A.I. in an MMORPG
#1
Posted 03 June 2007 - 06:43 PM
Any suggestions would be much appreciated.
#2
Posted 04 June 2007 - 08:48 AM
It really depends what you want to do?
#3
Posted 10 June 2007 - 01:43 PM
#4
Posted 10 June 2007 - 09:51 PM
Its easy to recognise 'juice', but the context is much more difficult.
For example, that player could ask, "what sort of juice is it?", the response "coming right up" makes no sense.
If you're using c and you want to recognise juice in a string use strstr(player_input, "juice") != 0;
Or STL/C++ std::string find
string player_input( "blah blah juice" );
string::size_type loc = player_input.find( "juice", 0 );
if( loc != string::npos ) {
cout << "coming right up" << endl;
} else {
cout << "only juice here" << endl;
}
What level are you aiming for?
#5
Posted 11 June 2007 - 01:02 PM
(jimmy carter)
-------------------------------
The future is C++
#6
Posted 11 June 2007 - 01:22 PM
The response can be a simple question->answer table, or some more logic, or counter questions with a list of possible answers for the player.
#7
Posted 11 June 2007 - 01:27 PM
To get you started, look here Natural language processing. Thats far to complicated.
A simpler more limited approach is to define a grammar of the things you want your barkeeper to understand.
#8
Posted 11 June 2007 - 02:55 PM
Thanks again
Ant
(jimmy carter)
-------------------------------
The future is C++
#9
Posted 19 June 2007 - 09:38 AM
You'd need to abstract things a bit, but for regular conversational stuff, I see no reason why a distributed computing setup wouldn't be doable, to carry the load away from your main server application. It would be very easy to set up a unique "personality" for every NPC by reusing AIML libraries. Hundreds of chatbots embedded into your NPCs... yummy thought, eh? 0.o
Obviously quests and whatnot should have their own parsers, but as far as "fluff" content goes, I think it would make for a great addition to any RPG, not just of the MMO variety.
http://www.alicebot.org/ to get started.
It can be pretty much plug and play to start with, but for any type of serious application, you're going to have to modify whatever source code you choose and optimize the heck out of it.
#10
Posted 19 June 2007 - 07:07 PM
P.S. Fantastic idea for general conversations with built in characters!
(jimmy carter)
-------------------------------
The future is C++
#11
Posted 19 June 2007 - 07:41 PM
12ant34 said:
P.S. Fantastic idea for general conversations with built in characters!
Read the website specifically the parts about aiml
#12
Posted 19 September 2007 - 01:42 PM
The smart players will figure out that you can write "buy juice please" (or something) instead of "I'd like a glass of cold refreshing orange juice, please" if the result is the same. Heck, they would make a macro saying it if your game allows.
I think the reward you'll get for implementing an impressive chat AI with lots of personalities is that your players are going to hate you. Sorry to say, but I think you really have to think this through. Instead I think you should put time into developing means to make the player's life easier, like a good macro function (Without giving away too much ofcourse. Don't want everybody to write an all-powerful macro turning the whole thing into a one button game :))
After all, people play mmorpgs to interact with other people, not computers :)
#13
Posted 25 October 2007 - 04:28 AM
fhein is right, the idea of a MMORPG is to interact with other players. Just do a prompt system:
1) Player clicks on Bartender
2) Bartender says: Hello, Welcome to my Pub. What are you looking to do?:
Buy a drink
Nothing, just wanted to talk :)
3) Player clicks on one of the two choices that appear on his screen:
if choice 1) Pull up an inventory menu of the drinks to choose from
if choice 2) Exit the conversation / dialog
Of course it will depend on how you are implementing your game and different interactions, but it's easy if you just limit the options. Players come to the bar for a reason: to buy beer (or something else you might implement). Why have the bartender bullshit you for a while if it's just going to delay your time in getting the beer?
Or you could have some really new uber idea that needs the AI to make your game the ultimate one out there.
Great man, go for it. But also realize that it will take processing time on your server. Everything takes clock cycles. Limiting your AI will not only save you production time, but will speed up the game.
#14
Posted 20 February 2008 - 10:14 PM
(jimmy carter)
-------------------------------
The future is C++
#15
Posted 20 February 2008 - 11:07 PM
#16
Posted 22 February 2008 - 05:27 PM
(jimmy carter)
-------------------------------
The future is C++
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