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#Actualwodinoneeye

Posted 12 October 2012 - 07:53 PM

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How complicated is the social interaction model (factors and reactionsm possible)??

How complicated is the situational factor model (the things the NPCs will react to)?

How how do they all add up for decisions of how the NPCs act in different situations ???

What are YOU (player) allowed to do (actions/adjustments) to moderate the NPCs and/or the Situation ?

You have to work out all the "carrot and stick" actions (incentives and dis-incentives) that can be done by the player and whatever other actions the player can make happen (like simply seperating conflicting personalities so they dont interact).

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Unfortunately any system of complexity (like human relations) gets VERY complicated very fast (combinatorics and lots of end-cases) so you will have to pare it down to be workable, but still allow some effects of the NPC interactions and player interventions which is the point of the system.

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You might start (as a test example) defining 3 personality factors, three situational factors and 3 interventions actions useable by the player -- to see how fast the complexity explodes (say if you add a fourth to each of the above).

That is small enough that you can use tables to compose the calculations/decisions/effects (the table cells still might be equations and if-then logic for each -- but that migh give clues to how such a system could be generalized (like to a state machine or decision trees).


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Reading this stuff has me considering programming methods for a long term project of -MMORPG NPC behavior -- how to make them a LITTLE more independantly active (so that they look like they are doing something logical - instead of standing around like mannekins) and for a Team of NPCs the player controls (alot more complex if they are to cooperate on 'missions')

The first is similar to the OPs problem -- using differences to get somewhat different behaviors thru interactions of NPCs in different local situations -- simple is good enough, as its for background activity (filler) for the players game experience.

The mission Team-work is magnitudes more difficult (if the NPCs can do most of the the actions a player could) and the player isnt really supposed to micro-manage everything they do. Even assuming everyone (group of NPCs) is cooperating, the interaction (personality) factors may just be varying NPC skill levels for different tasks/actions which the player has to manage by assigning NPCs appropriate tasks (to get things done efficiently).

A related system would be for the opponent NPCs (enemies) to vary their behavior and to coordinate cooperative behaviors for them.

#3wodinoneeye

Posted 12 October 2012 - 07:36 PM

.

How complicated is the social interaction model (factors and reactionsm possible)??

How complicated is the situational factor model (the things the NPCs will react to)?

How how do they all add up for decisions of how the NPCs act in different situations ???

What are YOU (player) allowed to do (actions/adjustments) to moderate the NPCs and/or the Situation ?

You have to work out all the "carrot and stick" actions (incentives and dis-incentives) that can be done by the player and whatever other actions the player can make happen (like simply seperating conflicting personalities so they dont interact).

---

Unfortunately any system of complexity (like human relations) gets VERY complicated very fast (combinatorics and lots of end-cases) so you will have to pare it down to be workable, but still allow some effects of the NPC interactions and player interventions which is the point of the system.

---

You might start (as a test example) defining 3 personality factors, three situational factors and 3 interventions actions useable by the player -- to see how fast the complexity explodes (say if you add a fourth to each of the above).

That is small enough that you can use tables to compose the calculations/decisions/effects (the table cells still might be equations and if-then logic for each -- but that migh give clues to how such a system could be generalized (like to a state machine or decision trees).

#2wodinoneeye

Posted 12 October 2012 - 07:32 PM

.

How complicated is the social interaction model (factors and reactionsm possible)??

How complicated is the situational factor model (the things the NPCs will react to)?

How how do they all add up for decisions of how the NPCs act in different situations ???

What are YOU (player) allowed to do (actions/adjustments) to moderate the NPCs and/or the Situation ?

You have to work out all the "carrot and stick" actions (incentives and dis-incentives) that can be done by the player and whatever other actions the player can make happen (like simply seperating conflicting personalities so they dont interact).

---

Unfortunately any system of complexity (like human relations) gets VERY complicated very fast (combinatorics and lots of end-cases) so you will have to pare it down to be workable, but still allow some effects of the NPC interactions and player interventions which is the point of the system.

---

You might start (as a test example) defining 3 personality factors, three situational factors and 3 interventions actions useable by the player -- to see how fast the complexity explodes (say if you add a fourth to each of the above).

#1wodinoneeye

Posted 12 October 2012 - 07:25 PM

How complicated is the social interaction model ??

How somplicated is the situational factor model ?

How how do they all add up for decisions of how the NPCs act in different situations ???

What are YOU allowed to do (actions/adjustments) to moderate the NPCs and the Situation ?

You have to work out all the "carrot and stick" actions (incentives and dis-incentives) that can be done by the player and whatever other actions the player can make happen (like simply seperating conflicting personalities so they dont interact).

---

Unfortunately any system of complexity (like human relations) gets VERY complicated very fast (combinatorics and lots of end-cases) so you will have to pare it down to be workable, but still allow some effects of the NPC interactions and player interventions which is the point of the system.

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