it knows that snow is slippery, so:

    It's the slipperiness that is a problem for me.

Output might come via a set of canned outputs that have slots that can
be filled in. The larger the set of outputs, the better the effect.
Also, the sets of canned outputs could be keyed to information that has
been gleaned from the already-done analysis. So, in this case, the set
of relevant outputs would perhaps be those where the NPC wants to
commiserate with the player with regards to a specific topic.

--
Chris Gray   cg at ami-cg.GraySage.Edmonton.AB.CA




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