quote:Original post by Timkin
quote:Original post by Neoshaman
i'm looking at and can't find the problem for now...
It's a question of the size of your database and the complexity of adding and retrieving information efficiently.
well at least this part is exactly what emotion and activat is for
by having some "energetic" we limit the knowledge to the context needed and take cost and ressource in the equation
there is some perception space (could be share by many agent, for example the game is cut in "scene"), this perception activate there perceptual concept in the "brain" and would let antything else that is not perceive (this is similar to directly put the external into the internal, and in my engine is the same, since a game deal with abstract entity)
now those concept are activate on each brain they transmit their actication to surrounded concept (those that are link to him) both by inhibition or activation BUT this activation is weigth
now a neural frame are just like neuron, they had input, fct of activation and output, unlike neuron they are not anonymous and some link are hand wired like frame
now each neural frame had a degree of activation depending of the weigth and if the activation threshold is met, then this prevent that all concept to be call back, this eliminate concept that are inhibit, left only concept that tied the concept, this is context sensitive, experiance build temporal context
mood can change the threshold of activation generally to change perception but did not change weigth of link
ARCHITECTURE
here is the schema
there is a concept A and a concept B
A B
there is no link there is virtually an infinite distance beetween the two
A>>>>>>.001>>>>>B
now there is a relation, but it's weak, A is far from B, the amount of energie that cross the path is weak and may not be sufficient to activate B
A>>>>>>1.>>>>>>>B
the relation is maximum, if A is activate B will certainly
A>>>>>>.04>>>>>>B
now A
may activate B
directly perceive concept has mark has facts (perceive) and have the stronger activation
while considering element, the agent first follow link that he had interest with and then follow those wich have the strongest activation first (priority)
for ex if the amount of ressource dedicate for an action is low, it would cut the lesser prioritized first and would only consider the high priority one
now you can model it as 3D model of concept
XY is the lateral relation between element
Z is the depth
lateral relation model belief about concept and their relation
while the depth model classification between them
of course there is a time decay with link that those which are not stimulate fall under some strength, and we could had a limit among the number link erasing lesser strength, simulating a forget option
note that we could put some hidden concept with anonym neuron which would work as the blank letter in scrabble to had flexibility or even hidden layer to make the agent build is own "mind dialect", but depending on the design of the game and his requirement
EMOTION
emotion are also represented as concept and then activate their representation as well, but emotion are not present in the scene description, they belongs to the internal state of agent making the agent aware of impact of emotion within a context (self awareness)
emotion activate reaction of the agent to a given contexte and regulate is behaviour and action by giving him an understanding about what is taken, they work also has a retroregulation, since they score a particular state and this score oriant the agent behaviour towards a better state (equilibrium)
RATING
pleasure : body state
liking : context (from participation of a better state)
satisfaction: thougth process
hope : expectation
praise/blame: events
etc...
you can even create emotion to regulate what you want the agent to seek
what is funny is to see how the system would evolve, actually dinamic system evolve towards 4 state, including stasis, catalyst, oscillation or chaos
the drama come when one can't meet the equilibrium of all emotion (optimal score) mostly when one goes up and the other goes down, put many agent and then the game became very complexe and impredictable but not incontrolable
NOTE ABOUT DRAMATIC AI BUILDING IN THE MODEL
story is well known
but when we came to game we forget everything from both story and game and get stuck in false problematic of representation, focusing on what and how of thing before knowing WHY
in story there is role, role is distribute around the goal of the story, knowing this help to manage ai in game because he wont give the same ressource to all agent, we won't need because they don't have the same importance, actually by having a focus on some agent and by knowing what role they had we can controle more finely the experiance and still left room for freedom, by providing a structure we enhance the experiance and remove the mundane, better we can understood what it is happening in almost all detail
story told about problem, problem must met a solution, solution provide goal, to acheive goal one must take the role to pursue him and to be able to solve him
in story all role (and then behaviour) is drive by goal
around this goal, caracter have role
indentifying these role allow to have more controle in the process, it's a basic of storywriting
aroung the goal then we have:
Protagonist: those which seek goal
Antagonist : those which prevent the goal to be reach
Guardien : those which ease the goal to be reach
contagonist: those which slow the goal to be reach
Sidekick : those which support the goal (positive feedback)
skeptic : those which doubt the goal (negative feedback)
Rational : those which calm things
emotional : those which stress things
role can be take by any agent, all role must be take to have a complete story structure BUT agents can change role
now i think it's obvious that all role doesnot need the same ai
some only need some words to say to pass information while other need a fully fctnal and dinamic ai to reach their requirement (protagonist and antagonist for ex), but it also depend on the situation of the agent (antagonist could be a dragon which protect the treasure, common monster script could do the job but the role is still meet, while angry farmer which prevent you to cross a river would have to think a little more and adapt the situation), the real fact is that with role even low end ai for agent could work if a top ai said them what to do to meet their role (saving resource for ONE only expensive ai, and you could still doing with actual RTS ai but adapt to dramatic structure
)
more about story here: www.dramatica.com (check the theory book)
NOTE
now i just realize that i havent to put full activation to the perceive concept, if they comme with strength this could simulate the degree of perception of a scene, however this turn the scene appraisal to each agent rather than a general description pass to them all, hum, it's more a problem of what is need for a design then...
i don't beleive that cyc would work, because it will meet fossilisation and then is expose to catastrophe, it lacks flexibility, it's merely a toy without purpose
EDIT:
just notice that you could create an principal dramatic emotion to passe to agent in order to keep them in the role, they would want to seek the better state that meet this emotion optimal
>>>>>>>>>>>>>>>
be good
be evil
but do it WELL
>>>>>>>>>>>>>>>
[edited by - neoshaman on April 16, 2004 3:43:31 AM]