[MUD-Dev] Thoughts about smarter Sims
Mordengaard
mordengaard at redhotant.com
Fri Jun 2 13:21:55 CEST 2000
> Jon A Lambert wrote:
>
> Well here are a few examples...
>
> Tactics ...
<snippage>
> Strategies...
<more snippage>
> This sort of AI is quite common to other games. Not so in most muds.
> The key here is not just designing goals that "win" games for NPCs since
> in a mud there is usually no "game-over" position for an NPC other than
> death. But goals that attempt to maintain and extend a winning position
for
> a given NPC.
Uh-huh... I was thinking of implementing more intelligent NPCs on my MUD...
I've just about got a few mobs working using the feed/fight/mate system of
drives, but what you're doing here seems (to me) to be of another order of
magnitude altogether. Is there an "AI for Dummies" that I should be looking
at before I can grasp half of what you've covered here?
Mordengaard
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