Original Post
I've been thinking setting up a little project for fun where AI 'beings' interact with one another based on the basic principals of human/animal psychology. Normally when I think about the AI that drives NPC or enemy behavior, I think simplistically about what I can do (with relatively little effort) to create the illusion of thought, intelligence, life, etc, but I think it would far more interesting to have a neural network set up with an actual functioning social-psychological model. I'm actually only just lately reading thoroughly into neural networks (in a videogame context), so let me make a little disclaimer here that there may be many people out there already thinking about and messing with these ideas, and I don't claim to be chasing a breakthrough. I just wanted to hear any ideas/discussion about it if anyone's interested. So... My initial thought has been to construct AI neural circuits based on Leary's four* circuits of consciousness (he has eight, but only four are relevant). (never mind for now that other models/schools of thought could be equally viable) For anyone unfamiliar, in a (VERY SMALL) nutshell, those four circuits are: 1. bio-survival: shared by all animals, governing basic advance/retreat impulses. Is it safe? Do I stay or do I flee? 2. emotional/territorial: shared by all mammals, governs pecking order, dominance/submission, desire to please top tog. 3. dexterity/symbolism: shared by all humans, related to reason and conceptual thought, the use of tools, language, writing. 4. social/sexual: shared by 'civilized' humans, governs culture, tribal taboos, morality. (^That's quite simplified and questionably accurate in the fine details, but it shouldn't matter) These are the four circuits that play a role in the AI's neural network. I think when taken to great detail this neural network could potentially be an impossibly hard thing to successfully implement, but what about just in simple steps at a time? Consider this scenario: Three warrior-soldiers (with equivalent attributes in strength and skill) face a large group of extremely dangerous monsters. All three warriors know that fighting the enemies brings a high risk of death. Soldier #1 has most heavily imprinted the first circuit (Its ingrained in his psychology - part of who he is). The strongest of any impulses are then coming from the first circuit - "is it safe? fight/flee". He turns and runs, deserting his duty despite later consequence or implication. Soldier #2 has most heavily imprinted second circuit, and is subordinate to Soldier #3. He places extreme value in the approval and appeasement of #3, and he will follow orders unreservedly. Soldier #3 has most heavily imprinted the fourth circuit. He feels the fear impulses to flee (coming from the first circuit), but he is most heavily governed by duty and honor. He could not possibly desert his role and his duties. As long as morality dictates that all monsters threating his people should be engaged, he will fight to the death. So Soldiers #2 and #3 have stayed to fight, for slightly different reasons, while #1 has left the scene. Now consider these two alternate endings: 1. The two soldiers engage the monsters, and soldier #2 is killed. Soldier #3 does not rely on Soldier #2 as his reason to fight, so he remains alone, still fighting. 2. The two soldiers engage the monsters, and soldier #3 is killed. Soldier #2 has a shift in impulse - his circuit two instinct has been removed, and he may now revert to circuit one, and flee the scene. That's the basic idea in essence, in a combat scenario. Imagine you as a player are controlling the monsters, and your objective is to fight the three soldiers. What you see in the game is an unpredictable foe - "why did one of them immediately run away? That didn't happen last time I fought some soldiers." But, running even deeper, the ultimate goal for me would be to apply this to a living simulated village. Each occupant of the village would have randomized psychological attributes and relationships. What would be the emergent result? When each villager has a basic need for food and desire for coins (just one crude example), how will they interact? Will occupants with extremely low morality kill other occupants to get what they want? and will that trigger other social impulses in the witnesses of the attack? In all honesty I would expect hundreds of initial attempts of this kind of simulation to be specular (and probably humorous) failures in terms of modeling a realistic psychology, but the essence of the idea is something I would really love to develop. Any thoughts?