[MUD-Dev] Chatbot, NLP and explaining away NPC limitations
Robert Zubek
rob at cs.northwestern.edu
Sat Jul 7 00:06:51 CEST 2001
Erin Mulder writes:
> In the NLP thread, someone pointed out that NPCs are a lot like
> immigrants in their understanding of PC speech. They react to
> certain key phrases and respond with rote replies, while staring
> blankly at any conversation they don't understand.
well, the idea was that it may be okay to limit natural language
understanding *if* the npc could make a good use of context. the
point is that even immigrants, though not knowing the particular
language, still know how to live in a society in general - how to
behave in public, how to buy things necessary for survival, etc.
in comparison, our bots have no idea how to do any of that. so it
may be a good idea to first teach them how to behave, before we try
teaching them how to converse.
> I'm not sure he meant to suggest that NPCs actually be portrayed
> as immigrants in the game (since how many foreign shopkeepers can
> you have before things begin to look a little fishy). However, I
> find it rather interesting to look at this the other way around
> and suggest that the PCs are the immigrants who don't know the
> native language, and the NPCs just happen to have learned enough
> common to buy/sell from these wandering adventurers whose pockets
> are lined with gold.
great idea! i was thinking of it more as a general AI problem, not
worrying about how to implement it in an actual playable mud, :) but
that approach sounds very promising.
> Are any muds out there using this? Do players find it more
> believable?
i'd also love to hear if there's been any work in that direction...
rob
--
Robert Zubek
rob at cs.northwestern.edu
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