Diablivion AI: Further thoughts

With the current proposed AI idea (based on pain), bots would generally avoid anything that causes them pain. The counterbalance to this is having goals to do. For instance, as a town guard, perhaps a civilian falls in the water and needs rescuing. The guard doesn’t want to get wet, but has a job to save human life and protect the city. So the goal would overcome the discomfort given when saving the civilian.

In another example, a player is entering the territory of a monster (say, a goblin). The goblin has a goal to keep out threats to it’s territory so it will ignore the fact that it may die.

This structure of workings isn’t perfect, but it models real life in a sense. Basically, it models risks vs. rewards.

This entry was posted on Monday, June 16th, 2008 at 12:08 pm and is filed under Game Idea. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

Leave a Reply