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.