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# Artificial Inteligence system using variables and random numbers

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I am new to this field and Please tell me if my idea is a piece of **** because it very well may be. This is a Variable Based Artificial Intelligence System for the generalized ai of Nations: (VBAISN) The idea behind VBAISN is the use of two lists of variables dealing with each specific nation. The first list is the “Mindset” of a given nation. This predesigned list is a constant set of variables which define each possible intelligent action the given nation is able to do, and more importantly how inclined are they to do so based on their nations mindset on different issues. The second list of variables represent the influences on the nations. This list contains the same variable names as the “Mindset” list however these variables are not constant and are based strictly on the many influences upon the nation. For example if the gremlins are attacked by a group of goblins then the value of the variable Attack_goblin in the “Influence” list for the gremlins is raised, and at the same time the Trade_goblin variable is lowered. Obviously this represents the raised inclination to fight with the goblins and the lowered inclination to trade with them after the occurance. A program called the variable analyzer then compares the two lists within each nation, and makes decisions of what to do based on them. The root of these decisions is use of random numbers generated which decide the nations actions. For example if the nation has a “Mindset” variable Attack_goblin = 0 and its corresponding “Influence” variable raises to 10(out of ten), based on the difference between 0 and 10 there will be a random number drawn with a 50% chance of war. Keep in mind that the variables are not integers and small occurrences create small impacts on the variables. A major factor which is constantly impacting the “Influence” lists of nations is time itself. Each nation has a different attention span. For example the goblin nation may be very easily influenced but have the attention span of a two year old. The “Influence” variables of different nations decrease(or increase in some variables)at their rate of “attention”. This means that if an entire nations attacks the goblins and their “Influence” variable for Attack_(nation) is at ten, by the time they are organized the variable mite be at 5, and by the time they arrive at the enemy camp they may loose interest entirely. Firestorm Gman2000@home.com Show your support to planeshift on their forums at www.planeshift.it

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Well, there''s certainly nothing wrong with it, but I don''t think it''s complex enough to warrant its own acronym. Essentially you''re taking a common idea from table-top roleplaying games and wargames, which is: take a base statistic that determines behaviour for a given entity, and apply context-based modifiers that raise or lower that statistic, increasing or decreasing the chance of that behaviour.

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That acronym was just a joke I know its basic, but what I
really was wondering is weather you AI ppl think it can work.
Basic is ok as this is the "Generalized" AI of nations. This does not need to be complex, but only needs to work
If this is not at all an orginal idea I apoligize

Firestorm Gman2000@home.com
Show your support to planeshift on their forums at
www.planeshift.it

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That acronym was just a joke I know its basic, but what I
really was wondering was, do you AI ppl think it can work.
Basic is ok as this is the "Generalized" AI of nations. This does not need to be complex, but only needs to work
If this is not at all an orginal idea I apoligize

Firestorm Gman2000@home.com
Show your support to planeshift on their forums at
www.planeshift.it

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sorry abt that, wanted to fix typo-didnt realize i posted 2

Firestorm Gman2000@home.com
Show your support to planeshift on their forums at
www.planeshift.it

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As others have already pointed out, this (regretfully) isn''t a terribly new idea. I kinda like your acronym (for what it''s worth) but I''d hazard a guess that nearly all games with AI "personalities" of any kind do something similar...

Ferretman

ferretman@gameai.com
www.gameai.com

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